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Apikinzas's page

99 posts. Organized Play character for Merisal The Risen.


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Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Sorry please drop me from this game

In an odd place mentally at the moment but should be fine

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

1) Player name: Jeff Cook2) Character name: Ears
3) SFS#-Character#: 9251-703
4) Character Class & Level: Technomancer 3
5) Faction: Exo Guardians
6) Earn Income
7) Have you played this scenario before? Yes

Exo-Guardians

Last spot claimed on high tier four for the first

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

A short Vesk carrying a grenade launcher a pulse caster and in second skin armour pokes her head in the You guys drawn the graveyard shift too? Any engineering problems need sorting?

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken
Ardoc Tessere wrote:

1d20

Thanks for running, this was a blast.

Yes it was. Dicebot still hates us all though

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

boon: 1d20 ⇒ 16

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

perception: 1d20 + 8 ⇒ (17) + 8 = 25
int: 1d20 + 3 ⇒ (1) + 3 = 4

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas moves in tries to reconfigure her gun to make the most of the sonic bleed off but just fires and electrostatic burst at the elf instead

energy ray electric: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
electric damage: 1d3 + 1 ⇒ (2) + 1 = 3

Apparently energy ray only does acid cold electric and fire damage versions extra +1 from coordinated shot then harmful spells

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

I'll take that +1 to give 15 vs EAC in my post above (and yeah once you take more than 2 secs to look at it 7SP seems odd but no problem GM you doing great

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

shoot: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d4 + 4d6 ⇒ (3) + (1, 1, 1, 2) = 8

Supercharge online

With an extremely loud pop (sadly indicating most of the extra energy has been converted into sonic bleed off) Apikinzas fires her gun at the elf

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas does an exaggerated draw of her own

Building charge

casts supercharge on her weapon Also updated my header to show myself down 3 from my max of 10 stamina I'll grant you I'm not always the best at keeping it up to date

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

engineering: 1d20 + 12 ⇒ (7) + 12 = 19 Using trapsmiths tools Apikinzas jams the section permanently up and then examines whats in the middle of the room

perception: 1d20 + 9 ⇒ (20) + 9 = 29

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

perception: 1d20 + 9 ⇒ (15) + 9 = 24

No I cant spot the trap either but I'm sure there is one

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Yeah lets give these things some heat!

Api applies microwave mode to his pulsecaster:
in game terms casts overheat catching orange and red for overheat fire damage reflex dc15 for half: 2d8 + 1 ⇒ (8, 5) + 1 = 14spell pen: 1d20 + 4 ⇒ (5) + 4 = 9

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

will: 1d20 + 4 ⇒ (10) + 4 = 14

Ugh My Eyes hurt just looking at them

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas stands ready to sort the computers if another panel appears

computers: 1d20 + 8 ⇒ (12) + 8 = 20

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

will: 1d20 + 4 ⇒ (17) + 4 = 21

Api feels no ill effects form the wave and looks to see if using the apple has disarmed the trap

perception: 1d20 + 9 ⇒ (6) + 9 = 15

If she finds something to disarm

engineering: 1d20 + 8 ⇒ (11) + 8 = 19

then tries to operate the console

computers: 1d20 + 8 ⇒ (1) + 8 = 9

Are you using DOS

An ancient operating system from thirty years ago

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

computers: 1d20 + 8 ⇒ (6) + 8 = 14

Moves over to the shrine and places the apple in the outstreched hand before looking at the panel

perception: 1d20 + 9 ⇒ (12) + 9 = 21

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Not going quietly after all eh Apikinzas taps two fingers to his head as he moves to retrieve the apple. Mr Knight put a prisoner in mannacles

Activates comms Self destruct sequence activated allegedly 60 minutes

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

I prefer the arrest option. If only to disprove the Starfinders shoot first ask questions later narrative that seems to be doing the rounds. I am kind of hoping you will surprise us all by coming quietly

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

fly by on red 19: 1d20 + 11 ⇒ (5) + 11 = 16

initiative: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Call that a fly by let me show you how its really done

fly by: 1d20 + 11 ⇒ (4) + 11 = 15

Ah heels shirt reroll

fly by: 1d20 + 11 ⇒ (2) + 11 = 13

Api kicks off her heels Sorry Boss

If fly by is only one ship I will go for red but I was aiming for both which is probably why I screwed it up

pilot initiative: 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 30 assuming another precog

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Sunrise maiden is speed 10 manouverabilty good (turn 1)

Apikinzas hits the throttle and speeds the maiden between the two dones before showing the aft weapons to the yellow drone

pilot initiative: 1d20 + 11 ⇒ (16) + 11 = 27 Maybe more if precog kicks in

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

pilot initiative: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27

flying evasively: 1d20 + 9 ⇒ (1) + 9 = 10

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Just let me know where all the guns are so i can bring most of them to bear

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas looks to take out her grappler and finds Bonrakou already up the tree She takes her time inspecting the corpse

Taking 20 for 28 lifesciences Maybe 18 if we are in more of a rush

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas shoots her charged up pulsecaster

attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d4 + 4d6 + 1d8 ⇒ (4) + (6, 3, 6, 5) + (7) = 31

Using aid token

If its still active RUN!

