GM Quirk's Threefold Conspiracy

Game Master Quirk, Private Eye

Campaign maps and slides


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Yeah, I don't recall seeing it.

I suspect you're right with the inclusion of harrying/covering fire.


Depending on how GMQ handles the continuity here, Rar'gul could potentially still be standing.

Beau before Jin (5SP/4+5HP) will leave (0SP/2HP) and still on feet.
Beau after Jin (0SP/0HP) will give (0SP/5HP) but prone.

Thanks all. It has been touching to see everyone's concern for the big bug!


Yeah, that is exactly what I was thinking.

One scenario has Rar'gul down on the ground, albeit with 5 hp.

One has him up.

My feeling is let's have Beauregard stab him with the "stimpack" before he goes down.

The only thing we have to retcon is Rar'gul going down unconscious.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

My dog has gotten very sick. She spent the night in the Animal Hospital here in London. We're waiting for an update, but given her age and existing health issues, it's unlikely to be a good scenario.

I don't know what is in store for us the rest of the weekend. I may post. I may not. Please bear with me. Thanks.


Female halfling envoy 2 / biohacker 1 | SP 16/18 : HP 20/20 : RP 4/4 | EAC 13 : KAC 14 | F +5 : R +6 : W +5 | Init +2 : Perc +10 : SM +8 (+1d6) : Speed 30 | BH 2/3 : IB B/J/-/T/Y : TDW -/J/-/T/Y | Bottle Caps 1

LOOT

  • Basic lashunta tempweave: this is some good 4th level armor, so I vote it goes to whoever gets hit the most (*cough* Rar'gul).
  • Azimuth laser pistol: Doc will take this only if no one else wants it. One of the batteries goes with the pistol.
  • Other battery: Doc would love a backup battery for her gun-that-shoots-the-heals-and-the-buffs.


  • Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -
    T’sorkel wrote:
    I don't know what is in store for us the rest of the weekend. I may post. I may not. Please bear with me. Thanks.

    I'm sorry to hear that. Wishing you and your four-legged friend all the best.

    And don't worry about the game. We're not going anywhere and will be here when you're ready.


    Yes T'sorkel, please take care of your family, both the four-legged variety and two-legged.

    For a few days anyway, we'll be slowing down a bit.

    For those wondering how much is ahead yet in this adventure:

    Spoiler:
    There are still a few encounters, though Jincheroga was possibly the nastiest (we'll see).


    Cookie Jar Pilferer 9 ; Dimensional Explorer 4

    Sorry to hear about your dog, Tim. My husky is almost 12 and I dread the coming day when I'll be in your shoes. Best of luck.


    Cookie Jar Pilferer 9 ; Dimensional Explorer 4

    DR 5/magic at second level when most non-fighter people are rocking weapons that do 1d4 or 1d6 is just ridiculous. I've got to get a cheap weapon fusion. It doesn't matter what. Just so I can say , "it's magic."

    Silver Crusade

    Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

    On the Loot score, I guess I stupidly recycled my pulsecaster battery with the gun. So John would have a use for the spare battery also. He only has 4 shots remaining.


    Hmmm.

    I just double checked the rules for recharging batteries.

    It takes 1 round per charge when using a "recharging station". Okay, that's a little faster than I thought, but I'm good with that.

    I see now that it's one charge per minute on a standard charger (i.e. you're plugging it into the wall or a USB port).

    Here's what surprised me: the price for recharging is half the cost of the battery when using a recharging station.

    We'll say it's free on the Chimera, but it takes one minute per charge.

    If you are taking 10 on the bridge anyway, go ahead and recharge up to 10 charges.


    Female halfling envoy 2 / biohacker 1 | SP 16/18 : HP 20/20 : RP 4/4 | EAC 13 : KAC 14 | F +5 : R +6 : W +5 | Init +2 : Perc +10 : SM +8 (+1d6) : Speed 30 | BH 2/3 : IB B/J/-/T/Y : TDW -/J/-/T/Y | Bottle Caps 1
    T’sorkel wrote:
    I don't know what is in store for us the rest of the weekend. I may post. I may not. Please bear with me. Thanks.

    I'm really sorry to hear that. Here's hoping your good friend finds comfort regardless of the outcome.


