| The Zane |
I just found the perfect anthem for The Zane.
DJ Khalid - All I do is WIN!
start the vid at 5:35.
Once we kill this vampire, I totally see The Zane pulling the Emma Stone over her broken corpse!
| The Zane |
WOW, Zane was certainly this close to death. Thanks to everyone for saving his life by crushing her.
I will try to think of a proper Zane post as he comes back to consciousness and post early tomorrow. THANKS GM for a great boss fight and putting a super hurt on Zane. THRILLING!
| The Zane |
Zane Level 7
The Zane
Male human icon soldier (starfinder forerunner) 7
LN Medium humanoid (human)
Init +8; Perception +0
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Defense SP 70 HP 53 RP 7
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EAC 20; KAC 23
Fort +7; Ref +6; Will +5; +2 vs. inhaled poisons or other airborne toxins
Defensive Abilities armored advantage; DR 7/—
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Offense
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Speed 40 ft.
Melee carbon steel curve blade +12 (1d10+12 S; critical bleed 1d6; analog)
Ranged azimuth artillery laser +13 (1d10+7 F; critical burn 1d6; penetrating) or
shock grenade I +12 (explode [15 ft., 1d8 E, DC 14]) or
shock grenade II +12 (explode [15 ft., 1d12 E, DC 16]) or
shock grenade II +12 (explode [15 ft., 1d12 E, DC 16]) or
shock grenade II +12 (explode [15 ft., 1d12 E, DC 16]) or
shock grenade II +12 (explode [15 ft., 1d12 E, DC 16])
Offensive Abilities primary fighting style (blitz), charge attack, rapid response
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Statistics
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Str 20 (+5); Dex 18 (+4); Con 14 (+2); Int 10 (+0); Wis 10 (+0); Cha 15 (+2)
Skills Acrobatics +13, Athletics +14, Bluff +5, Culture +4, Diplomacy +7, Engineering +4 (1 ranks), Intimidate +12, Piloting +10 (3 ranks), Survival +4
Feats Barricade, Enhanced Resistance, Step Up, Toughness, Weapon Focus (heavy weapons)
Languages Castrovelian, Common, Kasatha
Other Abilities celebrity, field fix, ready for anything, theme knowledge, trained for trouble
Combat Gear medpatch, mk I serum of healing, mk I serum of healing, mk I serum of healing, mk II serum of healing, shock grenade I, shock grenade II, shock grenade II, shock grenade II, shock grenade II, sprayflesh; Other Gear kasatha microcord II, azimuth artillery laser with 1 battery (20 charges), carbon steel curve blade, shock grenade I, shock grenade II, shock grenade II, shock grenade II, shock grenade II, engineering tool kit, flashlight, industrial backpack, manacles, personal comm unit, personal comm unit, credstick (1,057 credits); Augmentations mk 1 synergizing symbiote (dexterity), mk 2 synergizing symbiote (strength), respiration compounder
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
| Aerav Brack Elijea |
+7 Stamina (49), +6 HP (46)
+9 Skill points (4+4 int+1 race) (Athletics, Computers, Engineering, Medicine, Perception, Physical Science, Piloting, Sense Motive, Stealth)
+1 Feat (Weapon Focus (longarms))
+1 BAB (5)
Expert Rig (Ex) Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices.
You can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship’s downloaded data sets and transponder at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range.
Miracle Worker (Ex) As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th (1). The exact effect of this ability depends on the object or system you are modifying.
Armor: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute.
Weapon: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute.
Damaged Ship: You restore a number of Hull Points equal to the starship’s base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase.
Messalina
+10 HP (70)
+1 BAB (6)
+1 AC (4)
+1 All saves (2/5/2 base)
+1 Ability Scores (Dex (18), Wis (10))
+1 Mod (Enhanced Senses (Ex) gain +2 perception, low light vision, darkvision 60’)
Expert AI (Ex) Your drone’s AI has grown more sophisticated, giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can take a move action, take a standard action to attack, or make a full attack (this last option allows it to shoot more than once if it has the necessary weapons to do so). The drone takes a –6 penalty to full attacks made without your direct control instead of the normal –4 penalty. Like limited AI, you must still be conscious and within range.
