[SF] Dead Suns AP - GM Ewok (Inactive)

Game Master EwokBanshee

Map

Ship!


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Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Crap, I hope to have time to update tonight. Kids have been crazy this week (the wee one learned to crawl every freaking where and the 2 year old has been a typical turdler this week)

I'm just stuck in debate which Mechanic trick to choose.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

How subtle of a hint was that regarding languages? Right now I have Abyssal, Aklo, Auran, Castrovelian, Celestial, Common, Draconic, Eoxian, Goblin, Terran, but I could swap one of my new languages up.

Also, all set, other than that. Swapping out Electrical Jolt for Overheat, due to lack of melee-ing ;)


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

We did have that one obelisk that had text in elven we couldn't read. Not sure if there'll be more.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Eh, true. I'll take Elven then :)


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Alright, updated. Went with Neural Shunt as my mechanic trick (unless the adventure calls for a lot of hacking coming up, which somehow I doubt)

Relevant skill update is basically just +7 Perception

Fairly unexciting level.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Languages Abyssal, Aklo, Castrovelian, Celestial, Common, Draconic, Elven, Eoxian, Goblin, Terran

As an added measure, Comprehend Languages in a spell gem x2

All set.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Wait, did I miss a level? Should we be 4 or 5?


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

4.

Clank probably typo'd.
BTW Clank that is a lot of languages :>


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Doh, off by one error. I had updated the level, then updated my saves, then added to the level again. This is why I highlight stuff in Yellow when I update documentation ;)

Also, yes on the language, but Clank (somehow) has been our Cultural ambassador ;) That is what Herolab gave me for the list of skills available; I'll double check when I get home.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Seems right for our group to have a Goblin be our translator/diplomat.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Yeah... sadly Clank's Profession: Electrician is suffering though ;)

Grand Lodge

Slides

Sounds good! I'll probably soft-start us tomorrow. Yeah, the intelligence modifier makes technomancers good translators. Though the points in Culture make everyone pretty good at it!

And yes, I'm sure in the other pieces of Zan's notes there are references to a mystical elusive language unknown to civilized species on the obelisk and other ruins.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Ewok, I made a lined version of the map; you can use that or delete it as you see fit :)

Grand Lodge

Slides

ooh... yes... That right there is a benefit of PbP!


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Hmmm these improvisations are nice. I can give someone another move action for their turn. Or turn my taunt into a movement action. Leaning towards the Quickened Dispiriting Taunt to keep them shaken every turn while still attacking.

Other than that I updated my character to four.

Grand Lodge

Slides

Huh, I nearly forgot Pippimi had an artillery laser! That's a pretty darn good backup weapon!

And yeah, Ralkawi is CE. But her backstory makes it seem like that's not her nature, just who she's fallen into being. So, a bad guy, for sure, but also a redeemable one. Possibly.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

I just noticed that I need to pick specific options for Summon Monster when I get it. I'll definitely take Air and Earth elementals, if anyone else has suggestions let me know.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Not only is this an artillery laser, its the artillery laser that once belonged to the right-hand-Vesk of Ferani, Vrokilayo Hatchbuster! :D

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None
Clank Zappow! wrote:
I just noticed that I need to pick specific options for Summon Monster when I get it. I'll definitely take Air and Earth elementals, if anyone else has suggestions let me know.

How about the water elemental as well? Just in case we ever end up in a water environment? Separately, I got the robot for my technomancer simply because it is cool, and the mystics don't get it!


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

So, I realized that the elementals are tiny and have no reach, so no flanking and one will presumably provoke. The skyfisher is at -1 attack / damage against the air elementals though.

Also, robot was what I immediately first looked at, but it's highly unlikely that I'll ever summon one.

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

Robots might be useful if you need a range attacker instead of a melee one for whatever reasons. Although admittedly I can't think of what situation an air elemental can't replace range attack with 100 ft fly speed and flyby attack. (Can you summon an air alemental in vacuum?) Robots also come with a whole slew of immunities.


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Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|
Anti Synthetic Goblin wrote:
Also, robot was what I immediately first looked at, but it's highly unlikely that I'll ever summon one.

Sir, I am frankly offended that you would so wantonly and callously show your prejudice against robots. As a proud, card carrying member of the Anti Synthetic and Robotic Defamation and Discrimination League (ASRDDL, join today!) I abhor your refusal to consider summoning robots for the mere, and superficial, reason of "not as useful"*. It's that kind of thinking that leads to robot uprisings, which makes us all look bad.

Frankly, coming from a Goblin, I expect more. If you continue on this path, expect a strongly worded reprimand delivered via email from ASRDDL and, failing proper atonement, a possible flash protest by Swarmbots (quite unpleasant, I assure you).

*please note that appropriate inclusion of robots does not involve the roles of meatshield, or cannon fodder. Unless utilising the MeatShield (TM) or Cannon Fodder (TM) lines of robot. If so, I recommend MeatShield MKII ver 3.2.1 the new updates includes more shielding!

:)


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

It should be noted that Clank's intent is to be horribly abusive to whatever summons he takes, likely putting them in clear and present danger to reduce the chance that he'll be hit. But otherwise, the robots would be a fine choice...

Now, to the current situation: Clank can cast Fog Cloud, but I consider that to be a "questionably PvP spell" in that I've nearly had people die* due to tactics disruption with it. If affected party members agree, I'll cast it ;)

*:
Seriously, for both PFS and SFS -both- someone with more spells than tactical sense used fog cloud that nearly resulted in a TPK when it was a minor inconvenience to the enemy, but crippling to the party.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Seems like it would be a good way to give us cover until we can get in the statue, anyway. If you place it right, we shouldn't be adversely affected as we cannot even see the sniper right now as it is.

