Osirionologist

Clara Grey's page

41 posts. Organized Play character for Draxia Molamos.


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Grand Lodge

Hey everyone. I am going to not so gracefully bow out. I've got the 2 jobs thing going on and right now I am not keeping up with posts. Really sorry, this was fun.

Grand Lodge

Medicine: 1d20 + 8 ⇒ (11) + 8 = 19

"He apparently didn't do a very good job."

She takes a glance at Hal's knee. How'd you manage to crush your knee, Hal? And you...I wouldn't reach for that, we've got you outnumbered"

Clara nods at Konrads gun and readies her pipe.

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Clara gives Konrad a big grin.

whispers "You like? I found where they took our things, I can show you."

She gives Konrad back the gun and nods a greeting to Daniel.

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Clara pauses by the door and tries to listen for more conversation.

robotics: 1d20 + 8 ⇒ (2) + 8 = 10

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She takes her hair pick with a smile and puts it in her hair without bothering to wipe off the blood.

The rest she plans to take when she comes back with Daniel and Konrad.

She keeps her gun drawn and walks to the infirmary.

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Clara tries to open the lockers to see if she can find hers, or one with anything useful in it. She also glances around for another weapon or suit.

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Clara has the pistola, thank you Komrade :)

Clara decides to take the safe bet and walks towards cargo bay 2, with the pistol drawn.

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I can get the suit and head out.

Clara grabs the suit and gears up. She heads to the airlock.

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Clara sneaks into a corner and changes into the warmer clothes and boots. She rips some of her rubber suit into shreds and stuffs them into her pockets.

She smiles at Konrad's good mood.

"I vote the bridge.

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Clara looks around the clothing trying to find some shoes and something warm at Konrad's promps.

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Hey all, tonight I am heading to Kentucky to do some climbing so my access to cell service or wifi is going to be spotty, at best.

I'm going to try really hard but I might be out of contact until Sunday afternoon EST.

Feel free to bot me!

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"Launch? Let's keep moving. Maybe we can find whatever is launching and...commandeer it." As Clara speaks she takes a practice swing with the pipe.

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Clara takes a breath and holds it for a second. Who knows what else is on this ship? She can't beat this Fabio-esque person to death with her pipe. At least not yet...

It's just "Clara." she hisses.

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Clara rolls her eyes at the men in the room. "Yes, I know I'm right..."

She grabs the flashlight just in case she needs another bludgeoning tool.

Should've taken the gun... who knows how long I'll be able to stand these men... she thinks to herself.

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Clara chooses the "clear" option on the door lock.

"Whatever program he ran killed the shooter, let's not repeat it."

Clara glances at Konrad as he checks the body.

"I'll take that pipe if you are grabbing the gun. Something tells me you're a better shot than I am"

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Clara does not like what she sees.

"He's been gone for about 6 hours, which means someone is probably still running around this ship with a gun...

Did Erik's computer check tell us anything?

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Clara sees the body."Things are looking up, at least he wont try to bludgeon us."

Clara moves to the corpse and examines it, trying to determine how long he has been dead.

Medicine: 1d20 + 8 ⇒ (5) + 8 = 13
Perception: 1d20 ⇒ 6

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Clara studies the doors and thinks a moment. "I've never flown this sort of ship before, but I imagine 1 power distribution room looks like any other...it might be worth it to get in there eventually."

Pilot: 1d20 + 8 ⇒ (17) + 8 = 25

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"Shall we carry on, then? I am ready to get out of this stinky room."

How will the medicine checks/heals generally work? Can I bandage Konrad up if I use some strips of cryosuit?

Medicine: 1d20 + 8 ⇒ (15) + 8 = 23

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Clara rolls her eyes at Daniel and looks at the unconscious man.

"Any of you guys want this pipe?"

She looks over the crazed man to see if he has anything else useful, then continues to grab the water and bars from the crates.

Perception on body: 1d20 ⇒ 2

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Clara instantly regrets taking pity on this creature and wishes she had a knife.

As it takes a swing and Konrad, she attempts to elbow it in the face.

Attack: 1d20 ⇒ 7

Melee: 1d3 ⇒ 1

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After the initial shock, Clara is oddly calm as the man emerges from the bodies. She takes a few steps back just in case and tries to get a decent look at him to see if he is injured.

Medicine: 1d20 + 8 ⇒ (20) + 8 = 28

"We are here to help you, don't be afraid"

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Clara glances at the pods, then moves to the crates to see if there is anything useful inside. "I guess they won't be needing anything from these crates..."

