Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
GM Sasha wrote: Ignatius, if you rebalance the shields (which you succeeded) please tell us what you are rebalancing to. Evenly distribute to all four quadrants, putting any excess SP in the forward quadrant.
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
May I roll a culture check to see if I've heard of "Mr. Smiles" and/or this "Her humble grandchildren" group? Culture: 1d20 + 6 ⇒ (10) + 6 = 16 (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
"Hey Mr. Smiles. Thanks for the offer of help! Whatcha doin' way out here?" Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12
Not to eat up too many actions. But, since we're not in combat, can we have run a scan of their ship as soon as we detected it? Science Officer Computers check + Ship Bonus: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
GM Sasha wrote: Do ya'll have the stats for the ship or would you like me to post it? This is the Tier 2 Drake, right? I believe the stats were updated slightly in version 1.1 of the Roleplaying Guild Guide --------------------------------------------------
AC 12; TL 12
Shields light 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) gyrolaser (1d8)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
Aegis-9 wrote:
Works for me
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
full attack at Bogdin with Aegis' get'em Pew pew!: 1d20 + 2 - 4 + 1 ⇒ (15) + 2 - 4 + 1 = 14, Damage: 1d4 ⇒ 1
"Androids are not property!"
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
If we're starting at the bar with the collared androids, I'd like to recruit them. The human envoy approaches the bar. "Excuse me, please." She says very politely and sincerely. "My friend and I have some business with Karelite Bogdin." She purposefully says the word 'business' with a subtle degree of distaste. "We'd appreciate it if you could tell us where his office is." She gently places a hand atop the bartenders hand to convey the sentiment: "I'm so sorry that you're in this predicament/that you have to work for someone who traffics in androids." Bluff to convey meaning: 1d20 + 6 ⇒ (17) + 6 = 23
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
Stimpius wrote: Any prep you would like to conduct before marching to the club? Since I'm using the Navasi pregen, and her backstory says she was raised with privilege and some degree of wealth, I'd like to use that to look more "appropriate" for clubbing in a place like this. Culture Check to Look Appropriate: 1d20 + 6 ⇒ (10) + 6 = 16 Navasi gets to reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld.
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
Stimpius wrote: Culture for Recalling Knowledge of Diplomacy for Gathering it from general chit-chat and on the radio on the way in Culture: 1d20 + 6 ⇒ (9) + 6 = 15; Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10 The human envoy is surprised and distracted by the android's sudden, erudite inquisitiveness. :)
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
Following Aegis-9's advice, the human envoy opts to fire her energy weapon twice: Laser Pistol + Get 'em: 1d20 + 2 - 4 + 1 ⇒ (14) + 2 - 4 + 1 = 13; Damage: 1d4 ⇒ 3
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
Round 2 Move Action: Still focusing on the boss, the envoy says, "Get 'em!" Standard Action: If he's still standing, shoot at the mook that Aegis-9 targeted Pistol+Get 'em from Aegis: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
Move Action: Noting the person who ordered the attack, the envoy points and says: "Get 'em!" (+1 morale bonus on attacks against the boss untill the end of my turn in round 2) Standard Action: Draw pistol
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
Stimpius wrote: I'm OK with wrestling to see who wins the Captains chair.... ROFL! :-) I'm totally fine filling in as Science Officer. __________Stimpius wrote: You could attempt to review all info on the local planetary network Computers check Computers: 1d20 + 6 ⇒ (19) + 6 = 25 The envoy exclaims with youthful exuberance: "Hey! I think I found something!"
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
Gulkyn wrote: Looking at the little human woman, "A captain? Really? What is your name again, child?". With a friendly laugh, the envoy points at her name tag. Then, she attempts her best baritone voice: "You may call me 'Captain' old man," she jokes. Gulkyn wrote: Thinking a moment, he continues "Training in computers you say, perhaps you can serve as my science officer." With another easy laugh, she adds: "Explore, report, cooperate. Right? I'll fill in wherever the team needs me." Holding out her hand in friendship, she continues: "Glad we're on the same side, Gulkyn." ____________________________________________________________Anuzoreus wrote: With two solarians and an envoy we are captain rich for sure. I don't think this one has any starship combat though. It does. :-) This adventure is tagged with "Quest, Repeatable, Starship" on the Paizo product page.
Human Envoy | Init +2; Perception +4 | SP 6 HP 10 RP 3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4
As Arvin shares the Dreamer's prophecy, the envoy repeats it in her head: “A made real one runs for fear of untruths
She shakes her head and thinks: "How did they get Aballon from that?!?" Then she shrugs her shoulders and just accepts that they have a mission. During the trip, she informs her fellow field agents: "Hey. If we run into trouble in space, I could be your captain. I mean, I'm pretty good at encouraging and demanding. I also have some training in Computers and Piloting." "If we get into a scrap on the ground I like to improvise. A lot of Starfinders seem to like it," she adds. (+1 morale bonus to attack rolls made against an enemy) "I'm not too good with engineering or science, though."
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