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An Orc a Bar and Some Adventures
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361
Nov 8th, 2022, 06:52 PM
Dylan Scott
Great Wyrm
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RPXP: 6635
Posts: 1,251
Cross and Mouse
With Yasir and his troops making a run for boarding and hopefully seizing the Augustgrad cruiser, and Vania heading up the provide what was sure to be a massively destructive distraction, there was little Cross could do here on the ground but do his best to keep the Dominion ground troops occupied so they could not return to the cruiser and provide backup.
Checking to make sure Cera was secure and safe tucked up in the hood of his winter jacket, Cross turned to Ji'nara and gave her a smile
"I think a change in the command structure right now would prove to be a hindrance don't you? Remain in command on the Bridge Seneschal, although i would be grateful if you would allow me the opportunity to speak with the Dominion Troops.
For the moment, Cross stands in front of the Captains Chair on the bridge as Ji'nara gives the Comms officer the command to transmit his image and voice both Audibly outside of the Battle Tank and over open Channels to the Dominion Troops, both on the ground and in the orbital ships
"I am Praetor Cross of the Spear of Adun, You have all been told by your commanding officers that i am the enemy, that i am a rebel. The Emperor has placed a bounty on my head and you all think you can claim it. The Only thing you will claim by trying is Death. I am sure you all have access to my records by now, so you all know what i am capable of, You know what happened to the Planet Servain and the Zerg who inhabited that world. You know What became of the Ghost who stood in my Way. To the Criminals of this planet who thought they were untouchable when they made a move against me, To the Deathwings who were sent for me, you know what happened to Techpriest Vingh and his entire fleet when he came for me and mine!"
"I Will give you this one warning! this One chance to walk way! Lay down your arms and turn around and you will be spared, if you chose to come for me and my family then you need to remember. I am Nathan Cross, I am the Whispering Death of the White, I am the Destroying Shadow of the Protoss! You have been Warned!"
At a silent signal the Comms officer killed the transmission and Cross returned the command chair to Ji'nara, giving her a wistful smile
"I don't think that will convince them but i had to try"
Cross returns to the gunners chair beside his father, who seems both happy to see him and confused by the small girl perched looking over his shoulder from his hood in a black and orange witches hat
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Intimidation and Demoralise Attempt
Dice
Intimidate Check
:
1D20+7
(
7
)+7
Total =
14
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan 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) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Character Links
Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
362
Nov 13th, 2022, 06:23 AM
RWBY2019
Servant To The Omnissiah
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Last Visit: Sep 30th, 2023
RPXP: 273
Posts: 560
The Reply
The Open channels flair with static as the Cruiser's Captain replies.
"I am, Well aware of you Mr.Cross and I have to admit you would have made a very good Emperors shadow or a elite ghost, But sadly you are a rebel and the price on your head is very appealing, I was going to give you one hour to make your peace but the merc ripping a hole in the superstructure of my ship makes me want you dead now."
As Cross sits down and Cera peers over his shoulder at the consoles, she reaches down and starts fiddling with a portion of his jacket
"What is a Deathwing, also what is that"
one her tiny hands points at a slight distortion in the air in the corner of the room.
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#
363
Nov 13th, 2022, 10:17 AM
triedtherest
Great Wyrm
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Last Visit: Sep 30th, 2023
RPXP: 6408
Posts: 4,636
Yasir bin Abadard XXIV - Back to the Profit Margin
After letting Cross say his piece, and for the Cruiser's Skipper to say theirs, Yasir patched into the open channel.
"You seem to be under a misapprehension, Captain."
The Cultist/Merchant says smoothly.
"Mr Cross was pleading for lives..YOUR lives, to be precise!"
Briefly switching channels, he hails the Chaos Fleet.
"This is Champion Yasir. Destroy that Cruiser and everyone on it. That is all."
Switching back, he informs the Cruiser.
"Make peace with your Gods....or not!"
He laughs, heartlessly.
"I don't really care, to be honest! Fight with whatever feeble strength you can muster. Entertain the Blood God!"
