male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr Scott works furiously at the controls of the engineering terminal to boos the shields once again...engineering boost shields: 1d20 + 8 ⇒ (5) + 8 = 13 Don't know the tier of our ship or the PCU rating...should be 5% of the PCU is restored to the shields if our ship is tier 2 or lower...otherwise I failed the check)
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott hollers Ya daft fools! It’s gonna blast you with it’s sound attack! Mr. Scott fires his supercharged weapon laser pistol: 1d20 + 1 ⇒ (19) + 1 = 20 dmg: 1d4 + 4d6 ⇒ (2) + (3, 2, 5, 6) = 18 Mr. Scott let’s out a hearty whoop! before scrambling back another 25’ just in case his shot didn’t finish the creature.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott takes a few steps up the incline to put some distance between himself and the creature, Whit in th' stars is 'at?! Exclaims Mr Scott. The Engineer then proceeds to Overload his weapon. Mr Scott cast overload weapon on his laser pistol after moving. Also Mr. Scott's physical science and life science both have modifiers of +8...so whatever applies is what I'll use to identify this creature.( would like to resistances first if none..special attacks) phy sci or life sci to identify: 1d20 + 8 ⇒ (11) + 8 = 19
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Hikaze wrote:
Mr Scott gets word that the Science officer needs a boost to the sensor array and starts to work on diverting power immediately from the engines. engineering check: 1d20 + 8 ⇒ (4) + 8 = 12 well if the odyssey is only a tier 2 ship Hikaze will get a +2 bonus to his roll : if it’s tier 3 or higher I failed to aid him.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott takes another guarded step away from the nearest skeleton and fires again.laser pistol: 1d20 + 2 ⇒ (18) + 2 = 20dmg: 1d4 ⇒ 3
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr Scott unsure exactly to do steps away from any enemy guarded step and fires his weapon laser pistol: 1d20 + 2 ⇒ (10) + 2 = 12 dmg: 1d4 ⇒ 4
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 When Mr. Scott arrives at the central leg..he rubs his hands together and says, Let's see if I cun adjust the life support a wee..bit more huh? Cut down on some of them *dark* energies they got flowing through the vents here. computers: 1d20 + 8 ⇒ (15) + 8 = 23
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 let me have a crack at that life support system ... see if I can adjust it to conditions for the “living “ computers: 1d20 + 8 ⇒ (4) + 8 = 12
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Ai keptin' Arvin twill be as ye wishes! Mr. Scott prepares to board his laser pistol already drawn.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 OK for round 8; Mr/ Scott's actions depend on whether or not the Loreseeker needs to be repaired..if we've reached a critical threshold on any system the following engineer roll will be used to start 'patching' the damaged system (pg 324 core book)..if we haven't been critically damaged ..Mr Scott will continue to boost shields. engineer check R 8: 1d20 + 8 ⇒ (18) + 8 = 26
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Trying to re-energize the shields keptin'! engineer boost shields R 7: 1d20 + 8 ⇒ (6) + 8 = 14 Success!
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 cut the HP in 1/2 I'm fine but shouldn't you cut Lore seeker's in 1/2 as well?
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Hikaze wrote:
well at least your ‘1s’ are ‘2s’ this round doubling your damage to 4!
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Aw reit aw reit keep yer britches oan keptin! i've got it under control.. Mr. Scott goes about powering up the shields after the huge hit in the aft. engineering shields R5: 1d20 + 8 ⇒ (1) + 8 = 9 He then mutters to himself a few moments later, Noo lets see if we can dae somethin' tae aid me gunners.engineering guns R6: 1d20 + 8 ⇒ (16) + 8 = 24 Just some advise but we better keep our ship pointed at theirs or they're going to do a lot of dmg to our aft...(currently no shields unless science re-balances ...I kinda think it better that science officer re balances the shields (attempts to anyway) on round 5 and hops on a gunnery station in R 6 to give us some extra fire-power.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Ok so I assume we are in round 4? If so what is the status of our ship? Could I get a HP and Shields update on the Loreseeker as an Engineer Scott would only be concerned with his ship.
