Tyg-Titter-Tut

NaDarr's page

90 posts. Alias of Curaigh.


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lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Thanks for GMing Vamp. I dont think it matters much, but it might for reporting. My number is 25879 not 25789.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr punches some code into her wrist pad. The holographic image that appears is of her, but it is quickly reduced to a wireframe image then just dots on the intersection. When those too fade from view, so does NaDarr.
cast invisibility, move

Next Round?:
I will be AFK tomorrow, so here is what I attempt next round. If still adjacent to Villyth empower weapon and attack. If not adjacent move adjacent & reevaluate. empowered stun baton: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20, dmg: 1d4 + 2 + 2d6 ⇒ (3) + 2 + (5, 6) = 16


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr thinks for a moment then releases a ray of space-cold energy at the orc then moves toward her spot of grease.
1d20 + 4 ⇒ (8) + 4 = 12, 1d3 ⇒ 2


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Technically she was talking to the quasit, but really trying to communicate with the the half-orcs. :) Also going to a forum tonight so posting ahead of my turn.

Mercenaries not slaves? Not quite what I thought," she says relaying the quasit's words to the party. "Where is she now?" she telepaths the quasit. "Based on her using the announcement system?"

Shot three: 1d20 + 6 ⇒ (12) + 6 = 18, dmg: 1d8 + 2 ⇒ (2) + 2 = 4


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
NaDarr wrote:

I meant to say this last round...

"So if Villyth dies, you will be free?" NaDarr is asking the quasit, but directs the question toward the half-orcs even if she has to repeat it telepathically to them.

Hearing no response NaDarr again addresses the quasit. Is that true of the slaves too? If so you can create some real chaos by letting them know that her death is our current mission. A mission they can help with.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

I meant to say this last round...
"So if Villyth dies, you will be free?" NaDarr is asking the quasit, but directs the question toward the half-orcs even if she has to repeat it telepathically to them. Not that any of this stops her from shooting at the drow.
Kaboom: 1d20 + 6 ⇒ (2) + 6 = 8, kashplat: 1d8 + 2 ⇒ (1) + 2 = 3


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr draws and aims her pistol at the drow above the crates.
boom: 1d20 + 6 ⇒ (13) + 6 = 19, 1d8 + 2 ⇒ (5) + 2 = 7


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Let the slaves be, take out the drow," NaDarr says. As she casts a spell the holograph on her arm lights up with the image of a fire-bot. The image flies forward and 'extinguishes' an area with a very real slippery goo.

Posting early with the expectation that I will not be on for a while. Casting grease.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
Vampire GM By Day wrote:

Keskodai’s sonic shot seems to strike the dead center of the beast, finally collapsing its ribcage. The poor creature slumps over, dead.

The Quasit gives you a thumbs up and apologizes, saying he can’t work against Villyth while she’s alive. For those interested, there is a large loading robot in the upper right corner of the map. It seems to have a weapon shipment loaded onto it. Or, you can choose to take a 10 min. Rest before exploring the warehouse.

Apologies, I am not at home, so I can’t remove the monsters from the map.

I have SP 20 HP 24 RP 6, I took 5 damage from drow and 9 damage from the apparation. That comes from SP first, correct? I think this means SP 6 HP 24 RP 6. What does resting 10 minutes replace? And did we rest before the elevator?

I think 22 hits my CMB (if there is such a thing). If I am tripped, its death throws might have hit my prone AC. If so, and we didn't rest 10 minutes, I might be out of SP. I realize this might be academic, but I am still learning SF so thought I would ask.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Who did this to you? Please tell me you did not warp your own flesh like this!" The lashunta keeps swinging, but steps back.

baton: 1d20 + 5 ⇒ (10) + 5 = 15, blank: 1d6 + 2 ⇒ (6) + 2 = 8
I can spend an action resolve point to add 1d6 to my attack right? :)


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Thanks. I knew they were being built, but hadn't seen them yet. Personally I do not like more than a single line in the header but I leave it up to the GM. I will go check them out. :)

