Author Topic: [OOC Thread] Predator: First Blood  (Read 10350 times)

Leif

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Re: [Recruiting] Predator: First Blood
« Reply #15 on: May 15, 2010, 01:11:15 AM »
Is the martial artist class an option? If so I'd like to go that rout.

My unblooded's name will be Mei Thei-de (Death Brother).
« Last Edit: May 15, 2010, 01:37:41 AM by Leif »

Mister Andersen

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Re: [Recruiting] Predator: First Blood
« Reply #16 on: May 15, 2010, 07:47:07 AM »
The movie Predators has a hunter with an attack 'dog'.

*EDIT* Incidentally, Jon are we set on level 3 now? If we are then Emma and I will get cracking.

Yes, we're a go for level 3

Call me tentative while I figure out if I can support this habit. :)

For the moment, I assume we'll be operating as a group of noobs, yes? I mean, this is a group game and all.

Is this Solider-only? Or can a Yautja do Scout, Captain, Explorer, etc? How would something like a Captain's PL or a Lancer's Companion work in a setting like this?

There's no class restriction per se -- Captain and Lancer are only problematic in that they give you those sidekick feats, otherwise they're perfectly reasonable (the captain especially), so I'm more than happy to simply swap out PL & AC for another feat from those trees. Martial Artist is perfectly acceptable. The only classes you likely don't want to mess with are Courtier, Keeper and Sage.

Gentry

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Re: [Recruiting] Predator: First Blood
« Reply #17 on: May 15, 2010, 08:06:19 AM »
Fair enough. I assume as well that the Miracles and Sorcery qualities are not in play for the purposes of this exercise?  ;)
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Dhampire

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Re: [Recruiting] Predator: First Blood
« Reply #18 on: May 15, 2010, 08:15:40 AM »
Fair enough. I assume as well that the Miracles and Sorcery qualities are not in play for the purposes of this exercise?  ;)

I would have thought so, but Shaman is one of the Iconic Specialties, and it's bonus feat is Blessed, which requires Miracles and an Alignment (with at least 1 Path with which to take a step).
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Dhampire

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Re: [Recruiting] Predator: First Blood
« Reply #19 on: May 15, 2010, 08:24:13 AM »
So, here's the basic idea for I'm planning on playing.

Yautja Stalker, Scout 3
Basic Skill Mastery (Stalker Blend & Tactics), Misdirection Basics, Horde Basics, Night Fighting

I have a couple questions which may change this basic build:
If multiple characters have Misdirection Basics, will all instances of it count for numerical superiority?
Does the Yautja Low Light Vision, considered darkvision I for stacking with Night Fighting, thus granting Darkvision II?
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Re: [Recruiting] Predator: First Blood
« Reply #20 on: May 15, 2010, 09:16:37 AM »
Low Light vision has been errated as Darkvision I so yes they stack. I see no reason why MisDir Basics can't stack in multiple instances, as by my reading of it the feat applies to the individual's bad assitude.

Priest is a valid class, it' just a matter of selecting paths that make sense but is also something that you need to discuss with me

Gentry

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Re: [Recruiting] Predator: First Blood
« Reply #21 on: May 15, 2010, 09:52:26 AM »
Species Feats? I'm entertaining a quasi-mystical Angelic Heritaged Captain. Assuming, of course, that we're in a game of "you noobs get dumped in a pile on this alien-infested world" as opposed to "you noobs get dropped one by one many miles apart on this alien-infested world".  :)

How do you feel about the Path of Strength as a Yautja-allowed Blessed path?
« Last Edit: May 15, 2010, 11:39:09 AM by Gentry »
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Re: [Recruiting] Predator: First Blood
« Reply #22 on: May 15, 2010, 11:45:51 AM »
No, no heritage feats.

Dhampire

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Re: [Recruiting] Predator: First Blood
« Reply #23 on: May 15, 2010, 11:54:44 AM »
What Hunting gear will be given to us?