OOC
Stamina Points: 21/24
Hit Points: 28/28
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (3/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 3/9)
Character Sheet
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#
364
Nov 15th, 2022, 04:50 PM
Dylan Scott
Great Wyrm
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Last Visit: Sep 30th, 2023
RPXP: 6635
Posts: 1,251
Cross and Mouse
Disappointed, but not surprised by the Captains response, he can only shake his head sadly as he Reaches up to give Cera a hug as she perches back on his shoulder
"A Death-wing is a very bad man who you don't need to worry about meeting princess"
Following the direction of his daughters tiny hand, He notes the distortion in the air, even as he registers the static on the open channel, a telltale sign of Warp, the fact the distortion is so slight suggests Ghost Activity. Even as he is making sense of the scene, Cross is raising from his seat, his arms lifting as he reaches out with his mind, first to call his Coil Rifle to his hand, then to send a burst of Psychic Feedback towards the corner of the room, as he makes eye contact with Garrett
"Breach!"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Blind Burst of Psychic Feedback towards the Distortion
Bonus Action:
Call Coil Rifle via Weapon Focus
Reaction:
Notes:
Stat Block
Nathan 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) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
365
Nov 19th, 2022, 04:51 AM
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Yasir - A visceral entrance
The scene Yasir encounters as his shuttle lands is visceral, the hangar is red with entrails strewn everywhere at the center is a white haired girl not taller than Lilly nor older, covered in blood and dressed loosely in tattered white cloth Yasir hears a faint sound a slight giggle that slowly builds into irate maniacal laughter.
The subtle tones of a slow music box play as she turns around her face covered in blood eyes like daggers speak of terrors, Indescribable horrors surround her as the music box falters to become a hollow silence filled with muffled reveres speech talking of the things he will feel as he dies.
The lights cut as the girl stalks toward him and his crew
"Tick Tock goes the clock, ding dong goes the bell, crunch crack the goes bones."
the words echo and swirl in the now still air a chill creeps down Yasir's spine, the girl sings in a slow creeping tone repeating the verse like a twisted nursery rhyme.
His head on a swivel Yasir looks around the light steps of his adversary refusing to reveal her hand, before he feels a sharp pain as his left shoulder is pierced by a
10 damage
sharpened human femur
, another verse follows the pain.
"Tick Tock goes the clock, ding dong goes the bell, Thud thump go the heads."
A Ghost and a Girl
as Cross reaches out to the shimmering corner with his mind he sees his little mouse Climb up the nearest support pole, scurrying over to the now revealed ghost her sharp talons digging into the soft flesh beneath the ghosts stealth suite, her second set of arms ripping its helmet off as her mouth diggs into the flesh of his neck.
The Male ghost reaches up trying to dislodge Cera, but she drops his helm and digs her now free talons deep into his chest through his armor as he bleeds from the nose and eyes, he grabs a hold of Cera ripping her from his back and causing his wounds to become worse.
"Die you little Wh*re"
he tosses her at a console and she screams in pain.
She however gets back up launching herself at the ghost this time burroung her talons deep in his eye sockets and screaming at him
"I"LL EAT YOU FROM THE INSIDE OUT! AND LEAVE MY YOUNG TO FEAST ON WHAT'S LEFT!"
she would then swiftly shed her clothes burrowing into his chest.
The now blind man screaming as she rips him apart from the inside, after a moment he stops and a very red mouse pokes her head out of the entry point before climbing out, using what left of his uniform to clean off before dressing and scurrying back to her perch in Cross's hood nuzzling up to him a warm comfortable smile on her face as she passes out.
OOC About Delay
So sorry for the wait I had to really think about the little song that Yasir's opponent is singing, and my computer recently had to have it's gpu replaced so yea lots of problems many apologies but, I hope you all are chilled to the bone and ready for more.