Also I think replying to a post is easier than editing than the profile.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

2nd (3/day): 2 remaining
1st (4/day): 2 remaining
putting this here, so I do not forget what I have used.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
Vampire GM By Day wrote:
NaDarr, I believe your magic missile does 2d4+2, not 4, leaving you at 10 damage, not 12

Yeah, +1 per missile, not +1 per level. My bad/

NaDarr takes a breath to concentrate on a spell and its relation to the baton in her hand. Then she folds her antannea down in a wince as she clobbers at the creature with her empowered weapon. Klock: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24, 1d4 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr steps back touching the computer on her wrist. A holographic image of the orc's homeworld appears. It orbits above her data pad, then above the technomage as a second planet begins its orbit
Finally the homeworlds orbit into the creature.

5 ft adjust then magic missile: 2d4 + 4 ⇒ (4, 4) + 4 = 12.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Hello," NaDarr says. What are you?
Life Science: 1d20 + 14 ⇒ (5) + 14 = 19(& 5 less on DC)


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Be careful Doctor! NaDarr moves the light toward the ruckus and follows after it. "Hello? Does someone need a better coffee-maker? Or boss?)"
Double move. If directing the lights (the white star) is a move action and not free, I have moved my avi too far. Hmmm is also drawing the stun baton possible or no?"


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Oh. I will need to add these." She casts a spell and a hovering strobe-light moves into the darkness.
dancing lights


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Maybe the Doctor can create a coffee warmer for them." She tilts her antennae toward the imp, "Thank you for the information, may your future beatings be mild and brief." Telepathically she asks her party, 'What niceties does one offer a creature of chaos?'

Unless someone wants to do something else...? The lashunta heads to the 'far end.' Since she has been made aware of guards she does so cautiously. Stealth: 1d20 + 2 ⇒ (4) + 2 = 6


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

No roll to stabilize?
How is resolve generated?


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Can someone remind me how resolve works. I know it can be used to augment a weak roll, but the details escape me.

ess-cah-pey. hmmm. sounds Italian.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Mysticism v. creature: 1d20 + 8 ⇒ (8) + 8 = 16
Mysticism v. religion: 1d20 + 8 ⇒ (7) + 8 = 15
Sense Motive: 1d20 ⇒ 15

A quasit? Fascinating!" she says, unable to help herself. " and a servant of Andirifkhu, the demon lord of illusions,knives, traps, and... NaDarr's fascination is overcome by shudders. "And torture." she finishes.

"Well maybe we can help you. Certainly we can help you move the stuff around."


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Satisfied that they have collected all the spare batteries and ammunution they need, NaDarr heads to the elevator. Iseph & Doctor Cupi, can you disguise the car's ascent (descent?)


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Life Sciences: 1d20 + 15 ⇒ (14) + 15 = 29

"The drow of ancient Golarian had a veneration of scorpions. Oh wait. No that was a different world-built-around-the prison-of-an-ancient-evil."

This laboratory is filled with all manner of technological innovations. Scents both sweet and acrid pour forth from cylindrical glass containers on two long tables. The containers bubble in a rainbow of varying colors. A limb that looks like a giant scorpion’s claw twitches idly on the floor at the north end of the room. You recognize that the twitching claw is a failed 'fleshwarp' experiment. Dangerous biotech that can augment creatures into crazed abominations. This claw, however, is harmless as it hasn't been grafted onto an individual while it was still viable.

NaDarr takes an extra battery pack and attaches it to her belt.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Draw gun to drop the drow. 1d20 + 2 ⇒ (2) + 2 = 4


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Still concerned that the noise will carry too far along their intended path, NaDarr pulls out her baton and strikes at the drow that shot her.
IIRC, I cannot move and draw a weapon so this is a ready attack. 1d20 + 2 ⇒ (1) + 2 = 3, dmg: 1d4 + 2 ⇒ (3) + 2 = 5 (if I can move I will do so to strike the drow in front of her. EDIT: moot!

