THE KETHERIC-HIVE AFFAIR (Balder's Gate 3 in Space! Quest)

BORN TO TIEF, WORLD IS FUCK
NAME: Karlach Cliffgate
RACE: Tiefling
HIT DIE/MELEE DAMAGE: 1d12 | HIT POINTS: 21/21 | LUCK: 6/6
PROFF: +2
XP: 0 | LEVEL: 2

STRENGTH​
DEXTERITY​
CONSTITUTION​
INTELLIGENCE​
WISDOM​
CHARISMA​
16 (+3)​
16 (+3)​
13 (+1)​
8 (-1)​
10 (+0)​
12 (+1)​
Save: +5​
Save: +5​
Save: +3​
Save: +1​
Save: +2​
Save: +3​

RACIALIZED TRAITS
Darkvision: Can see 100 feet in darkness without colors. Born this way, ma called it 20/Evil vision.
Light Sleeper: Only needs four hours of sleep for a long rest. Learned this in CapFor - nap when you got it.
Energy Resistance [Fire]: Take 1/2 damage from fire. This is why we got the cheap apartments, near the radiators.
Speed Malus: -1 meter of movement per round. Gorby Jr. is a pain in the ass.
Hider: Can hide when even only lightly obscure. Learned to duck pretty fast in the military.
ABLITIES
Action Surge (1/rest): Can take an extra action, refreshes on a short rest.
Reckless attack: Can gain advantage on Str based attacks while giving enemies advantage to hit you.
Rage (2/day): can go into a rage for 1 minute, gaining advantage on str checks and saves, +2 to str damage, reistance to B, P and S damage. Can't cast spells while raging.
Fighting Styles: Defensive (+1 to AC while wearing armor), Ranged (+2 to hit with ranged weapons), Blind Fighting (gain blindsight to 10 ft)
Second Wind (1/rest): Can use a bonus action to get 1d10+Level HP.
Natural Explorer: Ensure that the group has enough vac-suits and full tanks unless enemies take specific actions to negate it. When trapped with limited resources, double what the GM says you have. Create 3 shifts as a crew, rather than 2. Can patch suit as a free action. once per session, you can declare one thing to be true about a space station, habitat or spaceship - if the GM refuses, you're given a Luck Point.
Favored Enemy (Fascists): Get advantage on Wisdom (Survival) to track them and Intelligence rolls to know about their tactics.
Broad Proficiency: Martial Weapons, Heavy Weapons
Single Proficiency: Vac-Suits, Light, Medium, Heavy
Tool Proficiency: Repair, Shuttles, Armored Fighting Vehicle
Fighter's Luck: Get x3 LP per level.
Skills [8]: Skilled in Athletics, Acrobatics, Stealth, Perception, Persuasion, Performance, Intimidation, Insight
Expertise [2]: Expertise in Athletics and Stealth (double proff bonus.)​

GEAR

Armored Vac Suit (AC 19, 7 Bulletproof)
Bulletproof: AC applies to gunfire. If an enemy rolls 8-17, remove 1 bulletproof.)​
M-Gloves: Can create two mage hands as a free action, controlled by focused

Collapsable Knife: +5 to hit, 1d12+3 damage
Concealable: Advantage to hiding, -1 intimidation
Sharp: Deals 3 damage on a miss.​

MP-5: The Solar System's sexiest SMG
Effective Range: 0-25 Meters | 25-50 Meters
Damage: 1d4+3| Caliber: Medium | Recoil: 4 | ROF: 8 | Magazine: 30+1 | Intimidation: +3
Special: Tacti-Cool (comes with a built in, infinite use wand of Ray of Frost, which can be fired from the weapon whenever you want.)
Underslung DC8-ROFW: 60 foot range, 1d8 frost damage, reduces enemy movement speed by 10 feet on a hit.​

Arachne 9mm
Effective Range: 0-50 Meters
Damage: 1d4+3 | Caliber: Medium | Recoil: 7 | ROF: 3 | Magazine: 15+1 | Intimidation: +2
Special: Frangible - you can buy Small Caliber rounds for this to reduce the recoil to 4.​

23 magazines fully stocked of 9mm rounds

Standard patch kit
Effect: It can patch any hole of about palm size or smaller. Unfortunately, since they're designed to be 'slap and forget' patches, they can't really patch bigger holes effectively. Fortunately, you can apply them as a free action.

Computer Tool Kit
Effect: The computer tool kit is the collection of various lengths of wire, soldering gun, screwdriver (magnetized) and other nibbly little bits you need to do repair work on a computer, physically speaking. This won't do anything to debug it, unless you're being really literal about debugging here.

Cuffband
Effect: A plastic set of restraints. Good for dissidents, bounties and, until the Supreme Court's decision re Staton V Solarium Primary School, unruly children.

