Mannequin

Basil NaN's page

904 posts. Alias of MordredofFairy.


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Hej Keldor,

glad that you made it.
I've had an unexpected stay at the hospital, too, which is why I've been gone for so long(well, not only, but that was the start).

I just returned to the boards, and am in the process of apologizing for my absence. I enjoyed Basil, no doubt, but there's not many GM's left around here who adopt, I fear, and there's been no response from Thawm.
But if either of you are still around, we can certainly consider options.

Otherwise it's been an honor and fun to play with you lot.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Best of luck to you, Jeremy.

By all means do check in sometime after the surgery so I can stop worrying about you :)

That said, do take things easy. I mean, we are not moving fast here, anyway, but just saying :D


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Same same.


2 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

As Thawm gasps for Breath with her second wind, Basil leans over to her, and suddenly places her own mouth over Thawms.
Healing to treat Poison: 1d20 + 12 ⇒ (19) + 12 = 31
She draws air from Thawms lung in a deep breath while at the same time lettings Nanites enter the mouth cavity via tongue contact.
Her own advanced filters easily deal with any residual poison she draws forth.
Fortitude: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28
After several seconds, during which she makes sure to transfer as many Nanites as possible, she pulls away from Thawm, not wanting to give the Stalkers an opening.
Not acknowledging what she just did any further, she returns her focus to the enemies: "Good work, Harg. Only 2 to go."

The french kiss should be a standard action that gives a +4 competence bonus to the save - at least. If I can transfer either my nanite surge or the healing nanites, I will do so.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

I'll need a tiny bit more time to consider and calculate probabilities, but will update tonight.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Aye, some elements in my life conspired to keep me away from the boards for the past week or so.
Not quite a perfect storm, but regardless, I found myself unable to update. Sorry.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Flat-footed has very specific penalties.
Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A flat-footed character can't make attacks of opportunity, unless he has the Combat Reflexes feat.
Being unable to react to danger in a reflexive manner is not part of those.
As indicated by the fact that even if you are flatfooted, you still get to roll your full Reflex Save against a Fireball impacting near you.

In the same vein, you can attempt to hold your breath when there is a cloud of poison unleashed on you, or even speak up(if there is a troll breaking through the wall like Cool-Aid Man and charging with his Thagomizer, you may only manage to yell "Troll" before being salsa-ed, but the fact you are unable to "react normally" does not mean you are helpless, paralyzed, or limited beyond the aspects listed under the flat-footed condition.)


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Oh, also, Thawm seems to only have attempted to hold her breath on the second save(as per my original suggestion) - but as per Harg and Keldor, you allowed to attempt to hold breath on the first as well, so she might still have that attempt, maybe?
Which is kind of doubly relevant, because she only failed the second save due to the Con-Penalty she incurred on the first failed save(for which she did NOT attempt to hold her breath)


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil remains where she stands, then pulls the trigger on her gun twice more.
The situation seemed to be not in their favor, so she also activates her Bane™-Subsystem, charging her Nanites against the Caustic Stalkers.

Attack 1 Touch 1: 1d20 + 9 ⇒ (6) + 9 = 15 Damage, Bane: 1d6 + 4 + 2 + 2d6 ⇒ (3) + 4 + 2 + (5, 2) = 16
Attack 1 Touch 2: 1d20 + 9 ⇒ (10) + 9 = 19 Damage, Bane: 1d6 + 4 + 2 + 2d6 ⇒ (5) + 4 + 2 + (3, 3) = 17

Attack 2 Touch 1: 1d20 + 9 ⇒ (20) + 9 = 29 Damage, Bane: 1d6 + 4 + 2 + 2d6 ⇒ (5) + 4 + 2 + (2, 3) = 16
Attack 2 Touch 1 Confirmation?: 1d20 + 9 ⇒ (4) + 9 = 13 Damage, Bane: 2d6 + 12 ⇒ (4, 5) + 12 = 21
Attack 2 Touch 2: 1d20 + 9 ⇒ (7) + 9 = 16 Damage, Bane: 1d6 + 4 + 2 + 2d6 ⇒ (5) + 4 + 2 + (6, 5) = 22

Will Save DC 19, Mind Affecting: 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24

Resistance Judgement - Resistance 6(Acid)

Well, doh. That's one, MAYBE 2 hits. Agile little sh*ts.