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#
366
Nov 20th, 2022, 06:06 AM
Dylan Scott
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Cross and Mouse
Perhaps he should have been surprised and shocked by Cera's actions, but after the whirlwind of the last few days he was almost numb to the unexpected and often violent talents of his children. All he could do was watch with almost detached curiosity as the small girl violently slaughtered the Ghost as he appeared, a snarl of his own on his lips as Cera was hurt but she recovered so quickly not even he could get a shot off at the man for hurting his child. Not that he needed to, his little mouse clearly didn't need any help dispatching one of the Emperor's so call Elite.
Placing his rifle back down, resting it against the Gunnery console, Cross reached a hand up to stroke Cera's
fur?
hair
as she nuzzled up in his hood with a contented smile, the blood on his hand and running down his jacket from the small hand she had resting over his shoulder didn't bother him as much as it should, perhaps he should speak to someone about that. Cross realise what a sight he must seem, standing there with a blood covered girl cuddled up against his neck, blood running down his shirt as he smiled and decided to take advantage of it
"Rose? i assume your sensors are now linked into this vessel and you recorded what just happened? please transmit that image to every receiving device on their ship and access an open channel, i want everyone to hear this"
Taking a moment to take a calming breath, Cross turned once more to the monitor, letting the image of the Ghosts gruesome and rapid death play out for the enemy
"Captain. I applaud your attempt but as you can see it failed, You were given a chance and you squandered it, just as you have squandered the lives of your entire crew with your stubborn refusal to see sense. You are free to throw your own life away but where is your concern for the lives of your crew? a leader is suppose to do all he can to protect his men when the conflict is unwinnable, not throw their lives away for his own ego.
"You had your chance captain and your life is now forfeit but i find i am in the mood today to be uncharacteristically merciful so i will give your crew one last chance to save their own lives. So listen closely Crew, this decision is for you to make. Seize control of your vessel and place the captain into an escape pod, alive or dead makes no difference to me. Jettison that pod and you get to take your ship and leave unharmed"
"Stay and every last one of you will share the fate of the man the captain sent over here to his death, one of your best. Now one of the dead"
"You have five minutes to make your decision. Either hand over the captain or spend these last five minutes saying your goodbyes, there will be no third chance"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Intimidation and Demoralise Attempt
Dice
Intimidate Check
:
1D20+7
(
12
)+7
Total =
19
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan 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) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
367
Nov 25th, 2022, 02:47 AM
triedtherest
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Yasir bin Abadard XXIV - Back to the Profit Margin
Yasir pinched his shoulder where the femur had hit.
"I just had dinner with the Lords of Hell, so don't even
try
to out-weird me!"
He turned to Akaiyuki.
"Is
this
your quarry? If so, then she's all yours!"
OOC
Stamina Points: 21/24
Hit Points: 28/28
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (3/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 3/9)
Character Sheet
Last edited by triedtherest; Nov 25th, 2022 at
02:48 AM
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368
Nov 28th, 2022, 04:55 AM
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Cross - Inspiring fear
As the footage plays and Cross speaks the ground forces waver and stop, surrendering to Cross and his terrifying pet as the enemies call her over comms much to Cera's displeasure and request to eat them too, and sure enough it seems she also scared the cruisers crew as its gunship escort flees as Yasir's chaos fleet enters the system and begins assaulting their quarry.
as Cross waits for his reply of either a drop pod or the captains surrender, the Protoss bring in the newly surrendered ground forces and Cross is taken to pass judgment on how to handle them.
however His little mouse disproves of her insulters standing alive in front of her so she remove her hat and leaps from Cross's shoulders to one over the men who had insulted her somehow recognizing him by voice as he whispered to another crew member. She would repeat her process from before with him, emerging this time clean of any blood or fluids she would then dress contently climbing up Cross,
"He tasted good Cera has her pound of flesh Cera need no more Cera full."
she would the very bone chillingly fall asleep in moments a full belly and some exercise doing her wonders.
A exacerbated protoss would ask Cross if he wanted a towel to clean of the blood trailing from Cera's mouth down his shirt and jacket and would also ask what his plans were for the still living.
