All over a bit of Drift Rock

Game Master Azih

Current Track:

A way forward

Map:

Sunrise Maiden Interior Battle!

Picture:
Grey skinned outsider/invader


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Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Also there's a good chance Leila would grab the armour option and the just try and shoot people with her gun anyhow :-P


Female Human Daredevil Operative (Ace Pilot) 2 I HP 16 I Stamina 14 I Resolve 5 I EAC 15 I KAC 16 I Fort +1 I Ref +7 I Will +3 I Init +5 I Perception +6, Darkvision 12 metrons

Operative weapons use Dex to hit, so I have no issues with going melee. Another reason to put Fi in the front line?


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

I think we'll be okay. Close quarters is our weakness, and as long as we're aware of that we can compensate accordingly. With the guarded step action we can still shoot things as long as we have room to manuever.

We'll just have to start doing things like have one person open doors and move away, walk as many abreast as possible instead of in a line, etc.


Keep those knives handy!


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

We taking the ship down to the rock or using the tow cables?

Probably easiest to take the ship.


N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

Should we investigate the rest of the ship first?


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Probably! But Astri doesn't want to tussle with any more Akata.


Updated the map. Put the areas you haven't visited in a red outline.

I think we've got two votes for explore the rest of the ship and one vote to move on to the Rock?

I've discussed some buffs to the Exocortex Mechanic with Prospero-4. Widening the conversation to everyone else. What do you guys think?

General Mechanic

BYPASS (EX) 1ST LEVEL
You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 3rd level, every 4 levels thereafter, this bonus increases by 1. To a maximum of +6 at the 19th level.
**The vanilla Bypass is SO SLOW!

EXOCORTEX
Your exocortex grants you all of the following abilities as you advance in level.

Combat Tracking (Ex) 1st Level

Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. The exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks as if your base attack bonus from your mechanic levels were equal to your mechanic level. **This effectively means Prospero will be a full BAB character.

Memory Module (Ex) 1st Level

You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you the Skill Focus feat as a bonus feat. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill.
**Removed the weird hard to keep track of fiddly bit of not being able to do this while in combat. In the odd situations where something like this would even matter let the Mechanic shine I say.

Wireless Hack (Ex) 5th Level

Your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks.
**No change here.

Exocortex Mods (Ex) 7th Level

Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, resistance, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in advanced melee or heavy weapons). At 11th level, you can apply an additional mod, and your options expand to include echolocators, excavator, flight system, greater resistance, invisibility field, and reactive camouflage. At 14th and 17th levels, you can apply an additional mod. Each time you gain a level, you can switch any of your mods for different mods, but you must always choose at least one mod from the 7th-level list.
**No change here

Exocortex Onslaught (Ex) 11th Level

Your exocortex's ability to act in concert with you in combat increases. When you make a full attack using basic melee weapons, grenades, small arms, or long arms, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.
**Same as Solider's onslaught, but restricted to the Exocortex's list of proficient weaponry.

Multitasking (Ex) 15th Level

The range of your exocortex’s wireless hack increases to 40 feet. Your exocortex also enables you to to hack a nearby computer during a full attack, but the hack attempt counts as one of the attacks (so you can attack three times, or attack twice and hack, or hack twice and attack once, or hack three times within the same full attack). The ability to hack multiple times can also be used outside of combat as a full action.
**This will make the exocortex mechanic a very very fast hacker but I think it's justified as this is late game and the person has a level 15 computer in their heads! The game won't reach 15th level anyway lol.

I think these are fair. Any concerns?


I'll move on Monday if you guys haven't decided by then. You'll be moving clockwise around the ship starting from the bridge if the vote to explore The Aceron holds. Sound good?


Female Human Daredevil Operative (Ace Pilot) 2 I HP 16 I Stamina 14 I Resolve 5 I EAC 15 I KAC 16 I Fort +1 I Ref +7 I Will +3 I Init +5 I Perception +6, Darkvision 12 metrons

I vote for finishing the ship first, we might find useful things.


You guys cleared two rooms, one went very well, the other one resulted in a goblin critting you guys.

Volunteers for someone to get hit by 6 damage? 3 of it is fire damage from the crit if that makes any difference.


Oh and the person hit will have to succeed at a DC13 Reflex save to keep from taking more fire damage at the start of their round!.


Unless anything else I'll continue with the clockwise exploration of the ship in a few hours.

Let me know if you guys think I'm pushing onwards too fast.

I think Fianh said that she wouldn't mind taking point in some of the other doors? That okay with everyone also?


N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

I'm fine if someone else offers to take the bullet for a while :)
Yeah, clockwise explore sounds good.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Fi said that and I + Leila are very okay with that also!


Goblins will go after you guys. One very very important question. Did you let Poog keep the flame gun?


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Leila wouldn't have the heart to take a cool thing away from someone that just lost their friend : (

She would however point out that Akatas are quite hard to light on fire and offer her Needler on loan (rip that gun ... .P) so they have something shooty that isn't fire or laser.


Female Human Daredevil Operative (Ace Pilot) 2 I HP 16 I Stamina 14 I Resolve 5 I EAC 15 I KAC 16 I Fort +1 I Ref +7 I Will +3 I Init +5 I Perception +6, Darkvision 12 metrons

Fi is very, very against having armed goblins - especially if they're behind her.

EDIT: worrying about the goblins behind her is probably the reason the things got past her guard.