The outcome does not leave her impressed, albeit it did seem to slightly improve on her previous attempt.
When she suddenly hears Isirahs voice in her mind, automated protection systems start up and temporarily lock her out of Basil.
She glances at the Monitor, and utters a single word:"No." before focusing on the Stalkers again.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Aye. It's just amusing because the traps depend on the integrity of the player, where they would usually not even open the spoiler in the first place if they had it - I suspect most people who would "cheat" on the spoiler would also have no qualms to "cheat" on the traps.
It's a bit of a Catch 22, in a way.
But then, I am one of those people you got with that, so I can hardly argue the efficiency.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

The laser Torch would have been splendid to use against the cameras, but back then Basil had no idea they were hardened/shielded - the metal casing, yes, but most cameras are inoperable by breaking the squishy glassy parts which are usually not bullet proof.

Using it in Melee against the creatures is theoretically a thing, as the energy would bypass the DR - but with no flat damage increase it would be a very swingy thing, and even a series of high rolls will likely not make enough of a dent to bring down even one of those before it brings down Basil.

Regarding the EMP Gun, possibly worth a try, yes - but I think our more pressing matter is the 3 rancid elementals trying to dissolve us inside and out.

Also, @GM: Of course I'll be honest, you put the mental damage there. I readily admit I am far too curious to not check most spoilers - but I am quite confident regarding my ability to separate character and player knowledge - *shrug* It was unexpected, but ces't la vie. Hope it doesn't cause this to go south too quickly.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Oh, I did read about the unique features of the room.(which I think may be what you were hinting at - else I'll have to re-read things)

But that's not something I would take time to consider during combat, and not after such a brutal barrage.

As in, meta-wise I may assume that there is some means to help us during this, but IC there is no reason to believe anything is functional, could be figured out in such short time, or would be useful for the situation at hand.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

We did, but a.: I am out of Grenades I believe, so until we find more, no launching them.
and b.: the laser was a tool, which I think meant very short range and bypassing hardness, not DR.
I may misremember, though, but I don't see myself having a lot of impact on this fight.
I am also uncertain how long I can stand against them. Between the damage output and the potential Con Damage, their next breath weapon could be lethal.


1 person marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Uhm. When you say the 18 misses, does that account for it not having acted yet in combat? It SHOULD still be flatfooted, unless it has means not to be. I'm just hoping that it does not have so much deflection and other modifiers to make an 18 touch versus flatfooted miss, because if the 18 would have hit, that would be a good indicator or wether their DR is 5 or 10+...(the precision damage is on me...)
Also, I previously took 26 mental damage here., so I should start at 51/77

Finally:
Reflex 1: 1d20 + 8 ⇒ (18) + 8 = 26 10=>4 damage
Reflex 2: 1d20 + 8 ⇒ (1) + 8 = 9 21=>15 damage
Fortitude: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 => -2 Con

However, I don't think the DC should be 20. Here's why: Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. ... However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack.
It seems this is some rider on the breath weapon, so unless they have some means to combine them(which the separate Reflex saves don't suggest), we should have to save against the first breath weapon at the regular DC, then a second save against the second breath weapon, and only suffer the increased DC or higher duration if BOTH fail. But here's the kicker: If this is inhaled, then after the first breath weapon kicks in, we would probably hold our breath, which SHOULD give us a 50% chance to not have to even make a save against the second breath weapons poisonous carrier effect. I mean, you are only affected by a dose if you fail a save - and you have to already be affected for them to stack. Plus holding your breath after getting blasted with poisonous chemicals seems a rather natural reaction.
In case any of my arguments manage to sway you, I'll add both a chance roll and a second fortitude roll

Holding Breath Chance: 1d100 ⇒ 100
Fortitude 2: 1d20 + 7 + 4 ⇒ (5) + 7 + 4 = 16

Which would mean in case of holding breath, I would get away without con damage, and in the case of no holding breath but independent doses, I would be affected by only one dose of it, so future saves would be against DC 18 and the duration would be 2 lower - something that could be quite important depending on how swiftly those breath weapons recharge.

