Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Thanks GM Valen, and all..This is a good set of quests ...I do wish it had a little bit more variability, but it always is interesting to see how the guardian fight goes (most of the times I have seen, the guardian(s) gets killed before cleansing the alter), and the collecting of the items is always fun to see creative uses of trying to clime a tree and cut vines :-) Sorry that I have been kinda off and on....stress of teaching and prepping labs this semester is about 200% harder. But if any of you need another person drop me a line (I have characters in level 2 to 10 in SFS). Again, thanks all for the fun game! GM...for the set of quests I did use a reroll...so the nat 1 I have for my day job stands....which is fine. Ray has been on an....anti-swarm kick, so he is probably also working on side projects dealing with swarm deterrents....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray smiles at Aravon as he walks slowly toward them. "You are are quite a mess there....we might want to get back to the ship and see if we can patch you up." Looking over at Impex, Ray shrugs. "Maybe we need to take that rifle back to the Lorespire and do some tinkering....maybe the sights are off. I am not an expert, but I have a friend who loves their shirren-eye rifle enough that they told me that the smallest difference in sighting for close or long can cause issues in hitting." Ray will attempt to find the other 'cultist' quorlu to take him back to their allies village.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray looks at the creature...."Why don't you go back to where you came from! he shouts (in common), as he touches the arm computer that you know contains Ellen. A bit of flickering white light surrounds his hand and he flings the spell from his cache at the demon. Three small white icons of a female face (in 8 bit graphics) flies towards the demon. Magic Missile (full round): 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray rushes over to Impex, his hand slightly glowing. "Impex, don't miss.....", he says slightly breathlessly as he touches their rifle....causing it to glow slightly. Move action to move to Impex, cast Supercharge weapon. If Impex hits, +4d6 damage. Spells left 0/4 1st, 2/3 2nd, 1 spell cache....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"Umm...we all have a problem! Fire, cold and acid are all going to do bubkiss to this thing likely...unless you have a fire hose level of that element." Ray will then look at the creature, and fire off 3 more small planetoids.... Magic missile (upcasting from a 2nd level spell slot...keeping last level 1 spell slot and my cache for backup), full round: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Mysticism: 1d20 + 8 ⇒ (17) + 8 = 25 "Entropy demon....yeah...we need to get rid of this. I think it was planar summoned, so if we let it leave, it could summon others of its kind. I think the travel here took a lot out of it....so just kill it." If I have any questions, I will want to know resistances or Damage reduction first, then special abilities.... Ray thinks quickly and fires magic missiles at it. Three glowing balls of pure white energy streak toward it. Magic Missile (pew, pew, pew): 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"That mystical power is beyond my abilities....the only thing I can say is either we drop the whole cavern, or we wait to see what comes out, and hope that whatever is uses the energy of the gate to come through...and the gate collapses. Likely whatever comes through will be EVIL...since the cultists wanted it...." Ray moves to the side, to attempt to keep from bunching up. That is me doing 2 rounds..... round 1 was figuring out what happened, and move forward, round 2 move sideways and more talking....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"Umm.....it is a mystical tear in the fabric of reality. Guess is a portal somewhere. Remembering back a few hours ago, I think this might be some kind of summon...no idea what. But I think I mentioned that this Blood Cult Devourer's tried to do something like this with sacrifices.......so yeah...be ready for anything...maybe spread out so that if it has some kind of area affect abilities we are not all caught in them..."