NaDarr gasps at the noise her rattling baton makes.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Copy that," NaDarr answers the drow. Her antennae quiver breifly. 'Do you think others heard something?' she asks her party telepathically.

Then she moves into the room and up to the next door. She listens through it, hopefully determining that the way is safe.
Perception: 1d20 ⇒ 3
A move action to get to the door. Is listening an action or do I have an action to open it? If I can I will open the door (the next door as outlined by the red line.)


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Following allong. "Is that an arachnananny? she whispers.
hmmm... what kind of diplomat has no Culture training?


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
*Gidget* wrote:
What Ysoki are you pushing exactly?

uhmm... the one with glasses, bowtie, calculas book, & lisp? Even as a joke I feel bad about bullying! Dr. Cupi of course.

@ Iseph: go for it!


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Done!


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Alright," the lashunta says as their near their target door. She pushes the ysoki into the shadows of an dumpster. Her armor glows with reflected light as a tiny hologram of a ysoki appears above her forarm. She waves her hand over it and the hologram, the light, and Dr. Cupi fade from view.

"Follow Iseph, and get us in. The rest of us will follow 30 feet behind or so." She nods to the android: lead the way.

Fee free to choose the route Iseph. I trust you :)


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

OK I knew we where at the weapons location, but I thought it was a nightclub. I can't cast invisibility on everyone, but I think I can enough to get Cupi in. I can even help on the computers, though not compared to Cupi.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

I might have missed something, sorry if this was :(.
Do we know where the weapons are?
Do we know where Villyth is?
Do we know what the rooms are? Or at least which ones are public and which are private?
Will we be able to get in as customers to the nightclub if it is open?

Presuming I can get in the front door, I will try and open the backdoor for everyone else.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Nice weapon," NaDarr admires of their chauffier. She heads casually toward the club. Turning to Cupi and Iseph she asks "If I can get you to the backdoor, can you disable the alarm system?"


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Mmmm caaakewaaalk... :)


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr agrees and takes in the sights as they head to Villyth's hideout. "It begs the question: What is it with villains and nightclubs?"


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Feeling out of her element far more strongly than than expected, NaDarr is ready to return. However, "I do think we should be as prepared as possible." I will leave final decision to GiGi and Keskodai.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
Vampire GM By Day wrote:
NaDarr wrote:
Who is the gang leader? Drow? Which house?
The gang leader is a Drow but not a Nobel Drow. He’s not attached to a major house, just a hoodlum with a minor gang. Due to your previous investigations, you know he has the information you seek.

How do I diplomaticate a faceless mcguffin? >:)

"Friend M'Uffin. By now you have seen the feed. We are acting on the behest of House [Zeisor]. The person we seek has lost their favor. So much so that they are letting a NaDarr mouths the next word. ysoki and other off worlders adress the issue. If we fail it is entirely on us and noone will look twice at a local who decided to help. But stuck is the banner of the game that should we succeed we will not get the credit, but the house and any other bright individual who helped us will. And that is only the public perception. Imagine how valuable an asset as enterprising as you will become when House [Zeisor] hears of your Aid. And we shall make sure he does. " She smiles "You have nothing to lose and everything to gain!" She telepathecially adds "Outwordly you can refuse to help us and still pass on the information we seek, further insulating yourself. Come now, my credstick feels heavy help us lighten it.
Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Who is the gang leader? Drow? Which house?


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
Vampire GM By Day wrote:

The street team can use athletics to simply chase the leader down, acrobatics for some hardcore parkour to cut him off, or stealth to ambush him.

Time passed for digital team: 3 hours. Time passed for Street team: 5 hours.

Do we all make the same check?

Acro: 1d20 + 2 ⇒ (16) + 2 = 18

The diplomat grabs a cornice, vaults on one leg letting the flow pull her around and delays the leshee until pointing down the alley.