"Excessive violence, perhaps?", Basil suggests to Harg, dismayed by her pellets ineffectiveness against the Creatures.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Oh, I thought baseline info for beating DC, then one question per 5 you beat it with? Baseline also gets a question? Neat. If so, Creature Type, Subtype, which you basically kind of provided in the summary, but is listed as information available and kind of relevant for Basil in case she wants to Bane something-

As the fumes coalesce into beings meant to oppose them, Basil levels her gun and pronounces her judgement:"I'm afraid I can't let you do that, traumatic memory."
She then fires a wide-spread shot at the Caustic stalkers hoping to distract their formation.
At work, no roll20, but shooting diagonally up right should allow me to get 2 of them within my cone if I remember right.
Attack Touch 1: 1d20 + 9 ⇒ (12) + 9 = 21 Damage, Targeted Blast: 1d6 + 4 + 7 ⇒ (1) + 4 + 7 = 12
Attack Touch 2: 1d20 + 9 ⇒ (9) + 9 = 18 Damage, Targeted Blast: 1d6 + 4 + 7 ⇒ (3) + 4 + 7 = 14
Resistance Judgement - Resistance 6(Acid)

Move to move next to Thawm, Swift for Judgement, Standard to attack, free to spend Grit for Blast.


2 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil had been silently watching the exchange, attempting to make sense of the two Isirahs. When things turn hostile, she breaks her silence:
Sense Motive: 1d20 + 10 ⇒ (2) + 10 = 12
"I prefer the Isirah we have with us, and reject you."
KN Religion: 1d20 + 7 ⇒ (17) + 7 = 24
"You are merely an anomaly, a traumatic memory that gained sentience. You are a ghost in the machine."
KN Planes: 1d20 + 7 ⇒ (20) + 7 = 27
I'll take Special Attacks(Elemental ones?) and Immunities/Resistances, tyvm.
Totally dismissing my Heightened Awareness.
Sense Motive: 1d20 + 10 ⇒ (17) + 10 = 27
She takes a few steps forward, stepping up next to Thawm: "Caution. The inferior copy may attempt to assume direct control on one of us via possession or a similar technique."
Not sure we even have something to spoil that attempt, but at least we'll know to be on the lookout.

I'll wait for the Knowledge results before deciding what to attack, and how(or if I want to cast a spell-). Also wether I want Bane or Judgement online...