Yasir - A chill and a Brush with the Reaper
"This girl is close to My mark but a ways off still but My mark is near I smell her."
Akaiyuki would then slice several more sharpened bones from the air and return the favour by lobbing several small bombs toward the strange girl.
of whom would giggle
" Those tickled"
Yasir would then feel a small hand grip the base of his neck the cold reaching through armor plate but the he realize the hand is through the armor, As he steps forward he feels several long fingernails
15 damage and make a dc 24 will save or be terrified and sickened for 3 rounds.
carve deep into his flesh
The cold leaving a uncomfortable feeling behind.
OOC for Yasir's save
If Yasir fails he sees all the Gruesome, Perverse, Occult and Wretched things the girl will do to him while she kills him, feel free to be detailed In what he sees im awarding xp for bone chill.
a failure of the save dose not kill Yasir but shows him how the girl will kill him
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#
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Nov 30th, 2022, 06:26 AM
triedtherest
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Yasir bin Abadard XXIV - Back to the Profit Margin
"YAARGH!"
Cried out Yasir, as the ghostly claws
Dice
Will Save DC 24
:
1d20+4
(
10
)+4
Total =
14
dug deep
into his shoulder.
Nightmarish images flashed through Yasir's head.
"Marines!"
Blurted the Merchant, as he tried to get away from the ghostly killer.
"Kill her! Whatever it takes, no matter who's in the way. Kill her NOW!"
OOC
Terrified and sickened for 3 rounds
Stamina Points: 0/24
Hit Points: 22/28
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (3/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 3/9)
Character Sheet
Last edited by triedtherest; Dec 2nd, 2022 at
06:02 PM
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370
Nov 30th, 2022, 03:02 PM
Dylan Scott
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Cross and Mouse
Seeing that Garrett has followed along to oversee the sentencing of the Surrendered troops, Cross calmly walks over to him and lifting Cera from his hood, places her in his arms, hiding the small smile at his uncomfortable expression having just seen what she did, Cross leans over and kisses the sleeping little mouse on the forehead, whispering
"This is your grandfather little mouse, try not to eat him"
Nodding at the Protoss offering him the towel, Cross silently takes it and slowly paces before the clearly uncomfortable prisoners, calmly cleaning the blood from his shirt and jacket in front of them, seemingly disinterested in their fate, letting the silence linger until most of the former troopers are shuffling nervously before folding the towel neatly, hiding the blood on the inside and handing it back to the Protoss with a thank you before turning to face the prisoners
"Despite what you have no doubt heard, i am a man of my word. The crew of the Augustgrad are free to take their ship and leave, if they do it quickly they might even make it out of the system before the Chaos fleet arrives, i have no control over their actions and would not trust them to honour my word. As for you men here on the ground!"
Once more Cross paused and let the silence build, he had agreed to let the Augustgrad crew leave but he hadn't made such an offer to the ground troops who had tried to seize the city and they were starting to realise it
"You are free to leave also, there is a whole city out there for you to get lost in, some of it might even be friendly too you, despite what you did to their homes, but you will be leaving your uniform, weaponry and vehicles behind, they belong to me now"
"Start stripping down, leave your possessions where they are and start walking. You have 10 minutes. After that i will wake up my child here and give her free rein of whoever is left in this room, and believe me, you thought she was hungry before just wait to see what shes like after she sleeps"
Turning his back on the prisoners, his decree apparently given, Cross makes his way over to the Protoss who offered him the towel, conversing with him in Khalani
"Please can you organise the collection and cataloguing of their weaponry and vehicles,etc and pass that information onto Mr Abadard when he returns onboard, i'm sure he will be able to arrange its liquidation into more useful currency and equipment. thank you"
"I will be having a smoke if anyone needs me"
Cross doesn't elaborate further on where he will be doing that but those who know him can guess where he will be
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)
Stamina:
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) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
371
Dec 6th, 2022, 12:01 AM
RWBY2019
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Yasir - Darkness ends
Yasir's call to the Marines is followed by the darkness being split by the muzzle flash of their weapons , Yasir is jerked back by Akaiyuki who counters several sharp bones
"Stay here we shall handle her"
Akaiyuki then dashes off helping the marines.