Mr Scott's round 4 engineering check: 1d20 + 8 ⇒ (14) + 8 = 22
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Scott continues to try and boost shields knowing the port side just took a hitEngineering : 1d20 + 8 ⇒ (3) + 8 = 11
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Scott tries to boost the shields again engineer: 1d20 + 8 ⇒ (14) + 8 = 22 ok we regain 5% of the PCU back in shield points divided evenly among the 4 shields with the excess heading to the forward shields
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Having no other instructions from the captain Scott continues to boost power to the engines. engineering check: 1d20 + 8 ⇒ (1) + 8 = 9 Captain' still boosting the engines..how e doing in the battle?! Scott will boost the shields if hit...otherwise will continue to give boost to the engines unless ordered to do otherwise.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Aye Captain’ i’ll Do what I can! Mr Scott proceeds to adjust the engine engineer check: 1d20 + 8 ⇒ (13) + 8 = 21
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Ah was brooght up in th' bowls ay a ship..so Ah be tellin' ye aw i'll be lookin' efter th' engines if ye dornt min'! Scott tells everyone emphatically. Scott's engineering check is +8 computers +8...he'll take engineering.. FYI ( I thought they let you use items at least in PFS (like scrolls and potions ect..)) If the coin is just for flavor (ie chronicle sheets later) I still don't see any problem using the transfer charge ability off the 2 battery packs..also I'm pretty sure we can use the pistols and datapad till the end of the adventure isn't that true? If so Scott will grab an extra pistol unless a more warrior type wants it as a back-up weapon
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 After a couple of days of rest Scott finds himself in a pub near the space docks with the rest of his crew, Weel lets hae anither pint an' 'en gits some rest lads. Tha' moorns nicht we'll need tae be caller fur uir mission. Wonder if Arvin is gonnae lend us a ship ur arrange a shuttle tae transport us tae th' wreck ay th' Endless Threnody? Scott has everyone's battery packs on the table they're all sitting at near the bar. He's using his special kind of magic to transfer charges from the mercs battery packs to everyone of his team-mates batteries. 'at ooght tae abit dae it! noo a' fowk is filled up!
for those of you who didn't catch what Scott was trying to convey is 1. He transferred all the charges from the mercs spare battery packs to fill up our current batteries. 2. He's proposing we sell off the mercs other equipment in order to get 4 mark 1 healing pods (for temp use only in this adventure) and a spell gem that Scott can use to detect radiation on the wrecked ship we're about to visit...would appreciate some of your input.. btw sice Scott is not a front line fighter he'd not ask for one of the healing serums.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Scott moves a little more down the catwalk leveling his pistol at Exegera, Nae ye dornt that's mah mukker! hae a taste ay thes heat! then he fires l pistol: 1d20 + 1 ⇒ (6) + 1 = 7dmg: 1d4 ⇒ 3
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Scott sees the damage the blue merc delt to his companion Bones and decides to take aim with his super charged pistol and help his friendlaser pistol: 1d20 + 1 ⇒ (2) + 1 = 3 alas the thunderous shot goes wide leaving Scott speechless.
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Satisfied with the hit but not quite satisfied with the result of that hit Mr. Scott decides to up the ante' a wee bit. and cast supercharge weapon on his own laser pistol. He then moves a little further down the elevated walkway in order to get a clearer view of the ongoing melee.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Scott returns fire at Exegera laser pistol: 1d20 + 1 ⇒ (11) + 1 = 12dmg: 1d4 ⇒ 3
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Ai thes be an eerie place tae be sure! Mr Scott slowly draws his laser pistol and keeps a sharp eye about. perception: 1d20 ⇒ 4
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Aye laddie better teel th' antenna laden laddie whit he speart ur yer likely tae hae a second smile forever! aid another intimidate: 1d20 ⇒ 12
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 present and accounted for
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 it's been a system wide problem for a while...I can not unseat players from my old campaign or edit my campaign threads in anyway...it's a bug the Paizo IT is aware of and working on we've been told.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Captain! The systems down and were givin’ it all we got!
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott is ready to go..
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Sorry I'm tardy...somehow mist the muster call...since there's already a Solarion...I'll go ahead and play my 1st. Technomancer..I'll fill in his stat line latter today. ( I just got Herolab online and I've yet to plug in this character's stats...it will be easy once I do)
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 DM Kludde wrote:
Thank you GM Kludde; I sent you a PM regarding the reputation awarded my character Harec in the cries from the drift game you ran..When you can, could you please have a look at it? Also be aware, Mr. Scott is a member of the Second Seekers which entitles him to an extra Reputation point should he have met both the secondary and primary mission goals in the first mandate mission. (ie. 3 reputation instead of 2)
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spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Thx GM for running this for us...um two other things..it looks like you haven't reported your recent "cries from the Drift Game" at least my character Harec SFS#184087-701 hasn't received credit for it yet. Could you please report that scenario too when you report this one? Also could you please sign off on my Alien archive boon for both "Cries from the drift" and "First Mandate" please? the link is HERE and the pdf should be editable if you just download it and use adobe's sign function. (as opposed to scanning it hand signing it re-scan ect..) once you sign it you can just through it back it the folder of the link I provided thx..!