2 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Well

T̸̩̞͖̣̟̪̰̘̳̝̳̉͋̊͆͆̾̓̐̿͜͜͠͝h̴̗̖͖̪͔̮̰̄́̆̋̅̇̃̉̀̓̈́͗͗̏͝e̶͔̜͙̬̳͛̌͂y̵̡̯̼̌̎̇̑̊̄̓̍̍̓ ̨͍͚̺̖͓̞̼̞͜ ̵̼̜̽́͛̄͆́͐̐̎̽̈́̆͝͝a̸̝̠͓͓͕̳̮̭̝̮̳̍̀̋́̔̀̽̑͑̓͋r̴̢̥̤̬͇̥̝̻̝͇̈̇̑̇̈̐̇̓̊̄̅̐̕͝e̵̋͐͊̈̍̌ ̛͉̲̮̲͙͙̙͊̑̓̀̈̔̕͝ͅ ̷̢̲̺͇̙̥̯͚̱̯͓̝̀̇̀͆̄̿̏ͅi̵̯̿͊͌̀̀͆́̏̍̅̊̾͂̈̕n̵͚͂̇̋̓́͑̃͊̔̇̚t̸̨̛͖̻̓̄̈́̃͛̏́͝e̸̋́̄͒̅͐ ̨̰̞̙̞̻̱͓̦͇͇̳̉͑͊̔r̸̢̡̫͔̳͖͖̖̥̗͕̙̥͇͛̔e̴̡̟̘̩̖̘̬͉̩̠̠̣̫̒͜s̸̻̼͙̯̼̱̩̺̺͚͚̈́̈́̈́͗͌́́̾̃͘̕ ̥t̸̼͖̙͊̈́̇̇́͒͘͠i̴͕͎͇͚̤̤̎̈́̂̉͐̀̆̒̔͑͝n̴̨̛̥̟̦̼̙̗͕̙̰̘̦͓̋͒̉̿͌͋̍͌͗̚͜͜g̶͎͑,̶̢̝̝̝͛͐̉̃ ̖ ̸̝͔͙̼̈͋̾̍͆ẁ̶̡̛͍̼̗̟̯͓̳̝̤̟͓̜̗̓͐ͅò̵̡̲̬̯͇̮͇͛̄̍̇̃͒͋͐̏̒̌̀́͘͜u̶̮̤͑́̿̑̇́͋͊͆͋̀͐͂̾̚ ̢̠̤͍̜̜̺͔̭͇͔̻̺l̷̛̞̙̞͇͇̼̭̏̚͠d̷̨̢̗̮͓̣̽͌̀̕ņ̴̛̲͍̹̬͇͉̹̻͍̠̫̆̆̍͝'̸͇̏t̵̝̘̬̪̲̀̎͒̄͋̃̋ ̱̮̹ ̸̮̙̯̪̥͇̞̭͍̬̺͖͎͖̆y̴̹͔̪̞̥̜̾́̃̐͛̈́̃̈̇̀̿o̸̢͓̯͍͎͈̠̥̟̖͚͂͜ȗ̶̜̖̀̂͗͒͒̂̏̓̾͝͝ ̸̛̳̯̥͎̙͇̫̯̳͍̯͈̭̱̬͑͗̆̆̔̈́͠ą̴̧̞̦̗̯͎́g̷͓̫̞̐̓̊͋̒̊r̷̖͈͑̆̓͂̀͂̆͂̔e̶̛̻͍̹̫̭̙͈͍͎̭̊́͋e ̷̧̻̤͔̤̳̠̼͓̈̆̿?̵̨̛͙̱͇̬̼͓̹͖͙̓̉̊̋͑͊͆̂͗


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"I suspect caution is advised, but we should not waste resources. Maybe some of us should stay back near the entrance and be ready to summon reinforcements, while the others take a look around?", Basil answers Thawm, then takes a step into the room: "Isirah, do you remember this room? Where are we?"


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Yay.

Tune in again next week, kids, when we talk about liminal spaces.
:)


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Oh yeah, it's a fascinating area, but I only dug into it out of interest in the topic, not as part of actual research work, so I'm certain you have more insights on the finer points of what's going on "beneath the hood".

I do speak(or rather did, some of them are so rusty I couldn't even hold a short casual conversation any more.) a couple languages, and just found it very curious how their flow, their grammatical structure, their word-building in my inner eye aligned with the archetypical native speakers.

Absolutely not scientific and half of what gave me the impression was probably confirmation bias, but it did prompt me to look a bit deeper and see if there was any basis to it.
(I do like to do my own research...after fetching peer-reviewed scientific articles and books and reading them.)


2 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

I'm always game for fun with linguistics.
So if you want to play, count me in :D

On a more serious note, I do think it's fascinating how language influences our way of thinking about things. While technically thought is abstract, we formulate ideas in words and patterns familiar to us. It is basically the mental set of lego bricks we get to use to construct a concept. And different language groups have a different emphasis on how bricks are formed, or how many of a certain type are there etc...yet as sullivan put it, form ever follows function, so there is mutual influence. The language influences thought patterns, and the thoughts evolve the language. Fascinating stuff, really.
Mind you, every person is their own person, but I think language is a large part of certain "tendencies" that are ascribed to certain native speakers and people speaking it well enough to form thoughts and ideas in the language.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Fleet? A curious choice of words. But you shifted your structures with the help of something you call a wormhole? That makes sense, actually. Like a Portal Hole you open beneath the building to let it fall into a different place. Whatever happened, though, there seems to have been a heavy miscalculation - by my limited knowledge of the events, all your "fleet" of structures seems to have re-manifested in the sky, then fell down to the ground. It speaks to the ability of your engineers that they withstood the impact as well as they did - let alone remain structurally sound after all this time.", Basil muses as well, then smiles: "You should try flying buildings the next time, then fleet might be a proper wording for those skyships."
Without any Boni, I can't beat that DC.
KN Arcana: 1d20 + 7 ⇒ (17) + 7 = 24