FINANCES

Q-Card: +0
Specie: 1 Gold

LEGALITY
Current Hab Legality: Not in Hab
Intimidation: Not in Hab
Total Criminality: Not in hab


STARSHIP - USAF-SGF Short Sword (Drizzit Class)
Acceleration Max: 3Gs | Handling: +4
Sensors: 5 Locks, 2 Jams

STRUCTURE SPACES: 300
Thrusters (10): 25 [10 Armor]
Externalities (9-4): 85 [0 Armor]​
Weapons: 72​
2 Fore, 2 Starboard, 2 Port, 2 Aft, 2 Dorsal, 2 Ventral S&R Draconic Limited Twin Linked 40mm PDCs
1 Dorsal Multipurpose 32cm Launch Tube​
EW/COM: 5​
D98 Panopticon Installation​
Cargo: 6 Tons​
Life Support (3): 39 [10 Armor]​
Radiators: 10
Water Recycling & Air Filtering: 15
Cabins: 10 (6 Bunk Rooms, 3 Cabins, 1 Officer's Cabin)
Sickbay: 5
Mess Hall: 5​
Command, Control & Communication (2): 5 [10 Armor]
Engines (1): 90 [10 Armor]
ARMERMENT
S&R Draconic Limited PDCs
Range: 0 | Damage: 1 Damage
ROF: 4d10 | Special: +5 to hit Torpedoes

32cm Launch Tube
Range: N/A | Damage: Per torpedo
ROF: 3 per round | Capacity: 17 Torpedoes

MD-82b Armor Piercing Chemical Torpedoes (12)
Special Note: These use high density hydrogen fuel bricks and have an extremely short duration
Acceleration: 20G | Handling: +4
Structure: 3​
Thrusters: -
Externalities (9-4): 1 [Armor 1]​
Weapon: 1​
High Yield Armor Piercing Warhead: 30 damage​
Life Support: -
Command, Control & Communication: -
Engine: 1​

T2-9 Tactical Nuclear Interplanetary Ballistic Missiles (5) [INOPERABLE]
Special Note: These use Zevar drives and have infinite range.
Acceleration: 10G | Handling: +4
Structure: 3​
Thrusters: -
Externalities (9-4): 2​
Weapon: 2​
Tactical Nuclear Warhead: 300 Damage (5km radius)​
Life Support: -
Command, Control & Communication: -
Engine: 1​
Description: A 300 ton warship, the Short Sword comes armed with 12 point defense cannons capable of covering every angle of attack and a 3 tube dorsal mounted torpedo bay, with 20 torpedoes, currently stocked with 15 MD82b antiarmor torpedoes that burn high density hydrogen fuel (making them high speed, short range), and 5 IPBMs with 30 kiloton tactical nuclear warheads. These have Zevar drives. They do not have "range" limitations.
 
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Could they open a group account. Like a business account with multiple Q-Cards but which don't necessarily link back to any of their personal accounts?
 
I was promised a racist fucktruck. Let's grab what we need and get back on the road. We can come back and waste Auntie Ethel or set the police station on fire or frame Astarion for crimes or whatever when we're done.

[X] Spending spree time.
 
Sure can! It'd require some long distance transactions, but you can do it!
Lets do it then.
[X] Form a merc group with the locals, use it as backing to get a Company Q Card across multiple locations. Spending Spree on upgrades and stocking up to prep for taking on the Adventurers spaceship. See about getting backing from the local authority to deal with the Kin-Supremacists on their doorstep (that are likely running illicit goods into Nuke.)

*Queue DOOM2016 soundtrack: Main Menu*
 
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[X] Form a merc group with the locals, use it as backing to get a Company Q Card across multiple locations. Spending Spree on upgrades and stocking up to prep for taking on the Adventurers spaceship. See about getting backing from the local authority to deal with the Kin-Supremacists on their doorstep (that are likely running illicit goods into Nuke.)
 
Adhoc vote count started by DragonCobolt on Apr 19, 2024 at 1:00 AM, finished with 12 posts and 6 votes.

  • [X] Investigate Auntie Ethel
    [X] Spending spree time.
    [X] Form a merc group with the locals, use it as backing to get a Company Q Card across multiple locations. Spending Spree on upgrades and stocking up to prep for taking on the Adventurers spaceship. See about getting backing from the local authority to deal with the Kin-Supremacists on their doorstep (that are likely running illicit goods into Nuke.)


I'm going to count the "make a shared Q-card" as part of spending spree, since you kinda need to do both (even if you are dropping down specie to cover your starting expenses)

So, while I strap THE DEVICE on and go to sleep, everyone throw out what you want to be looking for.

Guns? Swords? Armor? Magic items? Say it, and we'll see if you can find it!
 
I haven't decided yet cause I don't like monks mechanically or narratively, lol.

I'll think for a bit.
Sorry to come back to this half a week later, I watch threads rather than authors, so I only found this recently.

I can't comment on personal tastes about narrative opinions, or criticize you for disliking vanilla 5e monks mechanically. But. Given this is explicitly Baldur's Gate 3 in The Expanse, how are you running the Tavern Brawler and Jump mechanics? Including Monk's Step Of The Wind, which is upgraded enough by the game to be potentially worth a two level dip even with vanilla jump distances rather than the tripled ones Larain uses?
 
Sorry to come back to this half a week later, I watch threads rather than authors, so I only found this recently.