Maybe I should have stayed with the indoor team.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr follows the yotski and shirren into town. No stranger eclecric populations she revels seeing the drow and other natives in the mix. "Fascinating how big this place is considering the chaos the drow seem to thrive on. I mean, it is a wonder that every night doesn't host riots and looting."
Perception: 1d20 ⇒ 1 Starting with my worst & hoping for an aid. :) also there is a lower DC for xeno types rolls. I doubt it applies, but what do I know.

Edit Ugh! NaDarr gasps as she runs into a lamp post. "Why do they even have lampposts in this place?"


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
Dystopian Pregen wrote:
Since everyone but Gidget has at least some Computers skill (Keskodai has +5), I vote we dogpile the computer angle.

Only one of those counts as the roll. The others are only aids (+2 to final roll).

I think splitting the party is generally a bad idea, but seems to be the way to go here.

I will join Gigi on the streets unless the party wants to remain together, Xenoseeker being my underlining motivation, and I have a decent Diplomacy (not as good as computers).


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

I found an avatar with antennae. :)


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Assuming I have the knowledge of the stolen weapons-I didn't think to ask at the briefing.

"These weapons hold a massive amount of firepower. I know you are already aware of the amount of weapons involved in the deal." NaDarr rattles details of the each stolen weapon. "These are not as clumsy or as random as a blaster. With the rate of fire, the weight of each magazine, and a maximum of .03 seconds to change a magazine, I calculate untrained goblins could reach a room like this with a minimum of 24 individuals. In the hands of someone like a dr.... A trouble-making rogue-I predict only three individuals." She ticks the numbers off on here fingers.

"The energy signature of grenade's blast radius can be accurately measured to less than 12 parsecs. With the humidity, oxygen and nitrogen in the blasts location, and accounting for throwing distances, thickness and composition of any barriers, etc. This can be tracked back to the factory of origin including month and time of day." She pauses, "Realistically the chances of any crime getting traced back to this transaction is negligible, but vendettas and revenge are rarely realistic."

She points out the window "Accounting for wind and air resistance, the shirren eye rifle could reach this room from here, from here and here." She looks at the green glass. "I am sure even that couldn't penetrate these, hopefully the floors below are similarly protected."

"But I am sure you know all this. Their quality is why Naiaj approached House Zeizerer originally. Therefore you must also know why it is important that the location of these weapons be discovered."
Physical Science: 1d20 + 11 ⇒ (18) + 11 = 29
If no one else wants to, I will try a diplomacy as well.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
"Dr." Cupi wrote:

Under the assumption that we can only attempt each skill once as a group, anybody want to dibs any checks?

I'd prefer to at least try computers, but I could be convinced otherwise. We have a lot of overlap on skills.

would the weapons stolen fall under physical scinece... their design, functions, batteries, blast patterns etc.? Or would it be a life science or a different skill?

I will try either of those. I have a decent diplomacy, I can try it.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

A lithe lashunta waits quietly while the others gatther around and ask their questions. The green lights of her technology wash over her grey features, highlighting her scarring and antennae. "Just look at the differences detailed here," she thinks with a smile.

"The details that separate one species from another not only make them interesting but also can teach the diligent observer incredible new things," she says. "Thank you for allowing me another opportunity to reexamine my own assumptions and beliefs and to gain new insight."

Pre-gen techno-mage. still updating profile though.
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9 nothing new for me to add.


I am leaning to the technomancer, but maybe the soldier, pregen. I will use thids avatar however. :)


I posted this in both my Outpost games. I will play a pregen if you have the space, but I will leave it open for someone with their own character for a bit longer.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

probably me--I have not even leveled up yet...

NaDarr lifts his holy lantern high sending his faithing lancing at the skeleton in front of the Boastful.

1d20+8, 1d8+5=[5, 8], [8, 5]and Richard will get +2 against it.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr steps into the space behind Wynd. He lifts the amulet with its three rubies and unleashes the power of his faith.

burst 2.
1d20+6, 1d10=[8, 6], [9] new job has reduced my online time, but I am still here :)


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"On second thought, not so close." Remembering his heritage and a fondness for long straight lines, NaDarr lets Richard and wind be a healthy 3 squares ahead. "An alternate route Verys?"

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