And, does it cost us anything?
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Re: [Recruiting] Predator: First Blood
« Reply #24 on: May 15, 2010, 03:05:12 PM »
You've got to buy all your gear; weapons options are limited to melee and hurled weapons only, your sole prize is a basic helmet, no cloaking gear

Gentry

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Re: [Recruiting] Predator: First Blood
« Reply #25 on: May 15, 2010, 06:24:39 PM »
Well, time to make with the plunge taking, I reckon. Shame on no heritage feats, but so be it. :)

Spoiler: Three-Eye • show


Three-Eye (Gentry)
XP: 0 (comparatively speaking)
Yautja Shaman
Captain 3
Speed 40 ft. (40 ft. in armor)

STR: 18
DEX: 14
CON: 14
INT: 12
WIS: 12 (includes +1 for Shaman)
CHA: 10

Vitality: 33
Wounds: 21

Melee Attack: +6 = 2 + 4
Glaive +7 (1d10+5 lethal, threat 19-20)

Unarmed Attack:  +6 = 2 + 4
Fist +6 (1d4 lethal, threat 20)

Ranged Attack:  +4 = 2 + 2
Kama +4 (1d8+5, threat 20, 15 ft. x2   )

Fortitude save: +4 = 2 + 2
Reflex save: +3 = 1 + 2
Will save: +4 = 3 + 1

Defense: 13 = 10 + 1 (class) + 2 (dex)
DR: 2 = 2 (armor)
Resists: none

Initiative: +4 = 2 (class) + 2 (dex)

Action dice: 3d4

Origin Abilities:
Banned Actions: You may not make Calm or Influence checks.
Cat Fall: You take 1 less die of damage from falling.
Cold-Blooded: You require only one-quarter of the amount of food that a warm-blooded character your size does to survive. However, you suffer 1 additional point of damage per die from cold and are sickened for a number of rounds equal to one-half the cold damage taken. If you are suffering continuous cold damage such as from the environment you are sickened until escaping the source of the damage.
Contagion Sense: Roll twice for Fort saves prompted by disease/poison, keeping preferred result.
Light Sensitive: You take 20 points of flash damage when you enter a brighter area. You also suffer a 4 gear penalty with saves made to resist flash damage, though this penalty is negated with eye protection.
Low-light Vision: You ignore the effects of dim and faint lighting.
Practiced Sense Motive: If Sense Motive+Action Die=Fail, retain Action Die.
Sterner Stuff: The keen quality of all attacks against you is reduced by 4.
Thick Hide: You are considered to be wearing partial armour that provides Damage Reduction 2. This damage reduction does not stack with other armour.  

Class Abilities:
Cadre: Once per scene (free action) share 1 Basic Combat feat with teammates until end of scene.
Right-Hand Man: Feat dropped, substituted with Glint of Madness.
Master and Commander I: Maximum Tactics rank=Career level +6.
Battle Planning I: Crush Them! (Melee and unarmed attack checks), Stand Fast! (Vitality bonus=twice target's Career Level)

Skills: Total = Ranks + Attribute Modifier + Misc
Athletics +12 = 3 + 4 + 5
Intimidate +8 = 5 + 1 +2 (armor bonus)
Medicine +2 = 1 + 1
Notice +7 = 6 + 1
Resolve +6 = 4 + 2
Ride +3 = 1 + 2 (Air Vehicles)
Sense Motive +3 = 2 + 1
Survival +2 = 1 + 1
Tactics +10 = 9 + 1 (Enlightened +6)
Acrobatics +10 = 8 + 2 (Enlightened +5)
Bluff +1 = 1 + 0
Search +2 = 1 + 1
ACP -0

Feats:
Ambush Basics (Tactics/Ambush check in only 2 rounds; +1d6 Sneak Attack dmg)
Blessed (Path of Strength I: +5 Athletics)
Bushwhack Basics (with 2-to-1 advantage, Three-Eye's Ambush effects last 3 rounds past the surprise round)
Contempt (BASIC COMBAT FEAT: 1/round & 3/combat make free attack vs.  standard character)
Glint of Madness (1d10 stress dmg on Threaten, Threaten as free action after a kill)