Abe combines Mathilda, his computer, with his custom rig, blending their circuits and giving his rig something of a personality (see Expert Rig in my spoiler for more details). The computer no longer exists as a stand alone device, but rather is now part of his rig as follows:
Custom Rig (cybernetic augmentation (brain), Computer & Engineering toolkit (specialty +4), Mk 1 comm unit + encrypted channel with ship & communicate with drone at 5 miles)(Hack DC 25)(Tier 3, Miniaturized x3, Artificial Personality, Hardened, Self Charging (1 week), Lockout, Control/Comm)
Some of these adjustments carry a cost, which he pays in UPBs as he tinkers: 490upb
| Aerav Brack Elijea |
OK, here's my suggestion for ship upgrades. Basically a little more armor and another big gun so both our gunners are using the same powerful equipment.
SUNRISE MAIDEN STARSHIP UPGRADE 7th level (25/25BP) (10/23 PCU)
Mk 4 armor (+6BP)
New weapon mount, light, turret arc (+5BP)
Upgrade turret light weapon mount to heavy weapon mount (+6BP)
New Heavy Laser Cannon, turret arc (+8BP, -10PCU)
If no one is opposed, I'll implement it.
GM Tyranius
|
This was he end of Book 3. Does anyone want or need a chronicle?
| The Zane |
Anyone else want the Freebooter Armor? It is very similar to Zanes Microcord, but takes away a -1 Armor Check penalty, which helps him for acrobatics and such.
EAC 6 , KAC 8 1 Upgrade slot.
So, Zane can swap his armor with another, or if the Freebooter helps another, they can take it.
The Electrostatic field is pretty cool. Zane already has a heat/cold protection that I want to keep, so someone else should grab that upgrade.
| Dash Arcbright |
+1 Level Technomancer
HP +5
Stamina +7
Skills (8)
+2 diplomacy
+1 intimidate
+1 life science
+1 medicine
+1 mysticism
+1 perception
+1 pilot
Feat - versatile specialization
Abilities
Techlore +2
Cache capacitor 1
New spell
| The Zane |
| 3 people marked this as a favorite. |
Sorry all, I was camping over the weekend, but still in cell service area-- I just couldn't get this post up.
I'll reply to the regular story stream, but here is the original intent.
Once the party gets within the protective dome of the city, they call the EoxianUber to pick them up and take them to the Ministry and then the docking bay that houses The Sunrise Maiden. Zane first worries that the driver will balk at the fact that a bunch of SpaceHobo’s Starfinders have a body they want to toss in the trunk. But if there was ever a planet where “storing a body” was almost passe’, it’s got to be Orphys, and probably the whole of Eox.
Zane calmly struts into the Ministry’s doors, dragging the looted body of Captain Zeera Vesh.
DELIVERY FOR THE MINISTRY OF ETERNAL VIGILENCE!
Zane booms out upon his entrance. Waneda, always uninterested, or at least feining dis-interest doesn’t even look up from her typing.
And with the movements like an Olympic Hammer throw, Zane takes both ankles of the body and whirls around- letting it launch at the top of the front desk. The body collides with the desk, half on the reception platform, and half draped across the Lobby side of the desk. Yellow Post-It notes, a stapler, and a frames sign that says, “Eoxian’s like us on Yelp” go flying in all directions at the force of the impact.
AHHHHH Waneda.
The actions of the crazy mouth-breather does get Waneda’s attention. She still has a look of boredom, and is totally unconcerned, but she meets Zane’s gaze with a level stare.
The Zane just wanted to come back here to drop off proof that Team Blood and Fury got the mission done. Plus, The Zane is still a-l-ive. Which has to chap your ghoulish hide.