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"I suspect that may explain what happened to you, then. If you come from a different plane of existance, but your people have no means to breach the barrier between these worlds, then whatever happened to you may have gotten you stranded here. Some terrible accident, or an experiment gone wrong, maybe, that sent you hurling towards a different plane. I have no idea which one might be your original one, though. But you are lucky you were in these giant metallic structures, as you seem to have come crashing down from the sky. Starfall, was it, Thawm?", she looks at the theurge for confirmation, then back at Isirah:"The haunt we faced, it seems something or someone clings to existance in this place, someone who died long ago. It may have been someone who travelled with you - if so, we may need your help in understanding how to resolve this situation, or the haunt will reform. Does your memory hold any information about how many people travelled with you in this Aerotech Synthesis Compound?"


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

I think haunts by themselves are uncommon. Wandering ones are downright rare :D
But true enough...just saying against most if not all, any positive energy(including healing touch spells) will be more efficient than any other option.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Don't need to - haunts are anchored in physical objects. I assume healing a camera would do the trick. But as said, we can have a chat after this in-character, and if I'm right and it's not the only haunt we face, I'll gladly try my best next time.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Well, it's a pity. Because while here we have cameras, other times we may not.

Then it could be "swat those diabolic flys with AC 30 to cause one point of damage each to the Haunt" while we get fried by chain lightning every round.

If only we could simply channel energy and give the 10-HP Haunt an instant infusion of positive energy it could not refuse... :)

No, it's perfectly fine, I do accept yours and Keldors reasoning for not using it. I am not happy to hear it but I'll work around it. Unfortunately Basil failed to identify the Haunt so she has no idea a single healing spell would kill the whole thing, you could at least let her know after we are done with the cameras-


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Haunts do not get to save against channel. It would be 3d6 direct damage if you have one fewer dice. Plus 2d6 from Keldor...don't forget most haunts around our level have like a dozen HP but are difficult or impossible to damage except by positive energy.
It's player knowledge but we should not disregard positive energy abilities in-character so swiftly.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil activates her Optical Camouflage, hoping that it fools the cameras, then retreats further into the corner of the corridor.
"Thawm, Harg, retreat if needed, I will push through and support Keldor if the Cloud extends further towards us."

Funny, last time I was fighting a haunt I had nobody with positive energy anything in the party. Now we have two people that can channel(one seemingly not aware of it, one that moved out of range) and one with cure spells not really knowing about the haunts nature. If we had all blasted our positive energy abilities, I'd be pretty certain it would have gone into inactive state.
Not just an anecdote - I think we'll need to coordinate after this camera-thing, I have a feeling this is not an isolated lonely haunt.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"I suspect the cloud is not bound, but I doubt the Haunt has sufficient power to expand it without limit. It is likely focusing it's will towards us. If it gets even closer, there may be a window where we can bypass it to take another shot at the cameras.", she speaks to her companions, then addresses Irisah:"Do not be concerned. We are not prepared for everything, but we posess a very particular set of skills. Skills we have acquired over a short but intense career. Skills that make me us capable of dealing with things like this."

Preparing to move further back in case the cloud speeds up. It seems to have moved 15 feet before, so I'm observing for now with a ready to move back further if it approachs to 10 or closer. Other than that, lets see the elementals do some work.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

In that case, I should be good to upgrade.

FCB racial boni:
+5 feet speed.
+1 Level 1 spells known: Shield of Faith
+1 Level 2 spell known: Cure Moderate Wounds

FCB skill points:
5 ranks in Disguise(to better attempt to appear human, at least outwardly, if being recognized as Android would be undesirable).
2 rank in Linguistics(picking up Elven and Draconic, so we can use those Languages freely in-party, having learned them from both Thawm and Keldor.)

Story Feat: Forgotten Past


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |
Thawm Uhturj wrote:
The more I think about it, the more I feel like more spells is what Thawm needs...

Don't forget, though, that you can learn more via acquisition of scrolls - in other words, that part COULD be remedied with spending gold on it. By all means, you do you, but the "plus spell known" are usually best for spontaneous casters.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

I have been using the FCB for HP, so this is welcome.
Just to clarify, from your second link, only the final set is valid? So I could not get +5 speed from picking the +1 feet option from the first set 5 times?

