Theldrat

Mr. Scott's page

76 posts. Organized Play character for lucklesshero.


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Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

day job Mathematician: 1d20 + 8 ⇒ (2) + 8 = 10

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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)

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Hikaze wrote:


Just when we need some information the dice go low again

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Mr. Scott takes another guarded step away from the nearest skeleton and fires again.laser pistol: 1d20 + 2 ⇒ (18) + 2 = 20dmg: 1d4 ⇒ 3

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Ai keptin' Arvin twill be as ye wishes! Mr. Scott prepares to board his laser pistol already drawn.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Trying to re-energize the shields keptin'! engineer boost shields R 7: 1d20 + 8 ⇒ (6) + 8 = 14 Success!

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

cut the HP in 1/2 I'm fine but shouldn't you cut Lore seeker's in 1/2 as well?

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
Hikaze wrote:

Round 5:

Hikaze again moves to the Science station ready to rebalance the shields should there be an issue in engineering, or attempt to target a system on the enemy ship.

When Mr. Scott is unable to recharge the shields, Hikaze takes steps to rebalance the shields.

[dice=Rebalance]1d20+6+2

Round 6:
Hikaze shifts back to Gunnery and attempts to fire the other weapon in the appropriate arc.

[dice=Gunnery]1d20+1+3+2
[dice=Damage]2d4

well at least your ‘1s’ are ‘2s’ this round doubling your damage to 4!

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.
1. If our shields are low I'll boost them
2. if we're glitching anywhere I'll prioritize the fix
3. If our shields are relatively fine I'll divert power to the guns

Mr Scott's round 4 engineering check: 1d20 + 8 ⇒ (14) + 8 = 22

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Scott continues to try and boost shields knowing the port side just took a hitEngineering : 1d20 + 8 ⇒ (3) + 8 = 11

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Aye Captain’ i’ll Do what I can! Mr Scott proceeds to adjust the engine engineer check: 1d20 + 8 ⇒ (13) + 8 = 21

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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!
Mr. Scott wipes the foam from his mouth, Guid day bartender gezz friends anither roon will ye? Looking at the two war hammers and laser pistols laying on the table he says, If we seel them an' th' datapad we'll hae ower 90 creds...add 'at tae th' 250 we foond oan th' crestick an' we got enaw tae buy a speel gem tae detect radiation an' fuir mark yin healin' serums.. Scott with his slurred speech and blurry eyes says again, Well...Whit dae ye hink?

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Scott returns fire at Exegera laser pistol: 1d20 + 1 ⇒ (11) + 1 = 12dmg: 1d4 ⇒ 3

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

present and accounted for

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Captain! The systems down and were givin’ it all we got!

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Mr. Scott is ready to go..
He walks in the room as the Lashunta is making a lengthy speech. Nae need tae be sae lang winded we gie yer point loon ye be special! *har*! Mr. Scott cannot refrain from a bit of a smug smile.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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)

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14
DM Kludde wrote:

I'll have a look at the reporting - I thought I reported it. I'll have to find the link, though. As for the alien archive boon: I hereby allow you to sign it for both of the game you mention. Which also goes for the other players here, please sign it yourself and reference this post if need be.

Chronicles will be finished shortly - I'm very busy at work at the moment, but I hope to have some time later

Edit: I see what went wrong there - I had a typo in your PFS number. It's fixed now

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)

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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..!

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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
finally!!! not that we'll need it but I'll list the burn dmg she takes on the beginning of her turn. burn dmg: 1d6 ⇒ 2

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Mr Scott takes aim and fires his,supercharged laser pistol: 1d20 + 1 ⇒ (9) + 1 = 10dmg: 1d4 + 4d6 ⇒ (3) + (2, 2, 4, 2) = 13

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Mr. Scott, moves in to the room and starts casting his super-charge weapon spell.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Noo 'at wasnae braw lassie! Mr. Scott fires a single shot at curly sue laser pistol: 1d20 + 1 ⇒ (18) + 1 = 19dmg: 1d4 ⇒ 1

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.
perception: 1d20 ⇒ 7

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Mr. Scott is looking frantically for the bombs now.
perception: 1d20 ⇒ 19

He's trying to remain covert while doing it.
stealth: 1d20 + 1 ⇒ (13) + 1 = 14

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..

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

Mr. Scott continues to try and remain inconspicuous and to search Stealth : 1d20 + 1 ⇒ (3) + 1 = 4perception: 1d20 ⇒ 8

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

R 1
stealth: 1d20 + 1 ⇒ (14) + 1 = 15
perception: 1d20 ⇒ 7

Mr. Scott discretely goes about checking the vents and under tables for something out of place.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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.

Second Seekers (Luwazi Elsebo)

male
spells:
0lv/unlimited: 1lv: 3/3day | 0lv:Dancing lights, Energy ray, Mending, Transfer charge: 1lv: Identify,Supercharge Weapon,
Human
feats/skills:
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
Technomancer 1 | initiative +1/perception/+0 | Stamina 11/11 | HP. 9 | RP. 5 | EAC. 13 | KAC. 14

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!
Mr. Scott put's Dex's right arm over his shoulder, 'Main 'en Volkzari, grab his other arm an' help me carry heem. Let' be goin'!

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.
healing serum: 1d8 ⇒ 3healing serum: 1d8 ⇒ 1
When, he realizes the serums are not that effective he feeds Dex another.healing serum: 1d8 ⇒ 1

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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