Assuming we are bullrushing into the statue, I'm also ok with sitting outside under cover and shooting it out if we can see the sniper


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Fog Cloud would be great to give us some cover as we slowly hobble our way to the statue! I just double checked the 'weakened' state from the Physical Poison track and was depressed to see that it also encumbers you. So Pippimi's double-move speed right now is a blistering 15ft.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

That just means Lenny needs to carry you! mwahaha


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Oh man, yes please! Pippimi is probably only light bulk (Please ignore the 7 bulk worth of gear :>)

Grand Lodge

Slides

Yeah, those darn inventories getting in the way!! Time to buy an incredibly expensive robotic mule!

Grand Lodge

Slides

Davrin is mostly right. The first room is at the ground level, inside the statue. (It's completely dark inside the statue - but I believe we covered that you guys have darkvision on lockdown.) Then, stairs go up twenty feet to the second floor of the statue. Then, after Zoran's room, stairs go up another twenty feet to a fork. One route leads to a final room, inside the head of the statue. The other route leads to more stairs. About forty feet of stairs leads to a ladder. This ladder goes up to a trap door. The trap door opens to show a ladder going up the arm of the statue to the hand WAY WAY WAY up in the air. You can stand up there. The sniper is currently backed up against the ladder with nowhere to go. (Normally you wouldn't know all of this now, but the elementals really flipped this encounter on it's head! Ha!)

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

Hi, I would be away this weekend for a hiking trip so little to no internet. Please bot Davrin. He'll wait to do the ritual then move in to pew pew!


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

I'm so glad that my throw-away final gesture of a set of summoned creatures has paid off so well.

This is also one of those times I'm glad that I'm a player with no knowledge of the module so that I can pull off such wild-ass-guesses.

Grand Lodge

Slides

Ha, right? And you sent them directly towards his hiding spot! If they weren't within 100 feet of it, they never would have seen.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Should have knocked on wood. Just means I need to up that AC...maybe Lenny can carry Pip and Zoran after some turning his gym into a powerlifting one.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Hmm, yeah. Too bad Starfinder doesn't have the Floating Disc spell.

Grand Lodge

Slides

Wow, if those air elementals hadn't been MVP before... Nicely done, guys! Three fights in a row isn't easy.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Yeah... I wasn't sure how good Summon Monster would be in Starfinder, but especially compared to the rest of the level 2 spell selection it's -amazing-. Super good for crit-fishing, too, apparently.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

I wanted to give a head's up that I'm going through some unexpected significant life changes right now through the end of April. I'll try to keep on top of things, but if I'm ever quiet for an extended period of time please feel free to bot me.

Grand Lodge

Slides

Thanks, Clank! Good luck during this hard time. We'll make sure to watch out for you.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

here's hoping you make it through as smoothly as possible!


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

I hope everything works out!

Grand Lodge

Slides

So... now that we're in combat we can discuss this. He's under the Command Undead spell. The only ways I can see around him are:

1. Convince him Ralkawi is still a member of the Devourer Cult (Bluff check) and get her to attack him (Intimidate, probably). This would break the spell and he would let you in. (After brutally murdering Ralkawi, of course) If you convinced him you weren't with her.

2. Casting Command Undead.

3. Sneaking in.

All three are pretty niche and difficult to pull off.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

4. Burn mummy to a crisp and scatter the ashes.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

5. Convince him that your team are also members of Tahomen's group (Bluff) and therefore allowed access (Diplomacy). Or convince him you're part of the group, attack nonlethally to break the spell, then smooth relations over afterward.

6. Don't enter the Temple from the front door (the temple has a bunch of tall glass windows, so if you can break them without causing too much noise you can slip inside without having to stealth directly past the guy).

7. Spoilers for an upcoming scene, so just for Ewok to open:
If the group can learn that Tahomen isn't at the temple any more from Panelliar, I could see a team that bypasses the temple entirely and heads to intercept Tahomen instead. If they beat him up and leave him alive, I would allow exceptionally intimidating or diplomatic PCs to convince him to issue new commands to Panelliar.

Grand Lodge

Slides
Pippimi wrote:
** spoiler omitted **

Pip Pip:

Ah, that is a great idea! I made sure to mention the observatory a second time in case anyone felt like going rogue. That would be a really interesting new variation of this final chapter.

Also, I won't be posting this weekend. Have a great Easter, everyone!


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Yeah, have a great Easter all!


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Hey all, I'm still around, but I haven't had internet access since Friday night and it's taking longer than expected :/ please continue to bot as needed until Friday


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

It is with some sadness that after a year of doomed hope that Shieldbug would somehow resurrect the game, I am finally ready to put Brock back into the PFS pool.

Now I just have to remember how to play him.

(Irrelevant to this adventure, I know)


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Oh lemme know and Rook will go with! (I too have hoped for that fated PM of return.)

Grand Lodge

2 people marked this as a favorite.
Slides
z45719 wrote:

It is with some sadness that after a year of doomed hope that Shieldbug would somehow resurrect the game, I am finally ready to put Brock back into the PFS pool.

Now I just have to remember how to play him.

(Irrelevant to this adventure, I know)

:'(

Such a great group and fun campaign. Silver lining: It was that long term campaign that inspired me to start this one!

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Oh man, just an hour ago I got Arin into a new game (not his first since). It would be awesome to get that group fully back together.

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