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N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Will: 1d20 + 3 ⇒ (1) + 3 = 4. Quite shaken, Beta nevertheless fires off another volley of amped-up force missiles. Magic Missile, Technomantic Talent x2: 1d4 + 11 ⇒ (1) + 11 = 12 Force damage. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() "I find it hard to believe that you are a willing 'guardian' of this place, since your kind are the natural enemies of the Dreamers! You cannot fool us!" They then prepare to cast a spell... ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Well, those are, at least in PF1, not known for being 'nice' dragons, so... Beta maintains the sort of inscrutable expression that only a hologram can, but still replies. "We were sent here by a Dreamer, to recover what is stored within." ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() I mean... sure... but you have a better modifier than I do...? Encouraged by Nippostia, Beta pulls out their trapsmith's tools, and has a crack at disrupting the runic circuits. Mysticism: 1d20 + 8 + 4 + 2 ⇒ (10) + 8 + 4 + 2 = 24. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Physical Science: 1d20 + 13 ⇒ (9) + 13 = 22. Beta is suitably impressed. "This sandstone is not native to this moon... Someone went to an *awful* lot of trouble to set this place up!" The hologram then cautiously steps forward up the stairs, and looks around. Perception: 1d20 + 9 ⇒ (14) + 9 = 23. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Beta does his best to navigate through the tunnels. Physical Science: 1d20 + 13 ⇒ (6) + 13 = 19.
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N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Beta does their best to grab remote access. Computers: 1d20 + 12 ⇒ (18) + 12 = 30. Pretty certain that gets it! If it does, I will definitely pop open the safe, and grab the contents. Assuming that the tablet is in there, I will head back out, activating all of the other effects as cover for our escape (warning the others over comms so that they are not surprised). ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Perception: 1d20 + 9 ⇒ (15) + 9 = 24. Spotting something odd about one of the paintings, Beta moves to investigate it. @GM: Lash rolled a Stealth roll when I did - they got a 31 :-) ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Beta attempts to fix the fact that the door is not opening. Engineering: 1d20 + 13 ⇒ (6) + 13 = 19. If that does not work (probably), he will move on to the door to the north of that one. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Well, only the 'fire exit' door doesn't have a bouncer or two in front of it, so I am going to go with that one. Of course, needless to say, I am going to go right ahead and try to disable the fire alarm, so we don't set it off when going through. Engineering: 1d20 + 13 ⇒ (10) + 13 = 23. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Beta opens fire upon the other ship again... Coilgun: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28, for 4d4 ⇒ (3, 4, 1, 4) = 12 damage. ...scoring a devastating blow! It's a shame crits don't double in starship combat :-/ ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() As far as I can tell, the ship is behind an asteroid, which means I can't target it. If I can, then I will shoot it. If not, and I can target the asteroid-mounted gun, I will shoot it instead. Coilgun: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26, for 4d4 ⇒ (1, 3, 2, 4) = 10 damage. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() It was the free attack from their failed fly-by. Targeting the quadrant that we hit last time. Gunnery: Beta continue to mercilessly plug away with the coilgun. Coilgun: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25, for 4d4 ⇒ (4, 2, 4, 4) = 14 damage. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Beta will take the hunting rifle as a back-up weapon, if no-one else has a particular desire to claim it. As for the restaurant, although they do not eat, they are happy to join in as a spectator, vicariously enjoying the experience, and the company. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Beta pumps some force missiles into Red, which take the form of white comet-like objects, trailing tails that look like strings of code. Magic Missile: 1d4 + 11 ⇒ (1) + 11 = 12 Force damage, using Technomantic Talent to maximise two dice. Meanwhile, Gamma fires another blast of laser light at the same target. Azimuth Artillery Laser: 1d20 + 6 ⇒ (12) + 6 = 18, for 1d10 + 4 ⇒ (7) + 4 = 11 Fire damage. ![]()
N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)
![]() Beta lines up a shot on Blue... Ghost Killer Thunderstrike Rifle: 1d20 + 6 ⇒ (8) + 6 = 14, for 1d10 + 4 ⇒ (3) + 4 = 7 Sonic damage. ...whilst Gamma opens their mouth, and a blast of laser fire shoots forth! Azimuth Artillery Laser: 1d20 + 6 ⇒ (19) + 6 = 25, for 1d10 + 4 ⇒ (7) + 4 = 11 Fire damage.
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