Cross - A Cigar and his Mouse
While Cross sat down lighting a Cigar and relaxing he would feel a small presence lie down in his lap, Passing out on him faster than it arrived sleeping softly Cera had escaped Garrett somehow and followed him but from what he could see she was blood free and all the other surrendered Dominion forces were stripping down and leaving.
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372
Dec 8th, 2022, 05:32 PM
Dylan Scott
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100th GAME POST!!!
Having retreated back to the Snowcat, Cross has barely sat down and reclined the seat before he feels Cera rejoining him, already back asleep as he looks down at her with a smile. He isn't surprised she had slipped Garrett's watch, or that she found him so quickly, those he is curious how she got inside the Snowcat so easily, he hadn't had the chance to add her biometrics to the family subroutine yet. As the view screens on the Cat tune into the hangar overlooking the Dominion Troops he suspects it was Rose's doing, she has always had a knack for anticipating his needs but lately she seems to be going beyond her programming and seems to have added the Girls to her purview as well.
Cross chuckled as an unusual stray thought flitted through his mind as he lay back and took a slow drag on his cigar, free hand stroking Cera's hair gently as she slept
The girls could do alot worse for a mother
, this whimsical thought though was quickly replaced by more practical thoughts, drawing a groan of frustration when he realised he would need to start another trust fund and once more contact Sebastian to update his guild files, which reminding him he still needed to get an update from Rose on the guild files she was looking over on the former Hunters who had accepted the Emporers bounty on his head.
"Rose?..Can you open a channel to the girls for me on their private network? thank you"
"Butterfly? Little Raven? are you girls alright out there? Snowlily, has Vania told you that you have a little sister now? I'm sure she is dying to meet you, why don't you come back planet side and say hi? You too Vania, let the Augustgrad leave the system and come back home"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)
Stamina:
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) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Nathan Cross
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Kitwix Hillivi Grimzinta
#
373
Dec 9th, 2022, 06:00 AM
triedtherest
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Yasir bin Abadard XXIV - Back to the Profit Margin
Yasir could do little more than watch the clash of sword on bone, while backing away as best he could.
"Stay here we shall handle her"
Said
HIS
psychotic, bloodthirsty swordswoman.
"Done!"
Was all that Yasir could manage before coughing up blood.
I really need to visit the med-bay once we're done here!
He thought dismally through the terror, pain, and involuntary convulsions of his own body!
OOC
Terrified and sickened for 3 rounds
Stamina Points: 0/24
Hit Points: 22/28
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (3/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 3/9)
Character Sheet
Last edited by triedtherest; Dec 21st, 2022 at
03:20 PM
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374
Dec 15th, 2022, 09:52 PM
RWBY2019
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Cross - A big Problem
Lily's voice comes over comms
"Sorry daddy it can't leave yet Vania and Mr.Merchant are on board, and if it leaves Vania will blow up it and the dry dock it goes to"
after a moment Vania speaks gunfire drowning her background
"No can do on a retreat there pops For one i'm pinned down and it reminds me of my glory days back what 15 years the heist of blackwatch 3 HoHoHoHO! good Times"
a light ctrack breaks comms and the is some chugging as Vania goes through some alcohol
"Welp back to work"
as she finishes a mass of zerg break through a building drawn in by something
Yasir - The Mark Of Akaiyuki
As the small girl that had been terrorizing him was felled with swift precision A new woman much taller wearing a white tragedy mask took the proverbial stage
"MY MY it seems my little sister was unable to fell you a shame but i will do it in her stead "
she would then fling several long steel needles at Yasir
Take 10 damage
piercing through the thin parts of his armor
Akaiyuki would after this engage in hand to hand with the woman as Yasir was tended to by his marines
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Dec 19th, 2022, 04:15 PM
Dylan Scott
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Cross and Cera
Cross felt his headace returning and closed his eyes in frustration, pinching the bridge of his nose and trying to let out a groan without waking Cera. he shouldn't be surprised that Vania would not retreat, though for someone capable of Warp travel he didn't believe for a second she was pinned down and as trapped as she made out, she was just enjoying herself too much, Snowlily on the other hand was a surprise, she was not normally this stubborn.