Well, The Zane HATES you, and you hate The Zane. Oh, it was glorious, The Zane was out there killing rebels and each time thinking that it was Y-O-U that was getting smashed. But, it’s now time to leave this planet, and Zane needs to replenish his level of hate. Come-On, Give up a Rachel-Ross. Hit the Zane with a couple “sides of fists together”. There’s this Skull Squadron group of people out in space, and they need killing.
Zane waits expectedly.
After a few slow, long moments of consideration, Waneda Triple Rachel-Ross’s Zane.
The ferocity of the three successive movements together catches Zane a bit off guard, and he grits his teeth as the anger level and redness in his face rises.
He pulls out Bubba, the sniper rifle in both hands and Waneda doesn’t even move or flinch, as Zane rotates the gun to aim -not at Waneda- but that number pulling machine to the left of the reception desk. He pulls the trigger and a laser blast spits out and burned paper numbers go flying.
The lower part of the machine clambers to the floor, the paper number 306 is still trapped in the cerrated mouth of the now destroyed contraption.
Zane spins on his heels and calls back, Send the bill to Team Blood and Fury, The Team just picked up 5000 credits and can afford it. He leaves The Ministry in it’s disarray and jumps back into the Twinkie seat of the Uber.
| The Zane |
@ ABE. item divy is fine on my end. Zane has lots of extra stuff so far - the drops have been Soldier heavy so Draka and I have been fairly lucky in outfitting.
I am good with giving half of my divy to ABE and/or Draka to get them up to equal footing. Zane loves Messelina, so he'd be fine with giving credits to her upgrades.
| The Zane |
Props to GM Tyranius for making such a great and memorable NPC as Waneda. She is/was certainly an NPC that jumped out from the page and carried a vivid realism to her demeanor.
This is why I love roleplaying. I get an ongoing source of original content that entertains and makes me use my brain!
Keep up the good work GM!
GM Tyranius
|
Hehe thanks. Waneda was a great character, you guys messing back with her made it even better!
| The Zane |
Zane purchases a Devastation Blade and moves the Bleeding Fusion to that.
I tried affording the cool stuff at BoneSmith's Boutique... but that's some expensive items!
Lastly, Anyone in the party, Zane has 2169 in credits left over. Are you in need of some more cash? If not, he'll buy two Mk II Healings. I have like 6 right now, but Zane is a punching bag.
Lastly, Making saves vs. the diseases I have.
Fort Save: 1d20 + 5 ⇒ (4) + 5 = 9
I don't know if Vetch has healing he can do to help Zane.
| Vetch No-Toes |
.10343 CR to spend
-.6500 CR (dex crystal to +4, buy dex +2 crystal)
-.3600 CR Thermal Capacitor MK 1
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...243 CR to spend
...243 CR to spend
+.3745 CR latest distrib+.2500 CR
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..6488 CR to spend
| Draka Durotan |
(1) Initial Buy 9,000 credits - 7,830 = 1,170 credits
(2) Loot sell and quest reward Post 1,170 (remaining) +6,885 + 2,500 - 6,500 (personal upgrade) = 4,055 credits
(3) Loot sell and quest reward Post 3,745 (loot) + 2,500 (SFS) = 6,245 credits
(Total) 4,055 + 6,245 = 10,300 credits
Personal Upgrade - Ability Crystal (Magic), MK 2 (6,500 credits - purchased) +4 Str Ability
Personal Upgrade - Ability Crystal (Magic), MK 1 (1,400 credits - purchased) +2 Con Ability
Lashunta ringwear II (2,970 credits - purchased) EAC Bonus +8, KAC Bonus +10, Maxumun Dex Bonus +2, Armor Check Penalty -2, Speed Adjustment -5 ft, Upgrade Slot 1, Bulk 2
--> These beautiful suits of heavy armor feature engraved metal bands that fit above and below the body’s major joints. Metal guards, woven chain sheets, and force fields stretch between the bands to form a complete set of protective gear. Tinted crystals are often added during the forging process to the ore used for ringwear to create glimmering suits of different hues.