    Female halfling envoy 2 / biohacker 1 | SP 16/18 : HP 20/20 : RP 4/4 | EAC 13 : KAC 14 | F +5 : R +6 : W +5 | Init +2 : Perc +10 : SM +8 (+1d6) : Speed 30 | BH 2/3 : IB B/J/-/T/Y : TDW -/J/-/T/Y | Bottle Caps 1
    therealthom wrote:
    DR 5/magic at second level when most non-fighter people are rocking weapons that do 1d4 or 1d6 is just ridiculous. I've got to get a cheap weapon fusion. It doesn't matter what. Just so I can say , "it's magic."

    The called fusion is a consistently good choice for this. Also, I don't think DR 5 is too crazy at low levels in Starfinder, since it's safe to assume roughly half of the 1d4s and 1d6s deal energy damage. Still, it looks like our party is pretty heavy on the physical damage, so I'm very happy we (1) learned about the DR in advance, and (2) I was able to negate it pretty quickly.

    John U. Rawlins wrote:
    On the Loot score, I guess I stupidly recycled my pulsecaster battery with the gun. So John would have a use for the spare battery also. He only has 4 shots remaining.

    Hmm, you should probably take the extra battery, then. I think you need it more than I do.


    Sorry, everyone. The weekend was very busy and Monday has shaped up even more so.

    I updated SP and RP and hope to get a post done shortly.


    We'll see what's in this room tomorrow. Had a crazy day today.

    Silver Crusade

    Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

    Yow!


    Hello gang!

    As we rapidly close in on the end of this adventure, I believe it is time to check in with you all about part two in this series.

    I'm planning to run it.

    I am hoping all six of you join me.

    Now, if you don't feel like you would like to, or aren't sure quite yet I understand. I asked all of you to commit to one adventure, and I know you many of you may have other online commitments. Should one or two of you not wish to continue with part two, I will seek replacements.

    Please feel free to discuss things here, or PM me if you wish.

    I will say that part two has a bit more of a dungeon crawl vibe to it, though there are unique and fun things to explore, with a few twists.

    Slight Spoiler:
    Continuing with part two also provides for a more satisfying ending.

    About Flight of the Sleepers:
    The heroes find themselves trapped within a bizarre research facility that has come under attack. Like the other specimens within this crumbling lab, the heroes must seek escape as their first order of business. As they struggle against weird technology and runaway experiments, the heroes run across the elite Stewards agents performing the raid, who prove to be allies and potential rescuers. The Stewards have a mission, however, and they recruit the heroes to help finish it. In so doing, the heroes uncover a little truth and a lot more questions in need of answers!

    Looking far into the future, I have not given up on the idea of continuing to part 3. But, one AP book at a time. I think we're all having fun, but this is a commitment.


    Cookie Jar Pilferer 9 ; Dimensional Explorer 4

    I'm totally in, and I hope everyone else is too. This has been a really fun game, with good RP and characters,PC and NPC.

    Grand Lodge

    Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

    I'm in.


    Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
    Spell tracker:
    Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

    I'm in!


    Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

    I'm in, three!


    Hey! That's four of us, so consider this a go.

    We'll get a yes or no from the other two, then proceed at the end of this adventure. Expect about a one week break while I get a new set of slides in order, etc.

    Dataphiles

    Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4 | SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion) | Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0

    I'm in as well. A bit more of a dungeony crawl sounds like fun.


    Hope everyone here in the U.S. has some fun plans for their holiday weekend. We're planning a backyard fire complete with hot dogs and s'mores.

    I am going to assume that our posting will slow down just a bit for the holiday. Hoping to get a quick post from Dr. Flint-Bridge, then we'll move on with other events that may or may not happen in this secret cargo hold.


    Female halfling envoy 2 / biohacker 1 | SP 16/18 : HP 20/20 : RP 4/4 | EAC 13 : KAC 14 | F +5 : R +6 : W +5 | Init +2 : Perc +10 : SM +8 (+1d6) : Speed 30 | BH 2/3 : IB B/J/-/T/Y : TDW -/J/-/T/Y | Bottle Caps 1

    Sorry to leave you hanging, gang! We had an unpleasant family emergency pop up this week, and I put y'all on hold while we addressed that. Everyone's oaky, but my posting rate may be a bit slower for the foreseeable future. GM, feel comfortable to bot Doc as you feel it's appropriate.

    Oh, and I am happy to report that the sixth and final member of the party is 100% ready to jump into Flight of the Sleepers! I am having an absolute blast playing this adventure with you guys, and Doc is perhaps the most fun character I've ever played. As much as the Agatha Christie-style adventure has been engaging, a more combat-focused chapter will be refreshing.


