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Duncan Sangster's page

383 posts. Alias of Clebsch73.


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Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Enjoy your vacation and only GM when you are up to it. I hope your father's health is improving.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan does a full system check, including a check for trackers and the like.

Computers: 1d20 + 12 ⇒ (3) + 12 = 15
Engineering: 1d20 + 11 ⇒ (20) + 11 = 31


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Glad you're still with us. Let's resolve this question and move on.

I like starship combat but understand that it can take time unless everyone is posting daily or multiple times daily.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Let's work out Starship posts.

Characters - Possible posts
Duncan - was science officer (Computers +12) last time, could also do engineering (+11) ( 3 ranks in each)
Augrok (hasn't posted in over a month) - Gunner +5, Enginnering +5
Locket - Chief Mate (Acrobatics +10), Magic Officer (mysticism +5), Gunnery +7
Thak - Captain (did this previously), Pilot +6 (1 rank), science officer (computers +5, 2 ranks)
Yoro - Gunnery +4

So we need a pilot
Duncan +4 (0 ranks)
Augrok +1 (0 ranks)
Locket Piloting +3 (0 ranks)
Thak +6 (1 rank)
Yoro +1 (0 ranks)

Looks like Thak might have to be pilot instead of captain. Then we'd have Duncan as science officer, Augrok at Engineering, Locket and Yoro at Gunnery, although either could serve at Chief Mate or Magic officer if we did not need two gunners or Yoro could do Chief Mate. Chief Mate and Magic Officer are not essential, however.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"Welcome aboard," Duncan says enthusiastically. "Unless ya've got some unfinished business here, let's show ya the ship and make a flight plan. What d'ya usually do on starships?"

Looks like gunnery, chief Mate, or Magic Officer.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan commences with a narration of the events on the colony that led them here. "We were colonists from the Pact Worlds busy with mining and surviving the unique challenges o' the planet when an Azlanti ship arrives, takes over the only settlement on the planet, and proceeds to search for a spaceship that crash-landed on the planet. We colonists managed an uprising and took out the occupation force an' then went after that team sent to salvage somethin' from the crash site. We took them out and found some interesting technology that the 'zlanti's wanted.

"That'd be the end of it, I 'spect, 'cept they took one o' the colonists, an android named Cedona, with 'em. We've got intel that tells us where they took her, an' we aim ta git 'er back. Seems the mission was a private project of an Azlanti officer acting as a rogue agent fer 'is own benefit. We figure that gives us an opportunity ta git in an' rescue our friend.

Toward that end, we aim to nab an Azlanti freighter due to pass nearby an' use the booty ta finance some upgrades ta our ship that'll make her better at getting past their defenses. Should be a lot o' fun, if yer of a mind to join us."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"First things first," Duncan says. "What d'ya think aboot that Azlanti empire, hey?"


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Welcome!


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan saunters over and gives a greeting in Pact Worlds common. "Hey cous'. Yer far from home, same's me."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Great!


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

With just four PCs, we pretty much need someone at Piloting, Science Officer, Engineer, and gunner.

Thak is the only one with ranks in Piloting.

Duncan would be the only one with ranks in Computers so he would have to be science officer.

Which would put Augrok at Engineering and Yoromishtelli as the gunner.

Bare bones, but it would cover all the bases.

The science officer is most important on the first round for scanning the enemy ship to learn what can be learned about its capabilities. After that Duncan could shift to engineering to allow Augrok to move to gunner. And we could dispense with engineering as long as we have taken no serious damage to the shields, so Augrok could start at the second gunner port and Duncan could cover Engineering or Science Officer, whichever is needed more.

We have enough weapons that we should be able to get two attacks each round, one from the turret and the other from which ever gun port can target the enemy.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a
Yoromishtali wrote:
Yoromishtali is only decent at Gunnery. Too bad Athletics doesn't matter. Waaaaay back when I made him, I wish I had thought more about starship combat.