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott fires his supercharged weapon supercharged laser pistol: 1d20 + 1 ⇒ (20) + 1 = 21dmg: 1d4 + 4d6 ⇒ (2) + (4, 5, 5, 1) = 17 xtra dmg: 1d4 + 4d6 ⇒ (1) + (4, 2, 2, 1) = 10
Mr Scott fires his over-loaded weapon at curly sue and is aghast at the damage it does...umm...yeah...umm sorry bout' that lass...but ye picked a fight with the wrong people Mr. Scott looks away from the mess he made.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott mumbles to himself while tinkering with his weapon settings again (Mr. Scott is casting Super charge weapon again.). She certainly is a tough lass this one...if I ken only hit the broadside of a barn..she won't be feeling so tough! Mr. Scott has a bit of sweat dripping from his forehead. I only hope I'm in time to save the Vesk! She's been a brave companion on this mission.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr Scott takes aim and fires his,supercharged laser pistol: 1d20 + 1 ⇒ (9) + 1 = 10dmg: 1d4 + 4d6 ⇒ (3) + (2, 2, 4, 2) = 13
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott, moves in to the room and starts casting his super-charge weapon spell.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Noo 'at wasnae braw lassie! Mr. Scott fires a single shot at curly sue laser pistol: 1d20 + 1 ⇒ (18) + 1 = 19dmg: 1d4 ⇒ 1
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott mumbles to himself, Noo whaur ur ye hidin' ye stoat lass? As he pulls his laser pistol and tries to open the side door.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott starts looking around for vantage points that might be appropriate to set off a bomb from. *whisper* where ye be hidin' lass? When I find ye' gonna paddle er bottom fer causin' such a fuss... Mr. Scott is looking at any balcony, over-hang, window, vent ducts, or any other place up-high...that could serve as a good vantage point for a would-be bomber to view the room. perception: 1d20 ⇒ 17 Mr. Scott is now looking for the assassin.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott is looking frantically for the bombs now.
He's trying to remain covert while doing it.
Pardon me, having a nice time at the party...ah yes well that Zo...you know, how he gets! You wouldn't have happened to have scene a peculiar com unit I misplaced earlier? Looks more like a canister than the normal hand held units....no? oh well maybe I dropped it under the catering table..Heavens knows I spent enough time over there this evening *har*!...if you'll excuse me..
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott continues to try and remain inconspicuous and to search Stealth : 1d20 + 1 ⇒ (3) + 1 = 4perception: 1d20 ⇒ 8
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 R 1
Mr. Scott discretely goes about checking the vents and under tables for something out of place.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Keptin if ye dornt min' me sayin', we shoods hae picked up a signal jammer afair we cam tae meit ye! th' assassin is likely nae suicidal therefair, a remote detonation makes most sense..lit me gang gie a body as a contingency an' aiblins a static arc pistol tae stin th' subject insteid ay killin' 'er..if it comes tae 'at! Mr. Scott has his hands on his hips sure he is correct in his thinking. So Mr. Scott is suggesting he run and get a signal jammer to block a detonation signal for the bomb. Which he assumes it will be unless the bomber is suicidal. He also wants to pick-up a static arc pistol because of it's stunning capabilities rather than outright lethal dmg all the time. The rest of you should mingle act like nothing is wrong until you spot someone who looks like the subject. Mr. Scott will activate the signal jammer as soon as he's obtained it so it's nigh impossible for the assassin to set off the bomb anyway but, by hand. Also quietly evacuating a few of the VIPs might not be a bad idea.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Yep agreed, lets get 8 and boogie..Dex down another healing serum (you don't want me rolling for you!) Everybody is also carrying a spare healing serum now. Then we take 10 min rest and head back. After a few worried minutes in the aid station, the medic finally unhooks the IV attached to Dex. A moment later Dex stirs awake. Right lad..Knew you'd be get better. Get your feet under you..then we gotta get moving! There be a villainous assassin to track down.
male
spells: Human 0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon, feats/skills: Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Basic melee weapons, small arms, Long arms, toughness| acrob+2,Comp+8,Engin+8,Life sci+8,Phy Sci+8,Profession mathematician+8,sleight Hand+5,survival+4 Mr. Scott upon hearing the VC's orders says, Reit! let's gie Dex oan his feit. We'll gonnae-no by an aid station an' pick up some healin' serums alang th' way. 'en coorie back tae th' event afair we're tae late. Ye heard th' Venture Captain's orders let's move fowk!
Later, Mr. Scott when they arrive at the aid station, Mr. Scott purchases 8 Mrk I healing serums feeding Dex 2 of them right away.
Wow does 5hp even get dex back conscious?! Anyway we keep feeding him healing serums until he's fully recovered and purchase enough extra that, we each have 1 healing serum on us each before we go back to the gala to face the assassin. (we use the 1600 creds given to us earlier)
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