If I'm reading it correctly, then the Grit is tempting, but I have few abilities that depend on spending it - and getting more spells known is even more tempting.

So, +3 Orisons known: Oath of Anonymity, Acid Splash, Guidance
+3 Level 1 spells known: Fallback Strategy, Shield of Faith, Burst Bonds
+1 Level 2 spell known: Cure Moderate Wounds

And +7 Skill Points:
5 ranks in Disguise(to better attempt to appear human, at least outwardly, if being recognized as Android would be undesirable).
2 rank in Linguistics(picking up Elven and Draconic, so we can use those Languages freely in-party, having learned them from both Thawm and Keldor.)

Regarding the Story Feat, there is an obvious match for Basil:

Forgotten Past, seeing how she basically only has fragmented memories of her previous existance(but KNOWS she is not a 'new' inhabitant of this Shell).
Between the racial bonus to mind-affecting and eventual Stalwart from Inquisitor, I'll be all but immune to that stuff. :D (Sounds like Mind Blank with extra steps...)
And a bonus to Perception is welcome, always.
As for how it works for her - I think that is already covered by her Inquisitor background and future plans regarding Casandalee - Basil is destined to regain a larger part of her memories at a time when it makes sense story-wise, which would likely also trigger this Feats completion. She did plan to head to Iadenveigh in search for her past, so she's also working on that, not just passively waiting for something to happen.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil prepares to move further away from the cloud if it approaches.
"The cloud is toxic. My companion mentioned a haunt. It is likely a traumatic memory of people who died in the poisonous gasses that manifests to kill others. You should be fine, I believe your current form will not suffer any eroding effects from the gasses.", she does her best to explain, to the limit of her current understanding of the situation.
While she briefly considers a grenade, the fact Gauntlet was still in there made that a non-option. So she decides to wait and learn what Thawms idea would be.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

I did state my intent to go back where we came from, the other stuff is in the gameplay post :)

And I think the confusion was with my reading being Perception to notice something is off, which then prompts the possibility of the Knowledge Check...both during exploration - but then it manifests triggering Initiative and deciding on wether you get to act on what you learned/noticed in time before it is active.

As in, even in 2nd Edition I would have seen the knowledge prompt as part of the exploration section, not as something happening post-init. And I may be completely wrong in my interpretation, it being happening so fast that we only had chance to notice and recall our own knowledge, not warn someone else - (albeit in that case I would have expected it to go perception => Init(Surprise) => Knowledge, with those not succeeding on Perception not getting a go during surprise, and thus having to wait on the knowledge, too. :)


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Misfire 1: 1d20 ⇒ 7
Misfire 2: 4d20 ⇒ (16, 8, 13, 13) = 50
I figured you'd handwaive the attack section seeing the chance for 4 simultaneous misfires is rather low, and I could rectify the situation with a standard action next round via Quick Clear(and there not being an immediate need to fire again - unless actual enemies show up which I am now convinced they will). :)
Also, moving 30 feet backwards - not stopping if still in the cloud, and since it just jumped into being, can't be sure if it stops expanding, so even if I leave it I'll keep going for the full distance.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Yeah, but the knowledge check was from before it even happened.

We made the perception check and knew something was up, and pointed it out, which should have prompted Thawm to also make a Knowledge Check at that point.

Then the cloud manifested and needed a Fort Save.

Just explaining how I read it, it's your call and I'm good, but I feel it helps understanding each other to talk about why one expected something to be a certain way.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Thawm, if you catch this in time, I think your order is wrong.
The knowledge check was prompted first, the Fortitude Save after.

So it should be 7+13 => 20 for KN Religion
And 11+7 => 18 for the Fortitude Save.

I'm kind of a stickler for doing rolls in the order they are prompted, because of the preview-nature of the board rolls - in this case it would even be in your favor as you'd succeed on the Fortitude and the Religion Check.
(Otherwise I would not even speak up and just accept that I should not shove my personal preferences down other people's throats).