Perception: 1d20 ⇒ 9

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As soon as Daniel kisses her hand, Clara starts seeing red. She pulls her arm away. She grabs his shoulder to brace him for a punch in the gut. As she readies the punch, the doors open and she freezes when the sent reaches her nostrils.

She backs down and peers into the room. "Oh no..." She follows behind Erik, surveying the room.

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@GM Fiendish: Is pvp appropriate in this system? Clara would not respond well to some greased up Fabio-type kissing her hand. :)

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Clara had yet to notice the cold floor since emerging from her own pod. As soon as he mentions it, Clara feels the pain in her feet for the first time. She nods to the man.

"It's been a distracting couple of minutes" she says dryly.

She raises her hand to shake his. "I'm Clara."

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Clara shudders and fingers at one of the shards still stuck in her arm.

"I think we should let Erik try to fix it first. This poor guy isn't awake to cover up his squishy bits"

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Clara is ready to get out of the cyro room. Once the door opens she tries to rush through it, only to practically trip over another pod.

"We've got another pod up here!"

Medicine: 1d20 + 8 ⇒ (4) + 8 = 12 will use last ditch effort for additional dice roll.

Medicine: 1d6 ⇒ 1 Annnd great.13 total med check

Clara can't make out if anyone is in the pod. She glances at Erik and Konrad. "This one seems to be malfunctioning as well...Anyone think they can get it open?"

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"Let's explore what's left of this ship and hopefully find someone who knows what is going on"

Clara ponders for a minute before muttering "Who was flying this thing...?"

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Clara nods to Erik and Konrad once she is able to stand on her own.

"Thanks, I was starting to freak out in there. The name's Clara."

Clara does not feel great about abandoning whoever is out there, but feels worse about the impending lack of air.

"Let's get the door closed, whatever it takes."

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Clara moves to tuck her head down and protect as many vital parts as possible.

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So we have two choices. I vote smash. Anyone else?

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Only able to make out a few words of the conversation, Clara hears "smash" and gets a bit nervous.

"Are we sure we don't have enough time to fix the pod?"

She hears the alarms start up their loop again.

Clara sighs heavily inside the pod.

"Smash if you must. Please do be careful."

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"I am pushing! It smells like the circuits burnt out, I don't know if pushing is going to work."

She kicks the lid in frustration, only succeeding in hurting her big toe.

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Perception:
Perception: 1d20 ⇒ 10

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@Konrad: All of your concepts seem like they would help the group, I would go with whatever one is most fitting for your vision of Konrad.

I was also concerned about the availability of military weapons but if we find them, they'd be all yours.

The specialist build is missing two perks, just an fyi. He can get even more stacked. :)

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Clara starts feeling around the inside of the pod, searching for another way to fully release the lid.

At hearing someone's muffled speech outside her pod, she bangs on the lid, shouting "Hello? Anyone? The damn lid is stuck!"

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If you'll don't mind, I am going to swap one of my skills for medicine.

Edited Technician:

Package C - Technician:
BAB +0
HP 10
AC 14
Saves: +4 fort/+2 Ref/+4 Will
Basic weapon proficiency

4 perks
Experienced: Add another skill to your list at +4
Specialized: Add an additional +4 to an existing skill
Psychic (machine-empathy): +4 to one of Craft (Electronics), Craft (Mechanical), Knowledge (Computer systems), Knowledge (Robotics). Machines talk to you.
Last Ditch effort: Once per scene you can add an additional 1d6 to any check

4 skills
+8 Medicine
+6 Knowledge (Corporations)
+6 Knowledge (Outer Colonies)
+8 Knowledge (Robotics) (plus 4 )
+8 Pilot (additional skill +4/ +4)

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Technician:

Package C - Technician:

BAB +0
HP 10
AC 14
Saves: +4 fort/+2 Ref/+4 Will
Basic weapon proficiency

4 perks
Experienced: Add another skill to your list at +4
Specialised: Add an additional +4 to an existing skill
Psychic (machine-empathy): +4 to one of Craft (Electronics), Craft (Mechanical), Knowledge (Computer systems), Knowledge (Robotics). Machines talk to you.
Last Ditch effort: Once per scene you can add an additional 1d6 to any check

4 skills
+8 Knowledge (Science)
+6 Knowledge (Corporations)
+6 Knowledge (Outer Colonies)
+8 Knowledge (Robotics) (plus 4 )
+8 Pilot (additional skill +4/ +4)

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I'm playing from Michigan, EST. Stoked about this game.

Grand Lodge

Thank you for the invite! Checking in.

Full Name

Onvik

Race

Half-Orc

Classes/Levels

Inquisitor 1