The Character Operations Manual introduced a new starship combat role: Chief Mate. It uses Athletics or acrobatics.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Athletics +5
Bluff +8
Computers +12 (ranks 3)
Diplomacy +4
Engineering +11 (ranks 3)
Intimidate +8
Mysticism +4
Piloting +4 (ranks 0)
Gunnery +4

Duncan would be best placed as Engineer or Science Officer, but could function as captain or gunner


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

I'm back from my eclipse trip (mission accomplished!). It will take some time to get caught up but should be able to resume posting when things pick up here.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Take your time.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

My work schedule has changed. For the next five weeks, I'll be unable to post generally after 3 PM (same time zone as New York City) on Monday through Thursday. I'll check games in the morning and make what posts I can.

Also, I may be traveling on April 6-9. I should have some access to Wifi and a laptop, but if a post is needed in this period, please
'bot my character. It's possible the trip will not happen, in which case I'll let you know. (I'm hoping to see the total solar eclipse on April 8 in Ohio, USA.)


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Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Nova Cedona Starship Control Sheet

I created this a while back. I believe it is our original starship plus modifications made on the colony world. It can be edited. We'll need to change the names in the starship roles area as some PCs have changed.

I like starship combat, but I seem to be in the minority on that. Even in PBP it seems to go about as fast as a normal melee encounter. I would just encourage the GM to cut things short once it becomes clear who will win the battle.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

I assume we could purchase these weapons if we have the cash. What do they cost and what have we got to spend?


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"Aye," Duncan concurs. "Let's return ta the ship an' head out. I've had enough o' this stuffy station. Let's try an' get 'em ta surrender withoot a fight. Their ship might have a transponder code we kin use, since it's boound ta the prison."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"Perhaps. We could try to just intercept it and attack."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"If we can attract the ship near the ooutpost, that'd make deliverin' it easier, particularly if its propoulsion system is damaged in a fight. Do the Azlanti have a rescue beacon signal they are knoown ta respond ta? If so can we simulate it?"


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"Excellent! Thank you, friend." Duncan repeats his request of the pirates in a language he know Hassashir understands.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"Time ta find sommun what can translate fer us."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan tries to keep his words simple so he doesn't communicate anything unintended through lack of familiarity with the language.

He introduces himself and the crew, explains that they want to try to capture an Azlanti trading vessel to finance some ship improvements. Would they care to work out a mutually rewarding way to achieve their respective goals?

Culture: 1d20 + 10 ⇒ (13) + 10 = 23 To communicate effectively.
Life Science: 1d20 + 6 ⇒ (1) + 6 = 7 To identify these creatures.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"Aye, that we shall," Duncan responds. Then to the others, "Let's ask around an' see what we can find out about these Azlanti supply ships and these glimmshar pirates. Time's a'wastin'!" He suggests we talk to anyone who we can communicate with about these two topics and then fire up the ship and get out and start scanning for supply ships.

Diplomacy, gather information: 1d20 + 4 ⇒ (10) + 4 = 14
Duncan's Languages Azlanti, Akitonian, Castrovelian, Common, Vesk, Breneri


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"So you're suggestin' we capture a supply ship, give you the cargo and crew, and then you'll modify our ship?" It sounds like a good plan to Duncan.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"We also have two transponder codes used by the ships what visited the colony."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"Aye," Duncan adds. "An if ya need more witnesses ta oor intentions, ask Hasshashir, a wrikreechee wha was sufferin' from an infestation of odheos. We wiped oot th' nest an' treated him with medicine. We also dispatched a coople o' draeliks wha attacked us wi'oot cause."

Diplomacy, aid: 1d20 + 4 ⇒ (1) + 4 = 5

Duncan's accent was likely too thick for her to understand.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"If that is so, it may gae's chance of rescuing oor friend."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan may not be the best storyteller, but he'll do his best to provide Talmrin a quick description of the situation regarding the attack on the colony and the mission to free a captured ally from the Azlanti.

"So that's why we're needin' some ship modifications ta make us blend in more with Azlanti ships, well enough that we can get up close an' personal."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan purchases a holo-grenade from the water encased merchant and also a couple of lights. No answer was given as to the availability of the lights, but I'll assume yes until told otherwise.