Also, OUCH.

Also, also: that is a ridiculous number of natural 20s.


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Eh, Poog can keep it. That way when we toss them in front our bullet sponges can do some damage before they expire!


I decided to not go with 2d10. There'd be a lot of weird rebalancing required and I didn't like it having the side-effect of making bosses (with generally higher AC) stronger.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Mkay. That's good news for Leila too seeing as she obviously knows how to find that 20 on a d20. On 2d10 she'd have to relearn that trick :-P


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

I've decided to forgo dice rolling and just yell at people for passive buffs!


Oh that! Astrianna. Prospero spent a resolve point to regain all stamina. So you should be fine to redo that action.


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

That was in the bridge where he spent the RP, right? Then he got shot by one of the goblins for 6 damage, but combat ended before I could inspiring boost him, so I was doing it now.

If he spent another resolve point after that I didn't see it.


Oh yeah. You're right. Forgot the crit.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Only six hp for the poor things?

Man we need to take out some life insurance on them really quickly! Not that I think many people would actually give that to goblins ...


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N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

Selling life insurance to goblins... That's not a business destined for success :)


Just Fianh to go.


Will bot in an hour or so.


Female Human Daredevil Operative (Ace Pilot) 2 I HP 16 I Stamina 14 I Resolve 5 I EAC 15 I KAC 16 I Fort +1 I Ref +7 I Will +3 I Init +5 I Perception +6, Darkvision 12 metrons

Sorry! Here now. Work is manic.


Glad you're back. I was rolling *terribly* put up room contents in a bit.


Ok. The Aceron is explored. There's nothing else to find on the ship. Also you have acquired two goblins.

What's next?


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Drop off loot, take the ship down to the rock for some exploring!

Also who wants the tactical arc emitter? Pretty cool cone-area stunning device.

Group loot:

886 credits

800 UPBs

4 bulk of noqual (500 cred each)

Industrial Backpack (with good dwarven lock but no key) containing:

Duravor Kreel's identification documents
1 engineering tool kit
4 medpatch
1 gear clamps
11 serums of healing mk 1
Holy Fusion Seal (5th level)

tactical arc emitter (12/20 charge)


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

The Arc Emitter sounds pretty cool but it seems very unpractical to actually use. You only get five shots max and they are at -2! Even with the cone it'll be hard to actually hit things.

I suppose it might be handy if we face some swarms (and I don't think we have much else vs them...? Oh now I'm suspicious! First the flame pistol and now this...).


Well seeing no objections. Prospero, your buffs are good to go!


N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

Is the "preview" button doing anything for you? Mine refreshes the page, but I cannot see my post appearing...


Female | Hp 24/24 | AC 17/14/14 | CMD 14 | Fort +3 Ref +7 Will +6 | Init +3 | Per +8, low-light vision |

@computer - it's +2.

@preview - hmm. No it doesn't seem like it. But I'm on my phone atm and I usually don't preview on it so ... Inconclusive.


Yeah same here. I think paizo is trying to improve the website again!

Here's what you know about the inside of the Rock:

The Drift Rock


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

"Improve" the website you mean...

The drift rock is a dungeon?! I honestly did not expect this. Hmm, the question is, do we assume everyone from the ship is inside, or should we check the surface first?

I'm leaning towards checking out the necroglider, then going inside the asteroid.


Well you guys have been scanning around the surface of the rock for a while now. The necroglider is dead and there's no trace of a pilot.


So I'll say that's one vote to head in.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

I vote "in but...". Exploring sounds stellar but we'd like our ship to be there when we leave!

Also! Since someone murdered our last set of (very brief) mascot how do people feel about dressed-up goblins? I mean one of them can cook ... :-P


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

If there's no trace of the pilot then let's land, lock up the ship, and head inside!

Also, I'm not getting too attached to these goblins. They don't seem to be very good at staying alive.


Two votes for the rock! Let me know what you plan to do with the ship before you head in.


Three votes it is.


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Is there some way to anchor the ship to the drift rock? Or does this ship only come with ship/port docking equipment?


Well I don't think starships come with ropes that you can tie to a post or anything like that. I would imagine that immobilizing a starship would require docking clamps of some sort that would be a part of a docking bay of some sort.

There's nothing like that here that you can see of course. So, other ideas?


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Hmmmmmmm. Unless it's bigger than i thought the rock itself isn't going to have much gravity. Without the proper landing gear to anchor the ship we risk it getting pushed off into space if it experiences a sufficient enough impulse to give it any momentum.

I know Leila has some titanium cables, which COULD be enough to anchor it if we are also able to drill pitons into the rock or something?

Worst case scenario we re-dock with the mining ship and EVA down to the rock. We know where the entrance to the rock is at least.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

I do guess that asteroid mining ships would have some way of securing themselves in low g. Harpoons do make sense (and were used by our real low-g lander!).

But probably not standard issue. Might be possible to salvage from our hosts though ...

A station security vessel might have means to board even uncooperative ships, so that could be worth a look. Say clamps (and cutting saws/torches).

Otherwise we can always do like a boat and boop our nose against the rock and engage a slow burn. Might want someone at the helm for that though :-P


We've already established that starships have reasonable methods by which to dock with other ships by using exit hatches/airlocks to create shared sealed environments. I'm pretty sure everyone in the crew except for Astrianna would think about just docking the Hippocampus with the Aceron.

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