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray moves forward, trying to see what exactly is going on... Mysticism, I a guessing: 1d20 + 8 ⇒ (8) + 8 = 16
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray sees what the cultist does, and recoils... "Aravon...hope you are okay" With that Ray gestures and three small planets streak at the cultist. "The power of this planet is your downfall..." Magic Missile (full round) at Red cultist: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray moves forward, looking sideways a little to make certain Aravon is okay. As he moves forward, he pulls out his pistol Finding a good spot he shoots at the last cultist. Static Arc Pistol (EAC): 1d20 + 6 ⇒ (19) + 6 = 25
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"Aravon, stop trying to hit yourself...that is unprofessional! Ray says half jokingly....likely knowing what the cultists cast on Aravon....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Quietly towards Impex,"Impex, I am trying to talk down the quorlu....the other cultists are probably too far gone....best take them out fast." Ray calls out to the quorlu, "Just hide there friend...let us remove this blight from your world." With that Ray casts magic missile on the red cultist.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
I can't remember if the speak another language that was cast in the 1st quest is still active...going to assume not." Rayburn tries his hardest to hear what the cultist is saying to the quorlu. Culture to get the gist of it: 1d20 + 10 ⇒ (16) + 10 = 26 Probably getting the feel it was a demand to fight them, Ray does his best to turn on the charm. Using both Common and Terran--hoping that this quorlu has heard enough to see anger vs. friendliness in one or both of those languages, Ray speaks quickly. "Friend, we are here to help Cantor Alvreein repair what the cultists have done to your truly amazing world, please, help us stop it." Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray thinks about the secrets of the Cult of the Devourer.... Mysticism: 1d20 + 8 ⇒ (20) + 8 = 28 And apparently knows all.... "They are not good people...the Cult. besides the fact that their 'god'--if he really is one--wants to set the universe to full entropy. Which means destroy it into it's smallest parts. These cells..the ones that like to sacrifice living creatures are called Blood Door cults, the Red eye just happens to be one. And the will want to kill all living creatures, as living creatures sacrifices seem to be what they think empowers the Devourer. But I disagree, living creatures by themselves are more inherently more chaotic and entropic than a dead body. Anyway. Sometimes these cults seem to think that summon outsiders to do their bidding to destroy creatures is the way to go. So....expect the worst people...."
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray stays at the science officer.....maybe more moving of the shields will keep the loreseeker from being hurt more.... Computers: 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 35 I forgot the ship had +4 to computers...added that in. Again...depending on what happens, Ray will move the shields from the opposing quadrant to the one that will likely be targeted...depending on Impex's maneuver and initiative....if we have to move first, Ray will just balance them to have equal to all quadrants...and hope Weylin can get energy diverted.... Also, I apologize for not posting earlier...was running 3 games at a virtual con.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Since Science officer can happen after the Pilot does their stuff, Ray will stay Science officer and balance shields Ray rocks a little from the hit of the explosion. "Yeah, better modulate the shields to keep them up.... Weylin, if you can get the shields more power I will do what I can do..." Computers: 1d20 + 11 ⇒ (8) + 11 = 19 If Impex can get the initiative, I will modulate to put the shields strong facing the enemy. If she loses initiative, probably the best I could do is guess which quadrant they 'won't' be able to hit us, so Ray would put shields balanced to have shields equal to all quadrants.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray moves to Science Officer. "Let's see what we are fighting" Engineering (+4 for Loreseeker's computer): 1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24 I will likely balance shields next round....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Sorry....too many games with you there Farol ;-)...also, crazy week and it is only Monday (well. Tuesday now). And yeah the Flyby is weird. If we did it and made the success, we would get a normal attack at any of the enemy's arc with any of our arcs. If we failed, they would get a 'free' attack out of turn (that doesn't stop the same weapon from being used in the gunnery phase).
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"Keep our fore facing the enemy Impex...I am taking over the front guns. Croaker you keep with the turret. Impex and Croaker take the duo node." Moving to the gunner spot. Ray's Gunnery: Fore gun (if it is available, if not whatever gun is: 1d20 + 5 ⇒ (13) + 5 = 18 Take whatever range penalty's are needed Fore Gun's damage: 3d6 ⇒ (5, 1, 1) = 7
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray looks over to Impex. "You got this...see.." He pushes a few buttons helping Impex try to keep ahead of the bad guys. Piloting (aid another DC 10): 1d20 + 6 ⇒ (19) + 6 = 25 Impex get +2 on the piloting initiative roll
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray listens to Impex and Aravon, and nods. "Ayoka, I do believe Weylin and Pellet might have a few things broken that they could use help with. If you want to remove yourself from that ship, we can certainly use your help here. And then when we get back to Absalom Station, the Starfinder Society has a LOT of ships that always has broken things on them." Muting the microphone, Ray turns his face slightly away from the screen. "Weylin, keep an eye on the skittermander. I doubt she would do anything to hurt the ship...but it might be better to just watch her." Turning back to the screen, and unmuting the microphone. "How are you going to keep the ship from denying you your escape? And are you worried that they might want to shoot down the escape pod?"