Otherwise Its dead you can come out now

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Api surveys the scene Regenerating! Not Good

Sees her friends actions then adjusts her weapon for maximum damage
Delays until everyone else has acted Casts supercharge on pulsecaster assuming its not dead after her allies actions

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Api moves into the green stuff (difficult terrain?) and snaps off a shot with her pulsecaster

pulescaster: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
nonlethal elec: 1d4 ⇒ 2

Spread out

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

survival: 1d20 ⇒ 18
life science: 1d20 + 8 ⇒ (2) + 8 = 10

We're in the right place Points at the banner that says Yalas Sucks

That looks dangerous

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas Is about to offer shooting some cable to provide a guide rope when Ardoc starts to take a tumble

Should I be shooting Grappler down stream to give a line to grab or are other things happening at this point

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Needs a better bridge Api comments and has a quick scan of the area looking for materials then shrugs with grappler at the ready in case she falls in Apikinzas skips across the deadwood

acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken
GM Sedoriku wrote:


The concierge pipes up. "We have 10 all terrain vehicles for maintenance and emergencies. We can lend you two if you are going to rescue visitors of the resort. They are not to be allowed in combat however and any damages to said vehicles will be the liability of your party."

I am sure I can fix any damage. Oops did I say that out loud. Do not take into combat. We will need both for an extraction anyway. Understood heads off to look at offered vehicles

engineering: 1d20 + 8 ⇒ (6) + 8 = 14

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

So the hunters have become the hunted. What exactly is doing the hunting and have we got the barrier fences back online or is that something else that needs taking care of

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas moves in to the doorway with her gun and sets it to wide pattern heat mode

(Casts overheat aka burning hands)

fire damage: 2d8 + 1 ⇒ (3, 2) + 1 = 6 dc14 reflex for half

spell resistance caster check: 1d20 + 4 ⇒ (11) + 4 = 15

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

life science: 1d20 + 8 ⇒ (1) + 8 = 9

What the? Oh THEY don't look friendly

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Will join the gang in area 3

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Oops Yes area 1

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Joining the group in area 4 APi is keen to show off her science skills

life science: 1d20 + 8 ⇒ (19) + 8 = 27
physical science: 1d20 + 8 ⇒ (18) + 8 = 26

Having identified the various things Api is Happy to talk if one of her colleagues can lead the way

diplomacy aid: 1d20 ⇒ 12

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

computers: 1d20 + 8 ⇒ (7) + 8 = 15

Api hacks the bot so it doesn't try to attack the party Yeah we are authorized to be here

life science: 1d20 + 8 ⇒ (13) + 8 = 21

Shoot Well if we know what it is surely we can treat this murkblight?

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

I dunno looks kinda creepy though Sorry this technomancer is not into mystical mumbo jumbo

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

perception: 1d20 + 9 ⇒ (3) + 9 = 12

Api is drawn to the pink lights on the display/holographic installation.

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

No He's now fighting the floor lets get out of here before his big brother shows up

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas shoots at the security officer

pulsecaster: 1d20 + 5 ⇒ (2) + 5 = 7
non lethal: 1d4 ⇒ 2

But appears distracted by the impressive close quarters fighting

ok with the diaspora next plan

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

As her eyes clear she sees her flash bang provider. She moves up and shoots saying Ah There you are this wont hurt

pulsecaster: 1d20 + 5 ⇒ (12) + 5 = 17
nonlethal: 1d4 ⇒ 2

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

IS this thing pointing the right way?

miss 1-50: 1d100 ⇒ 9
pulsecaster: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d4 + 4d6 ⇒ (4) + (1, 4, 6, 6) = 21

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Blinded is to skill checks

blinded:
You cannot see. You are flat-footed and take a -4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can’t observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Ok you say you can do this blindfold Api Time to walk the talk Resetting pulsecaster to fast recharge count to six and point at something with enough voltage to stun a bulette

Casts supercharge on pulsecaster When next fired does 1d4+4d6 non lethal damage

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

reflex: 1d20 + 4 ⇒ (1) + 4 = 5

Not Good

Shooting blindly at the grenade thrower

miss 1-50: 1d100 ⇒ 42
pulsecaster: 1d20 + 4 ⇒ (19) + 4 = 23
non lethal damage: 1d4 ⇒ 1

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

reflex: 1d20 + 4 ⇒ (13) + 4 = 17

Apikinzas steps carefully away and shoots at green

pulsecaster: 1d20 + 4 ⇒ (6) + 4 = 10
nonlethal: 1d4 ⇒ 1

Awful shot cant even blame Bonrakoru for getting in the way