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Damage Camera x: 1d6 + 4 ⇒ (5) + 4 = 9
Fortitude, Constructed racial: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28

"This is troublesome. I suggest we retreat instead of pushing through.", Basil exclaims, trying not to breathe any of the cloud - her built-in filtering does a good job at limiting exposure, but cannot completely negate it.
She raises her firearm, towards where the other cameras where, and fires one of the spread-shot-patterns at them, before moving back away from them, her other hand holding on to Isirah's tablet calmly in front of her chest, letting her see what is going on.

Potential Damage Camera 1: 1d6 + 4 ⇒ (1) + 4 = 5 Miss Chance: 1d100 ⇒ 83
Potential Damage Camera 2: 1d6 + 4 ⇒ (1) + 4 = 5 Miss Chance: 1d100 ⇒ 42
Potential Damage Camera 3: 1d6 + 4 ⇒ (2) + 4 = 6 Miss Chance: 1d100 ⇒ 74
Potential Damage Camera 4: 1d6 + 4 ⇒ (6) + 4 = 10 Miss Chance: 1d100 ⇒ 45

Dunno if logically miss chance from concealment should even fully apply with a scatter weapon(and a static target), but here we go.

Also, I have a hunch what kind of underused thing is going on here, pity I didn't make the check.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Something is happening and I doubt it will be beneficial to us. Careful."

Roll20 still has the map outside, so I can only guess at exact position

Basil notes the cameras covering the intersection, takes aim and shoots out the one viewing them while carefully stepping backwards.
She may not even fully understand remote surveillance systems, but we DID face automatic guns earlier, for example when we rescued the Rat from the Smilerboss. I suspect they seem similar, so she may expect to be directly attacked with lasers again. Either way, it makes sense to her.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Perception: 1d20 + 15 ⇒ (10) + 15 = 25 Guess I also know something will happen...
KN Religion: 1d20 + 7 ⇒ (1) + 7 = 8 ...but without a clue what...
Initiative: 1d20 + 5 ⇒ (19) + 5 = 24 The init is good, but here's hoping Thawm manages to shed some light on the situation.

Basil takes note of the cameras, vividly remembering Hellion using the Screens in his compound to take action against them during their assault. She prepares to shoot out whatever camera is aimed towards them(or the way back), but waits to see if either of her companions has a better understanding of what is going on.

If Thawm can explain, great. If not, I'd probably shoot out a camera and retreat in that blinded direction, expecting something to be triggered remotely based on the camera feed.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Hm. Given the state of the ruins, I would estimate several millenia. Probably between 5 and 10.", Basil shortly ponders the question, "Which begs another question. You said you were an explorer in your previous existance? If the physical artifacts in these compounds are connected to this exploration, I would assume something went terribly wrong, which would have prompted you to download yourself into this AI Core. I assume you had a technological way to shift between different planes, albeit I can't imagine how that would work...you are on Golarion, in the land of Numeria. But I know of no record of explorers reporting of beings or places as seen on your camera or this Trailblazer thing. That means it is likely no one else came after you. I suspect your exploration vessel suffered a malfunction that threw you off the course that was planned and landed you here. If it was an unplanned error that caused the change of destination, it would explain why none of your people came after, or looking for you."

Basil looks to her companions:"Do correct me if I do miss information on the matter, of course.", then looks back at the screen:"Your help in exploration would be welcome. The environment and what robots remained have proven hostile, which is likely the reason you had been undisturbed for so long. Maybe we will find other fragments of your memory, or things that will help you remember. We should probably look into possibilities to aggregate you into a physical existance - it's possible we will find other technical artifacts that would serve such a purpose, but I think there is no practical need for you to start conserving energy just yet, so your company is welcome."


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Per your previous statement, you have presumably one hundred and forty nine hours left in your existance, assuming this ancient piece of technology will no longer accept new charges.", Basil says in a monotone voice. "You may be incomplete, but what is there is worth preserving. You seem like a cheerful person. Is there a means for you to form an aggregation? It was a item in the list you called up earlier. If so, we would have about six point two zero eight days of your activity left to make that happen."

She turns to Keldor:"I believe your mating partner would be capable of assisting with technical construction if needed, plus we have quite some useable scrap outside the compound. We should be able to work something out. Away from the locals."


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Sorry to see you go, but you did reserve that option to begin with.