    Hidy ho everyone! Post is incoming in a little while. We'll see if we can't kick things into gear again for the week ahead.

    Doc, it doesn't even need to be said, but family first. I rarely worry until it's been at least a few days. When in combat, I'll simply bot.

    And I'm glad to see we're all on board with the second book!


    Cookie Jar Pilferer 9 ; Dimensional Explorer 4

    No worries, Jimbles! Glad you're in for the next round.

    Looking back ...

    Doctor Flint-Bridge wrote:

    ...

    The called fusion is a consistently good choice for this. Also, I don't think DR 5 is too crazy at low levels in Starfinder, since it's safe to assume roughly half of the 1d4s and 1d6s deal energy damage. Still, it looks like our party is pretty heavy on the physical damage, so I'm very happy we (1) learned about the DR in advance, and (2) I was able to negate it pretty quickly.

    John U. Rawlins wrote:
    On the Loot score, I guess I stupidly recycled my pulsecaster battery with the gun. So John would have a use for the spare battery also. He only has 4 shots remaining.
    Hmm, you should probably take the extra battery, then. I think you need it more than I do.

    Thanks for the battery.

    And I totally agree about the called fusion. Especially since I tend to litter the battleground with my weapons. In one of my other games, a Knowledgeable Person was promoting thrown weapons with the called fusion as a good, affordable, alternative to firearms. Beauregard seems to be implementing that quite nicely.

    Edit: note to self -- use the cool mobility feature next round.


    Cookie Jar Pilferer 9 ; Dimensional Explorer 4

    Nice to see we're on the same tactical page, Vampers. I was going to cut Trostinek off from the door too.

    Scarab Sages

    1 person marked this as a favorite.
    therealthom wrote:
    Nice to see we're on the same tactical page, Vampers. I was going to cut Trostinek off from the door too.

    Oh, uh, yes. For sure. I was doing that to cut him off from the door and not because of metagaming reasons like going in for a flank. . . . Yes. . .


    Hello gang!

    Bit of a wild ride for me this weekend. I work one weekend a month at the library, and this is my weekend. Also, playing some D&D tonight via discord with local friends (new Mythic Odysseys of Theros game I am running).

    If I don't get a post in today I certainly will tomorrow, possibly several. Meanwhile, you'll want to be thinking about what you want to do with an unconscious Trostinek. Also, if you haven't given me perception rolls for searching this hold, please do.

    Spoiler alert: T'sorkel's good medicine roll will have some interesting results as far as Trostinek goes, and there are a few pretty kewl things laying about in the hold.


    Female halfling envoy 2 / biohacker 1 | SP 16/18 : HP 20/20 : RP 4/4 | EAC 13 : KAC 14 | F +5 : R +6 : W +5 | Init +2 : Perc +10 : SM +8 (+1d6) : Speed 30 | BH 2/3 : IB B/J/-/T/Y : TDW -/J/-/T/Y | Bottle Caps 1
    Doctor Flint-Bridge wrote:

    LOOT

  • Basic lashunta tempweave: this is some good 4th level armor, so I vote it goes to whoever gets hit the most (*cough* Rar'gul).
  • Did anyone grab Jincheroga's armor? If not, the party doctor is begging that someone put it on before we get ambushed.

    MORE LOOT

  • Autotarget rifle: does anyone have longarm proficiency?
  • Flash dazzler: does anyone have heavy weapon proficiency?
  • Kasatha microcord armor: someone who's taken damage today, please wear this
  • Jump jets: who wants some hops?
  • Grappler and cable: who's got a projectile weapon? The grappler can be loaded and fired like a bullet.
  • Laser drill: Doc will hold onto this one unless someone else wants it.
  • Batteries (3): Doc will take one.
  • Credits!: 833 credits per person.

  • Grand Lodge

    Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

    Shoot, I lost the sheet of paper i was using to track money.

    We got some cash from the professor, some cash from the fight with the robot, and cash now. I know the only thing I bought was the broad spectrum analysis kit. Anyone have the exact numbers?

    Grand Lodge

    Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

    In other news
    I wear heavy armor and am not proficient in rifles (I think we determined no one is?) so I won't take any of the armor or weapons. I'll take the pistol if no one else wants it (And I could even attach the grappler to it i guess?).