I can't comment on personal tastes about narrative opinions, or criticize you for disliking vanilla 5e monks mechanically. But. Given this is explicitly Baldur's Gate 3 in The Expanse, how are you running the Tavern Brawler and Jump mechanics? Including Monk's Step Of The Wind, which is upgraded enough by the game to be potentially worth a two level dip even with vanilla jump distances rather than the tripled ones Larain uses?

You can just jump like...there's nothing stopping you.

Now, as for the narrative place of monks, here's what happened: There were once monasteries and traditions - but they were mostly destroyed in the Fall, consumed by demonfire and weapons of mass destruction. However, texts and manuals were carried into orbit and some have been painstakingly reconstructed by modern day special forces and commando operatives, some of which have managed to actually unlock these ancient powers.
 
Right now, we are likely going to want better armor for people beyond what was salvaged. Something to address the fact people are going to be shot at inside that ship. Also the more we get into sexy skin tight plug suits the more Karlach gets to drool.

Second, Laz needs to get some quick training regarding firearms. We should also see if we can get a suppressor for our MP5, as well as weapons that aren't improvised. Maybe a shotgun bayonet too because the ship is going to be real tight quarters fighting.

Finally, healing potions, magic items, basic utility items. Hoping to get something that can cast Pass Without Trace is a bit of a stretch but anything that will help break into the ship, sneak on board, and otherwise deal with the momentum of violence that BTs are experienced in dealing with. And Hat Of Disguise, even if wishful thinking.

And anyone that wants to stick it to the Kith supremacists is welcome, or anyone looking down on their luck wanting merc work.
 
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You can just jump like...there's nothing stopping you.

Now, as for the narrative place of monks, here's what happened: There were once monasteries and traditions - but they were mostly destroyed in the Fall, consumed by demonfire and weapons of mass destruction. However, texts and manuals were carried into orbit and some have been painstakingly reconstructed by modern day special forces and commando operatives, some of which have managed to actually unlock these ancient powers.
So what is ki then?
 
Mind you, a major drag point behind the Monk class is how it is both designed to scale with Monk levels like Spellcasting, while having most of it's features designed to not mesh or interact with features and mechanics of other classes.

Point buy fixes a lot of that drag innately by making Monk Features naturally scale with Character Level instead of Monk Level, making even early level Monk Features attractive options to purchase at higher levels despite the ramped up cost due to effectively buying you Character Level worth of Monk Levels regarding that feature.
 
According to scientists? Exotic channeling of vancian particles

you're a wizard who can only cast punch
You see, I saw it as drawing from the Vancian particles within your own body rather than an external source.

That's why a lot of Monk abilities are close range and why there is an element of physical conditioning rather than purely focusing on magic.
 
You see, I saw it as drawing from the Vancian particles within your own body rather than an external source.

That's why a lot of Monk abilities are close range and why there is an element of physical conditioning rather than purely focusing on magic.
Yup, kinda read that the same.

Wizards use spell formulas to channel V-Particles
Sorcerers use intuition to channel V-Particles
Clerics use their raw faith and willpower to channel V-Particles
Warlocks use an Exo-Cortex to channel V-Particles
Monks learn to use their body to channel V-Particles
 
...The thing is, Baldur's Gate Step Of The Wind let's you jump your full distance twelve times in a six second round even without movement speed boosts. With boosts to movement speed and jump distance, it's not hard to push things to the point you're literally moving faster than sound.
Yeah, it's jumping but better and faster.
 
I'd say Armor is top of our list. Then get those that have been out of touch with modern weapons a quick tutorial on guns. Does Gale need something to be effective? Wand of magic missle or something? Are we playing by the rules that wizards can't wear armor?

Then see if there are a few mercs that wouldn't mind beefing out our assault.
 
So do Kith supremacists ever come in conflict with Dragon supremacists (ie, people who think dragons are superior to all other beings)? Or do Dragon supremacists not exist?
 
Adhoc vote count started by DragonCobolt on Apr 19, 2024 at 1:00 AM, finished with 12 posts and 6 votes.

  • [X] Investigate Auntie Ethel
    [X] Spending spree time.
    [X] Form a merc group with the locals, use it as backing to get a Company Q Card across multiple locations. Spending Spree on upgrades and stocking up to prep for taking on the Adventurers spaceship. See about getting backing from the local authority to deal with the Kin-Supremacists on their doorstep (that are likely running illicit goods into Nuke.)


Gonna count that as a spending spree victory, since you need to form this shit if you want to go on a spending spree

Could someone roll me an investigation check, DC10, but each 2 over the DC you get is better.

So do Kith supremacists ever come in conflict with Dragon supremacists (ie, people who think dragons are superior to all other beings)? Or do Dragon supremacists not exist?

Oh, also, dragons actively discourage dragon cults outside of their territory. They're aware that they are a minority and while their longevity and inherent powers are impressive, if the USL and the ROZ really got honked off enough, it's SO easy to turn Vaults into a radioactive cinder from 50 AU away with their fleets of siloships.

Plus, they get nothing out of it cultic worship, they're not parasites (gods) and they can't meaningfully collect tithe for them.
 
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While I was waiting for the roll, I started writing my other quest's update and it was so long that it is now my bedtime, so, uh...goodnight everyone!
 
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