Swoop Hammer Advanced Melee Weapon (Tactical) (3,360 credits - purchased) 1d10 B, Crit Knockdown, Bulk 2, Special: Analog, Reach, Unwieldy
Serum of healing, mk 1 (50 credits - purchased) Bulk L, Heals 1d8
Serum of healing, mk 1 (50 credits - purchased) Bulk L, Heals 1d8
Feather boa, red Bulk -
Name Brand Makeup Kit from video sponsor Bulk 1
Bottle of nail polish, red Bulk -
Golemforged Plating III (5500 credits - looted) with jump jets (1000 credits - looted) EAC Bonus +10, KAC Bonus +12, Max Dex Bonus +3, Armor Check Penalty -2, Speed Adjustment -5 ft, Upgrade Slots 2, Bulk 2
Ring of Sustenance (2,925 credits - looted) This ring provides you with life-sustaining nourishment, negating the need for food or drink while the ring is worn. Additionally, the ring’s magic refreshes your body and mind while worn, so you need only 2 hours of sleep each day to gain the benefits of 8 hours of rest. If you cast spells, you can prepare spells after only 2 hours, but you still can’t prepare spells more than once per day. The ring must be worn for a full week before its magic takes effect, and if removed you must wear it for another week to reattune it to you.
Idk what to buy D:
GM Tyranius
|
| 2 people marked this as a favorite. |
@Draka- There are a few things. If you like your hammer you can always purchase weapon fusions and armor upgrades. I.E A jetpack would help you fly around better instead of having to land each time like your jump jets.
Otherwise you can always purchase a higher level armor or weapon.
Plasma hammer
Core hammer, advanced | lvl 8 | Price 9,150 | Damage 3d6 E & F | Crit effect Jet 2d6 | Bulk 2 | Powered (capacity 40, usage 2)
Shock Hammer
Storm hammer, paramagnetic | lvl 7 | Price 5,520 | Damage 3d6 B & E | Crit Knockdown | Bulk 1 | Powered (capacity 20, usage 2)
There are also personal augmentations.
As for magic items for you there is the:
Aeon Stones (4200 credits)
Viridian Balbis (Level 6): The Veskarium is the source of the
viridian balbis, although the popular story is that the vesk
“liberated” the stone’s design from skittermanders during the
conquest of Vesk-3. While this aeon stone orbits you, your
speed increases by 10 feet; this enhancement bonus applies
to any movement speed you have.
BROOCH OF SHIELDING (WORN) LEVEL 2 (1000 credits)
A piece of metal jewelry originally used to fasten a cloak, a brooch
of shielding has a brilliantly colored jewel mounted in its center.
The brooch counts as a worn magic item unless you install it
in armor, taking up one upgrade slot. While worn, the brooch
absorbs incoming force damage, which causes the jewel’s color
to fade. Once the brooch absorbs 55 force damage, the colorless
jewel crumbles to dust and the brooch becomes nonmagical.
DIFFRACTION CLOAK (WORN) (MK 1 3200 credits; MK II 12,500 credits)
A diffraction cloak bends light around it, causing the garment to
subtly shimmer and hinting at its ability to warp nearby energy.
While you wear this cloak, it protects you from cold, electricity,
fire, and force damage. If an attack dealing such damage targets
your EAC and hits, as a reaction you can force the attacker to
be reroll the d20 and use the lower result. If you fail a saving
throw against an effect that deals such damage, as a reaction
you can reroll the saving throw and use the higher result. If you
use a given diffraction cloak, you can’t benefit from a different
one for 24 hours.
The cloak allows a number of rerolls per day based on its type.