    The Defrex Hide is a level four light armor, +5/+5 and has a max dex of 4, so it's really good. Someone should grab it.


    Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

    AND MORE LOOT

  • Defrex hide
  • Tactical
  • semi-auto pistol with 18 rounds
  • Diamagnetic storm hammer with 17 charges remaining
  • Key card to the smuggler compartment

    Sorry for not addressing the armour earlier, Jimbles.

    Rar'gul has hidden soldier heavy armour (+3/+5) from creation which gives a slightly better KAC than the tempweave (+4/+4). I also don't think Rar's Dex bonus will come into play, at least for quite some time ;p So I will pass on that set for someone else.

    The Defrex hide (+5/+5) is possibly more interesting as it would lift EAC with same KAC (but given he's mostly been in melee, might not be too much of a factor) and reduce the minor movement/ACP. Will happily take it, but should someone else be able to use it, I will pass to share the wealth because...

    Funnily enough, the storm hammer is actually sitting at the top of my wishlist for next shopping trip, so would love to take that.

    Also, beyond melee weapons, Rar'gul is only proficient with small arms.


  • Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
    Spell tracker:
    Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

    The Kasatha Microcord, Defrex Hide, and Lashunta Tempweave are all light armors. I think John, Yariel, and the Doc could all get these to increase their staying power in combat. T'sorkel tries not to get into combat range, so I'm ok if he's left out, though I'll take one if someone else passes.

    Likewise, it's been better for him to use his TK cantrip than fire a weapon. Eventually, I want to upgrade him to an energy pistol, but for now he's good on weapons.


    Female halfling envoy 2 / biohacker 1 | SP 16/18 : HP 20/20 : RP 4/4 | EAC 13 : KAC 14 | F +5 : R +6 : W +5 | Init +2 : Perc +10 : SM +8 (+1d6) : Speed 30 | BH 2/3 : IB B/J/-/T/Y : TDW -/J/-/T/Y | Bottle Caps 1

    Doc is more than happy to pick up one of these suits of armor, but it's almost certain that they will require significant adjustment to fit her small frame; said adjustment will take an hour or more, which I'm not sure we have at this point in time. Doc will pass on armor until things quiet down a bit.

    Dataphiles

    Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4 | SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion) | Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0
    Doctor Flint-Bridge wrote:
    Doc is more than happy to pick up one of these suits of armor, but it's almost certain that they will require significant adjustment to fit her small frame; said adjustment will take an hour or more, which I'm not sure we have at this point in time. Doc will pass on armor until things quiet down a bit.

    Yariel is in the same boat. She'd take either the Hide or Tempweave happily but I don't know if we have the time to refit them to small size.

    Jump jets should probably go to John? He's probably the one that would use movement most in combat being an operative.

    Yariel will take the pistol, it'll give her an option for covering or harrying fire down the line plus if an enemy is immune to elemental damage she won't need to get into melee to hurt it.

    Scarab Sages

    Pretty sure it only takes ten minutes of work to adjust a piece of armor to fit someone. Starfinder armors are made to be one-size fits all.


    Yeah, if you all want to get the armor distributed and on, go ahead. Fun factor says use the gadgets you find.

    Silver Crusade

    Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

    Ooo! More loot.

    I am happy to let Rar'gul have the defrex and the hammer. He's our main front-liner, and I don't think any one else can use the hammer. Could do an armor shuffle if Rar's current armor is better than Beau's.

    Any of the armor is an upgrade for John. Can't use the heavy stuff. Would love that tempweave, since John has shown a propensity to start with his pistol, then close toward melee as encounters progress. The microcord would still be a step up. Of course if that defrex goes unused, I'll scoop it.

    Jump jets would be sweet, but I've got a class ability that let's me dodge AoO from a targeted enemy. So I can get around without them. If someone else craves the battlefield mobility, please go ahead. If no one wants them, I'll take it.

    Weapons-wise I'm not proficient with, or am at par with, what's on offer. So I don't want anything. I was happy to see spare batteries show up. Although I've got a fresh battery in my gun now, that's only 10 shots. I'll take one of the three new ones if one goes unused.


    2 people marked this as a favorite.
    Cookie Jar Pilferer 9 ; Dimensional Explorer 4

    Guys, we've got to get the major gear straightened out. No time for being polite.

    Armor:

    SuperS, does Rar'gul want that defrex? I think we're all agreed that we need the big trox in the fight so he needs the best armor possible.