Duncan maintains a peaceful stance to put the creature at ease, hoping body language is a part of common understanding. Thak's offer seems likely to produce cooperation, so he waits and watches with some optimism that they can get off this space station and on to the rescue of their friend.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a
Thak Poorida wrote:
@Duncan — Holo Grenade mk2 deploys a 2nd-level holographic image spell with caster level 6. The spell lasts 5 rounds.

Does the user determine the illusion or is it baked in at the time it is created? If the latter, then I'd like to know what effect the grenades are programed to provide.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Int: 1d20 + 2 ⇒ (15) + 2 = 17
Survival: 1d20 + 6 ⇒ (17) + 6 = 23

Duncan says a word or two in Azlanti and bows slightly (thanking the merchant) and explains in common, "Tamrin lives in the pipes of this place. We need to find an opening near her which our friend here has told me about."

Duncan asks what image the holo grenade creates. It's the only thing he can afford.

If any merchant in the area has a flashlight and a lantern, Duncan will buy one of each. Standard price: 1 + 10 cr.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

I just came across a technological item that might help around this place. If it's available and we can afford it, it might help with navigating the site. I would expect it would be available from merchants and/or merchants might have them for their own use. It is the Tetrad Certified Translator.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan does as Thak suggests.

Computers: 1d20 + 12 ⇒ (9) + 12 = 21
Engineering: 1d20 + 11 ⇒ (5) + 11 = 16

If that doesn't work or if it can help with the conversation, Duncan tries to program the holographs he uses with the trick attack to generate some holograms that might help convey what he is asking.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Life Science: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

"I think it uses colors and patterns as its language," Duncan suggests.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

I'm available to post. I am only teaching on Tuesday and Thursday right now, and even on days I'm working, I've got some time in the afternoon.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Sounds like a plan. Happy holidays to all.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan accepts the trade, especially as it had been a while since he had used the pulsecaster.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan remembers stories about a magic hat allowing one to appear different. He imagines himself to be a vesk to see if it changes his appearance.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Sensing the big blue guy is not trying to cause trouble, Duncan puts on the hat and tries to engage him in conversation, attempting what languages he knows. "The hat is impressive, but I'm not sure it's a fair trade. I'm Duncan, by the way. What's your name?"

If he does not appear to understand any languages, Duncan pantomimes pointing to himself and saying his name and then point at him with a questioning look and a smile.

Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14

Duncan glances back at Thak in an appeal for help communicating.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan starts asking people if they can help us locate Talmrin.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan is happy to either let someone else claim the weapon or sell it.

When the group was waylaid by the combat, they were headed for the next unexplored section of the station. Area A7 on the map and toward areas A8 and A9.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

What proficiency is required to use the shadowstaff? Do you have to be a solarian?


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan would like to take the fight to the draelick, but doesn't want to get side-tracked. He is for continuing with his planned exploration through the rooms ahead.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan moves to flank the draelik with Yoro Green. His holograph projectors creates a small ball of light to gradually get more and more intense near his head, hoping to confuse the solarian into thinking Duncan too is a solar warrior. Then he attacks with his sword cane.

Trick Attack, Engineering using gadgets: 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 35 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d8 ⇒ 3 + target is flat-footed against the attack (-2 to AC).

Sword Cane, vs KAC and flat-footed, flanking: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage, P: 1d4 + 2 ⇒ (2) + 2 = 4

"Och, ya didnae expect so much trouble from the noobs, did ya noo, ya jobby bastart?!"


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

I'm back.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

I will be traveling most of the next week, with limited time and opportunity to post. Please 'bot me as needed.

Duncan will try to engage in melee attacks with his sword cane using his trick attack or with his pulse caster pistol, also using trick attack.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan was not aware the Draelick could make ranged attack with his weapons. He decides it best to engage him in melee to limit his ranged attacks. He angles in from the northwest and lets his gadgets start flashing distractions.

Trick Attack, Engineering using gadgets: 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 30 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d8 ⇒ 4 + target is flat-footed against the attack (-2 to AC).

Sword Cane, vs KAC: 1d20 + 4 ⇒ (13) + 4 = 17
Damage, P: 1d4 + 2 ⇒ (2) + 2 = 4


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Router is replaced. I'm back.

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