Stances:
None

Interests:
Language: Yautja
Study: Yautja Culture
Study: Strategy and Tactics
Study: Stellar Navigation
Alignment: Yautja Ancestral Mysticism

Proficiencies:
Edged (+Forte)
Hurled
Ranged
Unarmed

Advanced tricks:
None

Lifestyle: 3
Panache 2 (+1 Appearance)
Prudence 1

Cash on hand: 0
Stake: 5s
Reputation: 30
 
Gear:
Superior Ogre Glaive (1d10+5 lethal; threat 19-20; qual: AP 2, keen 16, reach +1; Const Hard 3; Weight 40 lbs.)  
Superior Ogre Kama x2 (1d8+5 lethal; threat 20; qual: AP 4, hurl (15'x2), keen 16, trip; Const Hard 3; Weight 6 lbs. each)  
Large-Size Fitted Orc Partial Studded Leather (DR 2; Const Soft 2; Weight 36 lbs.)  
Balm (3)
Bandages (10)
Body paint (3)
Ceremonial chewing herb (as comfort food) (3)
Chalk (10)
Ink, common (20)
Large Sack
Map of testing ground, average
Purse x4
Salve (3)

Prizes:
Basic Helmet


Marked for service with the tribe's astrologers and mystic bokors, Three-Eye is a wily hunter who prefers to let his prey come to him. In battle, he channels the spirits of his mighty ancestors and makes himself the channel for their great vengeance and furious anger. Those around cannot help but benefit from his ferocious example.
« Last Edit: May 15, 2010, 07:36:07 PM by Gentry »
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Mister Andersen

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Re: [Recruiting] Predator: First Blood
« Reply #26 on: May 16, 2010, 01:56:08 AM »
Not bad.

glimmerrat

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Re: [Recruiting] Predator: First Blood
« Reply #27 on: May 16, 2010, 02:18:11 AM »
I guess i'd better get creating...
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Gentry

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Re: [Recruiting] Predator: First Blood
« Reply #28 on: May 16, 2010, 07:51:48 AM »
Which brings us back to the question of level. I did 3rd, Glimmerrat did 5th. Which way do you want to go, Andersen?
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Dhampire

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Re: [Recruiting] Predator: First Blood
« Reply #29 on: May 16, 2010, 11:34:07 AM »
Here's mine.

Spoiler: Swift-spear • show


Swift-Spear (Dhampire)
XP: 0 (above 3rd level)
Origin: Yautja Stalker
Size/type: Large folk (1x1), Reach 1
Class: Scout 3
Speed: 40 ft.

STR: 14
DEX: 18
CON: 14
INT: 10
WIS: 13
CHA: 10

Vitality: 33
Wounds: 21

Melee Attack: +4 = 2 + 2
Machete (1d10 lethal, threat 20 (18 vs Medium or smaller)

Unarmed Attack: +0 = 2 + 2 - 4
Fist +0 (1d3 subdual, error 1-3, threat 20)

Ranged Attack: +6 = 2 + 4
Javelin +7 (1d10+4, threaten 19(17 vs Medium or smaller), Range 30x3 (x5 with Atlatl)

Fortitude save: +5 = 3 + 2 (+2 vs environment)
Reflex save: +7 = 3 + 4 (+2 vs environment)
Will save: +2 = 1 + 1 (+2 vs environment)

Defense: = 20 + 2 (class) + 4 (dex) + 2 (rough living) + 2 (shield)
DR: 2 = 2 (tough hide)
Resists: Cold 9

Initiative: +8 = 4 (class) + 4 (dex)