D Mk 1 (Level 5): One reroll
D Mk 2 (Level 9): Two rerolls
ELEMENTAL GEM LEVELS 3–18
Each elemental gem contains one elemental from a specific
elemental plane. The gem’s color indicates the sort of elemental
contained within—air gems are transparent, earth gems are
brown, fire gems are orange, and water gems are blue. As
a standard action, you can crush the gem, destroying it. The
contained elemental then appears as if you had cast a summon
creature spell (Alien Archive 144) of a level and caster level
according to the gem’s type.
FIERY RUNEPLATES (WORN) LEVELS 5–13
Those who serve the light sometimes wear fiery runeplates, as
do those who love fire or associate with entities of elemental
flame or hellfire. These rectangular copper plates are about a
foot long and half as wide, and they come in a pair. They might
bear fiery iconography such as that of Sarenrae, Hellknights,
a mighty elemental being, or the demon lord Flauros, or they
might have only their runes for decoration. You wear the
plates by affixing them to clothing or armor. The plates count
as a worn magic item unless you install them in armor, taking
up a number of upgrade slots equal to their mark number.
While wearing fiery runeplates, as a standard action, you can
command them to generate an aura of spiraling flames in all
squares adjacent to your space. When a creature starts its turn
in or enters the area on its turn, it takes fire damage according
to the plates’ type, as shown on Table 1–26: Fiery Runeplates.
A creature takes this damage only once per round and can
attempt a Reflex save (see the table) to take half damage. The
flames can damage flammable objects in the area.
Once the runeplates are activated, the flames
persist for up to a total of 10 rounds per day.
They cease immediately if you are unable to
take actions, and as a move action you can
end the effect entirely or suppress the flames
for 1 round. Rounds in which the flames are
suppressed don’t count against their daily limit. If you use a
given set of fiery runeplates, you can use a different set only
after 24 hours have passed.
PLASMA BEADS (WORN) LEVELS 6–12
These four spherical beads strung with a cord emit a slight
fiery glow from the plasma magically sealed inside them. While
you wear the necklace, as a standard action, you can detach
a bead and throw it (range increment 20 feet) as a ranged
attack targeting a grid intersection (AC 5). If you throw the bead through a narrow opening, your attack roll must equal or
exceed the opening’s AC (10 for a narrow opening or 15 for an
extremely narrow one) to avoid hitting the side and detonating
the bead prematurely. When the bead strikes a hard surface, it
explodes in a 20-foot radius, dealing electricity and fire damage
according to its type, as shown on the table below. A target
that succeeds at a Reflex save (see the table) takes only half
damage. Once you detach a bead, it loses its magic if it hasn’t
exploded after 5 rounds. If the necklace isn’t worn, detached
beads immediately become nonmagical.
And this is just a few items there are a lot more good items in the armory book. The armory definitely helped expand this game out with a tone more familiar items.
| The Zane |
| 1 person marked this as a favorite. |
Oh man, I thought people liked Dash's post because the "newthing from his playlist" was actually good music. So, I clicked on the link - expecting something fun and awesome.
Instead, I got Darkness and a video of a male singer whose clothes become more and more undressed as the space jam progresses.
Uggghhh. Dash might need to step up his game in order for me to click on more unsuspecting links.
As a reminder, it was Dash that made me see the Charlie the Unicorn clip -- which incidentally I thought was being qued up when Draka mentioned the Unicorn shaped space clouds.
| The Zane |
No, no Dash-- Even though I have jumped in this story at the middle of book 2 as a player, I did read the posts from the beginning.
As I mentioned in my post above, I was blaming OTHERS for liking your post and trusting their opinions that the music was good.....
Lesson learned on my part, and I have to give credit to you in playing your character straight and unwavering. You have embraced the search for terrible, horrible, ungodly music and videos and found a cache of them.
As a TOTAL Aside, friends have gotten the new Tom Petty Lost songs record and are raving about at least 4 of them.
| Vetch No-Toes |
As a reminder, it was Dash that made me see the Charlie the Unicorn clip -- which incidentally I thought was being qued up when Draka mentioned the Unicorn shaped space clouds.