    Vampers, Beau and John are next most likely to get into melee. I'll defer to you on first choice of armor. If Rar'gul takes the defrex, consider taking his heavy hand-me-down hidden soldier armor. I think you're the only other one that can use it.

    After SuperS and Vampers decide -- my armor choices in order defrex, tempweave, microcord.

    Pete, Jimbles and ET, are primarily ranged, but there may be a suit or two available for armor upgrade.

    Weapons:

    Storm Hammer -- SuperS, none of us can use that hammer. Don't be coy. Take it already and kick some butt with it.

    Automatic pistol -- Beau and Yariel have both put in a bid. I think it's better in Yariel's hands. Beau has been killing with the axes.

    Doc wants the mining laser. That should give her some ranged throw-weight.

    Batteries: 3 up for grabs. Doc and John both want one. I nominate Rar'gul for the third if he doesn't have a battery already. We don't want the hammer running out of charges, and I've noticed Rar'gul full attacks pretty often.

    Most of the other weaponry is not great for our party because of proficiency. You'll be relieved to find that I've no opinion or preference on it.

    Jump jets : Sure, I'd like them, but as mentioned before, I can move without triggering AoO from my specified target. And we don't have a lot of vertical room in the ship. So although I dearly love mobility, I'll pass on these for now.

    Grand Lodge

    Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

    Sounds good. I don't need the pistol. I will take Rar-gul's hand me down armor if it is offered though.


    therealthom wrote:


    Storm Hammer -- SuperS, none of us can use that hammer. Don't be coy. Take it already and kick some butt with it.

    Not being coy here - already have this puppy added in the botting rolls!

    therealthom wrote:


    SuperS, does Rar'gul want that defrex? I think we're all agreed that we need the big trox in the fight so he needs the best armor possible.

    Sure thing, since you've gone and twisted my arm. Will help against any laser fire he encounters.

    Beau - enjoy the hidden soldier armour.

    therealthom wrote:


    Batteries: 3 up for grabs. Doc and John both want one. I nominate Rar'gul for the third if he doesn't have a battery already. We don't want the hammer running out of charges, and I've noticed Rar'gul full attacks pretty often.

    I was initially hesitant in getting powdered melee weapons due to this, however, I discovered that "unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute."

    That being said, I'll gladly take a battery if there's a spare floating about.


    Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
    Spell tracker:
    Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

    Ok, so:
    Rar'gul - Defrex hide + hammer + battery
    Beau - Hidden Soldier armor
    John - Lashunta Tempweave + battery
    Yariel - semi-auto pistol + Kasatha Microcord?
    Doc - Laser drill + battery

    Yariel, I figured you might want to the microcord.

    Dataphiles

    Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4 | SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion) | Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0

    Yariel does not. The microcord is just barely an armor upgrade (only +1 kac) and that is quickly negated by her taking a -1 on all those pesky dex/str rolls. And yeah, the AC is probably slightly better overall but then she would also lose her upgrade slot and be encumbered as the Microcord is 1 bulk vs L. Definitely not an upgrade.

    But... she'll take the jump jets and slot them in her current armor since no one seems to be wanting them excessively.


    FYI, there should be a few pieces of additional gear falling your way again soon. There may be new options for armor, weapons, etc. Some of it might not be ideal, but some of it will likely be an upgrade.


    Cookie Jar Pilferer 9 ; Dimensional Explorer 4
    Supersuperlative wrote:

    I was initially hesitant in getting powdered melee weapons due to this, however, I discovered that "unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute."

    That being said, I'll gladly take a battery if there's a spare floating about.

    Wow. A minute per use? That's very attractive.

    T’sorkel wrote:

    Ok, so:

    Rar'gul - Defrex hide + hammer + battery
    Beau - Hidden Soldier armor
    John - Lashunta Tempweave + battery
    Yariel - semi-auto pistol + Kasatha Microcord?
    Doc - Laser drill + battery

    Yariel, I figured you might want to the microcord.

    Thanks for the summary, ET. Looks good to me. Including Yariel taking the jump jets.

    Now I feel ready to take on alien shape-shifting slime invaders.


    Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
    Spell tracker:
    Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

    Doc, want the microcord? It's a bigger boost than your current armor, though it does have the skill penalty.

    Grand Lodge

    Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

    what kind of action is it to open a door again?


    Provided it is not locked, it falls under manipulating an item - and is a move action.

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