Action dice: 3d4

Origin Abilities
Banned Actions: You may not make Calm or Influence checks.
Cat Fall: You take 1 less die of damage from falling.
Cold-Blooded: You require only one-quarter of the amount of food that a warm-blooded character your size does to survive. However, you suffer 1 additional point of damage per die from cold and are sickened for a number of rounds equal to one-half the cold damage taken. If you are suffering continuous cold damage such as from the environment you are sickened until escaping the source of the damage.
Light Sensitive: You take 20 points of flash damage when you enter a brighter area. You also suffer a 4 gear penalty with saves made to resist flash damage, though this penalty is negated with eye protection.
Low-light Vision: You ignore the effects of dim and faint lighting. (Darkvision I)
Sterner Stuff: The keen quality of all attacks against you is reduced by 4.
Thick Hide: You are considered to be wearing partial armour that provides Damage Reduction 2. This damage reduction does not stack with other armour.
Favoured Foes: Folk, Horror:  Your threat range is increased by 2 when making Notice, Sense Motive, and Survival checks and attack rolls targeting standard characters of the chosen type. You may choose an additional character type to receive this bonus at Career Levels 6, 11, and 16.
Spider Climb: You always make Climb checks as if you have a climbing kit.
Trackless Step: The DC of Survival/Tracking checks to follow your trail is increased by 10.

Class Abilities
  Trailblazer: Once per scene (free action) share 1 Terrain feat with teammates until end of scene.
  Stalker: Flawless Survival, Tactics: as long as not an error, DC is set to 23, lowest possible positive result of multiple grades.

Skills: Total = Ranks + Attribute Modifier + Misc
Acrobatics +12 = 8 + 4     (Enlightened +5)
Athletics +6 = 4 + 2
Notice +7 = 6 + 1
Resolve +5 = 3 + 2
Investigate +2 = 1 + 1     (origin)
Search +6 = 6 + 0     (origin)
Sneak +10 = 6 + 4
Survival +2 = 1 + 1     (Flawless DC23)
Tactics +3 = 1 + 0 + 2 (Flawless DC23, threat 19-20)
Blend +2 = 0 + 0 + 2 (error 1-3, threat 19-20)
ACP -0

Feats:
Basic Skill Mastery (Stalker Blend & Tactics)
Misdirection Basics
Horde Basics
Night Fighting

Interests:
Language: Yautja
Study: Yautja Culture
Study: The Kainde Amedha
Study: Hunt Rituals
Study: Hunt Locales

Proficiencies:
Edged
Hurled Forte
Blunt

Advanced Tricks:
Salt the Wound

Lifestyle: 1
Panache 0
Prudence 1

Legend: 1
Reputation: 30
Cash on Hand: 0
Stake: 2s

Gear:
Superior, Finesse, Keen x2, Giant Machete
   (1d10+5 lethal, threat 20 (18-20 vs smaller); qualities: AP2, Finesse, Keen 8; Const Hard 3; Weight 8lbs)
Giant Atlatl
   (threat 19-20, 17-20 vs smaller, range +2 increments; qualities: AP4, load 1; Const Hard 3; Weight 6lbs)
Bleed, Keen x5, Giant Javelin (x12)
   (1d10+4 lethal, threat 19-20 (17-20 vs smaller), range 30x3; qualities: Bleed, Keen 20; Const Hard 2; Weight 6lbs per 3)
Superior Metal Giant Shield
   (1d6+3 subdual, threat 20 (18-20 vs smaller); quality: guard +2; Const Hard 4; Weight 16lbs)
Warm, Moderate Padded Armor
   (DR 1, Cold 9, DP -0, ACP -0)

Bandages (10)
Canteen
Rations (7 days) (x3-4 due to cold blooded?)
Sack
Meat strips (Hearty Food) (3 uses)
Stim shot (Vitality Potion)

Prizes:
Basic Helmet



Eager to become Blooded, Swift-Spear has gone on many lesser hunts and has survived on his own for an entire moon revolution.  Swift-Spear stalks his prey nearly silently, from above when he can, and takes them down with well-aimed spears.
« Last Edit: June 29, 2010, 09:02:02 AM by Dhampire »
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