Uh, yeah, I saw it so I came up closer...but also couldn't resist the stupid and cheap joke. I'll try to pick up on that thread in a later post after the Charlie takes BB to Candy Mtn.
I see how it is. The android getting credit for the cat's work.
| Draka Durotan |
Omg Charlie the Unicorn. Older internet sensation but it checks out
Can I introduce you gentlemen and ladies to another older internet thing: Muffin Films? (Link) It's another strange animated collection. My favorite is U.F.M. - I think it's the second video. I like #11 too Bluebirds in the sun. It's all pretty stupid haha
| Dash Arcbright |
I won’t take credit for Charlie the Unicorn - that awesome reference was completely Cats’ fault. Though it was a subtle joke, Butterfly ran with it.
It did, however, lead me to pay it forward with a little Llamas in Hats.
| Draka Durotan |
| 2 people marked this as a favorite. |
Ahaha people are so creative. Remember the badger song? (link) I basically had free reign of the internet in fourth or fifth grade but now as a parent I feel super cautious about my third grader having computer access.
This is a newer one I just discovered. "Save The Badger" (link) but watch first link first It's still just as stupid XD
Have you seen this Reddit post "What guns really sound like" (link) The comments are just as funny as the video
| Dash Arcbright |
Have you seen this Reddit post "What guns really sound like" (link) The comments are just as funny as the video
LOL!
I imagine the Zane sitting in the turret (and probably the toilet) making those sounds.
| Vetch No-Toes |
This is a newer one I just discovered. "Save The Badger" (link) but watch first link first It's still just as stupid XD
This one wins. Rats down, that one wins.
Piddlespot, I can't explain in words enough how much I love the original Flash movie, and that mash up is amazeballs.
| The Zane |
@GM - The Zane has a Gear Boost that gives a +1 Bonus to shooting Laser weapons.
Specifically, the name of it is: Laser Accuracy
+1 to hit with laser weapons.
So, my question is that every arc weapon (except AFT) on the Sunrise Maiden is a laser weapon. Do I also get this +1 when shooting the ship's weapons?
I ask because I originally assumed , "no" and that the bonus applied to just personal and regular combat. But then I saw this ship get a +14 base to hit and I am trying to deduce how it has such a high BAB plus dex bonus.
Now I am thinking that it applies to all laser weapons- including the ship board weapons.
GM Tyranius
|
@Zane- As far as I am aware it only counts towards normal combat unless it states that ti also works for starship combat, though I am thinking of changing all that as it doesn't make a whole lot of sense.
Your laser accuracy would make sense along with a few mechanic abilities towards computers. Same with Dash's Supercharge weapon spell.
I know their intention was to not have them mean anything in Starship combat to be able to keep it as even as possible.
Thoughts on the matter?
| The Zane |
THIS IS AWESOME! I can't wait to see what happens when a society of arogant a&**$~@s meet an arrogant a&!+%@*! Encountering the Azlanti is going to be/already is so much fun.
P.S. @ GM Regarding the Laser skill. I say keep it separate from Starship combat just to Keep It Simple.
GM Tyranius
|
GM or Abe: do we have some kind of anti-personnel gun mounted on the ship? Can ship weapons even be used in this scale of combat?
Page 292 or CRB: if starship weapons are ever brought to bear against buildings or people, they deal Hit Point damage equal to 10 × their listed amount of damage. However, starship weapons are never precise enough to target a single individual (or even small group) and can be simulated as deadly hazards instead of weapon attacks.
Let's say a reflex save to avoid DC 10 + Tier of ship?
GM Tyranius
|
| 1 person marked this as a favorite. |
Will get a post up tomorrow morning, I just returned to work today after 6 weeks off and got slammed trying to get everything set up. They seemed to upgrade all the computers in the building to Windows 10 so that means I had to drive clear across the state to sign out my computer.