Thanks for carrying this journey for so long, and then travelling a part of the way with us.

Best of luck in the future.

@Gameplay: Waiting a bit to give Thawm a chance to chime in as well :)
That said, I like Isirah.
Which given my track record so far in other games means nothing good.
(As in, if my past experiences are an indicator, she will probably find a lost memory fragment and remember that she wants to kill us all, probably taking over the place, and flooding us with gas and robots and sealing doors and whatever.)


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"We are at the Aerotech Synthesis Compound.", Basil moves a bit to give her a better view of the immediate area, "There were hostile robots and dangerous gases, albeit I think you may reference something more severe, considering some of those pictures. Does your AI Core generate it's own power? If not, are you capable of plugging into a robotic mechanism? I am not sure if there is a possibility to recharge you, especially considering the age of your Core."


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"No, no body here. So you are self-contained within this device, not somewhere remote? I expected you to have a physical existence as well based on the pictures. What is this item I am holding?", Basil inquires, then adds "There is a slight crack in the upper right corner. I hope this does not impact or inconvenience you in any form, Isirah?"


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"No, I am not alone, Isirah. I have...friends... with me. I believe I have found your camera. It seems to contain memories I assume are precious to you. Where are you, so that I can return it to you?", Basil responds, while tilting the screen to include any of her companions that do not seem to want to avoid being shown.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Certainly, we would have taken it with us anyway, attempting to learn more about it at a later time.
"Hello there.", Basil waves back mechanically. "I'm Basil. Nice to meet you!"


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"His quarry. What was he after, Thawm? Do you have any idea what his purpose was? And could you call this Sahasho so we can question it?", Basil inquires of her companion, not taking her eyes off the camera, where she re-views the second-to-last video in a loop.
Her memory worked...differently, most efficient than that of a purely biological entity. She could retrieve information efficiently and cross-reference things easily, or run internal analysis and pattern recognition that was beyond the mental capacity for average humanoids. But it all had to "make sense". She was bound by logical rules. Unlike a unsentient robotic being, her mind was shielded against incomplete fragments of memories or data. So she KNEW the woman was familiar. The face was known to her. But that was the extent of what she was able to retrieve - the associated memories were scattered and fragmented, and to protect her mind, the neural interfaces did not allow her to access what was there. In emergencies, overruling those safeguards was an option, but it could have horrible effects on her mind. Not something she was willing to risk at this time.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"I do not think it turns you into a...Skittermander...I mean a 6-armed blue-furred creature.", Basil responds to Thawm. "In case you're worried about that."
That said, Trailblazer from Psionics is fun. Pity you can't activate THAT via chip, turning into Tristalt :D


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Impressive, Thawm.", Basil points at the device it was in:"I'd assume those go together. This is a unit that is plugged right into your brain, and allows that other part to transmit it's content right into your mind. If that is desired. But the process of implanting it seems...complicated. I'd prefer not to perform the initial attempt of the procedure on any of you.", she does not say more to that, instead moving to the next item.
"This here is a flashlight - I believe we found one before. That over here is simply a piece of art, to the best of my knowledge. It can be implanted and is essentially the Androffan equivalent of a tattoo."
She holds up the stretchy suit:"This one provides optical camouflage. Much like the one I was outfitted with. Not equally powerful, but for longer periods of time. It also doubles as light armor."
She points at two other objects, then explains:"Those are items for travellers - this one is a shelter, which can automatically deploy into a techtent. It would also be quite valuable to a collector. Unless we intend to use it, it may be worth finding someone willing to purchase it. The other one, I would suggest to keep. It's a small boat, it would be cramped but I think it should be able to hold all of us. It's also very energy efficient, only consuming charges when deploying or folding back into storage. Might come in helpful."
She holds up the last item. "Now this one could be interesting. It works like a technological accuser devil, recording images or videos of things that happen. And it is able to play them back, as well. Let us see if there is anything interesting stored on the device, we may learn about the fate of this place."
Glitch Check for inactive timeworn item: 1d100 ⇒ 98
Basil activates the Camera using one of the remaining charges, and checks if there are any photographs or videos recorded from the last time it had been used.
If it is empty, she will instead take pictures of her companions, and a short video of them in the room, as well.

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