When had things become so complicated?
, it had been less than a week since his life was turned upside down and he already longed for the simple days freezing his behind off laying in the snow watching a group of engineers arguing over the right way to fix a moisture extractor vent.
"Rose? Can you find us a nice out of the way ice planet to retire too? somewhere in the outer rim away from all this ridiculousness?"
He was only half joking when he made the request of the AI. Even before Rose had a chance to reply he was watching as another town was being overrun by Zerg, a swarm somehow appearing inside the city and already overrunning neighbourhood's. Rose had already anticipate his new request and a city map was already on display with projected red zones slowly growing overlaying it to show the spread of the Zerg. They seem to have originated in the poorer section of the city and were heading in their direction, specifically directly towards the Command Vehicle
Because why wouldn't they?
Once more his eyes closed as he struggled really hard not to curse out loud, taking several breaths before he called out again over the comms to Rose and the Girls, as he gently shook Cera awake
"Vania Violet Cross! I gave my word that the Augustgrad and their crew could leave unharmed by us, Do not make me break my word. Defend yourself by whatever means necessary but disengage and get your ass back planetside, There are plenty of Zerg here swarming our position for you to kill. Snowlily, do your best to fix the Dreadnaught and bring her orbital cannons to bare on the city, We need your help softening up and slowing the advance of the swarm"
"Ji'nara! I'm sure you are aware of the Zerg Swarm, please arm the crew and have the Protoss Guard join me outside to repel borders"
Standing from his chair, Cera still in his arms, Cross made his way out of the Snowcat and towards the loading bay
"Little Mouse, wake up princess. There are some bad monsters trying to hurt us and we need to go kick their bottoms. Want to come?"
He probably should have tried to convince the girl to stay in the Snowcat and sleep but he had a feeling that would be pointless, it didn't work with his other two so why should Cera be any more obedient.
As he reached the Loading Bay he noticed that only some of the surrendered troops had been processed out, and he realised that he had sent them out into the city unarmed and in many cases under dressed. It had been a merciful act on his part when it had just been an unfriendly unknown city but he hadn't known about the Zerg infestation then. he had unknowingly just sentenced them all to death at the hands of the Zerg Queen and her Brood.
"Rose! please will you open an open band communication and relay it through the speakers, external and internal"
"Attention! Dominion Troops! Protoss Guard! Citizens of Nion 4U3! This planet has been infected with the Zerg! right now there is a swarm approaching this very location and i know you are scared and unarmed. Come to the Command Module and you will be armed if you will fight with us, The zerg can be defeated, they can be killed. This is not the time to be separated by nations and politics, there is no Protoss, there is no Dominion, there are no Citizens. We must act as one and defend the lives of the men and women who stand beside you. There is just Us and Zerg, and we will be the ones who remain standing! Fight With Us!"
Turning to the Protoss guard he had previously appointed in charge of disarming and cataloguing the Dominon supplies, he gave the man an apologetic smile and shrug of his shoulders
"Change of plans, please arm anyone who will fight with us and defend the city, we need to repel the Zerg until the Dreadnaught can bring its cannons to bare and we can eliminate the Queen and her Swarm"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
I'm guessing its some kind of Diplomacy roll to Inspire? or would it be Culture? your call. I'll roll Diplomacy, if its Culture Add another +8 to result
Dice
Diplomacy Check
:
1D20+8
(
6
)+8
Total =
14
Well not as bad as it usually is when we try a Diplomacy roll but i see the Curse is still working
Bonus Action:
Reaction:
Notes:
Conditions:
Stat Block
Nathan 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) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Last edited by Dylan Scott; Dec 19th, 2022 at
04:16 PM
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