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray nods at Aravon, and proceeds to open the comms.
Rayburn looks at the screen for a moment.....a 'skittermander' is one of the Devourer cultist. The only thing less preposterous would be if a Swarm component became President of Absalom Station.... "Uhh...hello Ayoka. Nice to meet you. My name is Rayburn Giordano, but my friends call me Ray or Geo. What is a nice skittermander like you doing working with these Devourer people? And you say their Drift Engine is spooling up? Hmm...is there anything I can do to help you--or offer to you--to help me? We really need to make certain that ship you are on doesn't leave the system. You see, we are on a mission to help this whole planet, and all the people on it. It is a VERY big job to help so many." Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25 After playing in a party of 100% skitters....my brain has finally wrapped it's head around their mentality.....scary...."
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Yeah, I am easy with whatever....as Weylin says...the play matters....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Impex might be the best for Pilot actually. It looks like they have a +8 (1 rank). I have a +6 (1 rank), so they actually have me on the better roll. I can do science officer or engineering...or even Captain. I can auto-encourage by doing the DC 10 check for Engineering or Science officer. I can encourage by helping the gunner or pilot by rolling a 4 or higher.... Or I can be a gunner...
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray sees the...crustaceans? creature almost hit him, and he jumps back in alarm....casting one if his most potent spells A vaporous glob of acidic goo flies toward the creature. Ranged attack vs EAC: 1d20 + 6 ⇒ (18) + 6 = 24
I do not know if I can take a guarded 5 ft step back, if so Ray's jumping back is that...if not I guess I get an AoO. Ray will still cast the spell after he gets that 5 ft away
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Rayburn pulls out his static arc pistol and fires at the one on Impex. Static Arc Pistol (EAC): 1d20 + 6 ⇒ (2) + 6 = 8
But Ray is not a gunslinger, and quickdrawing the gun so fast made him almost shoot his foot with the electrical pulse.....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Sorry, apparently Paizo's site ate my post Rayburn looks up and sees that climbing is not in his forte`. He could use the grappler though. But will wait for others. Looking around he sees Aravon looking for the weird frog like creatures. He heads over to the flowers.... Life Science: 1d20 + 10 ⇒ (7) + 10 = 17 ...and realizes the danger, and quickly puts his environmentals on before collecting them.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"Mathematics is what gives up all the other sciences, and even music and art. Have you ever noticed the symmetry of the world. There is a mathematical formula called the Fibonacci sequence that is quite amazing. Even more is it is in real life things you can see and touch. A Chicken's egg, a sea shell, a rams horn, even in most of the human's finger prints. Even the Universe and Galaxies follow it to the most part. This is why I think the Devourer is a false god....it can't fathom that the universe has a plan, and that it wanting to hasten it is just sheer arrogance. Though I hear that gods get a bit stuck in their mentality." FYI, that is all IRL information....Fibonacci sequence is awesome.... Ray shrugs. "Let's go find these ingredients...though it makes me wonder what foul ritual they are wanting these items for...."[/b]
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Geo looks at the code...."Of course...Ellen I am an idiot!." Physical Science: 1d20 + 9 ⇒ (10) + 9 = 19 With that Ray figures out one of the equations. And the player realizes he did a 1d2 on the earlier roll, not a 1d20...should not attempt to do games before I get coffee in me....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"Aravon, I hope you and Smiley can handle both at the same time..." With that he looks back to the strange runes, trying to parse the code.... Physical Science: 1d2 + 9 ⇒ (1) + 9 = 10 ..but because he is more worried about Aravon than the code he can't make heads or tails out of it.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray listens to what Impex says.... "Interesting not alive, or dead....not a disease per say, but something that is growing...." Ray will look over the growth with a more mystical eye.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray follows Smiley and Aravon. "Poor quorlu. Though looking at that rusty spike...I could hazard to bet it might be the cult....from what I have heard, they don't maintain anything properly" Picking up the detritus, Ray looks it over,
"Ragemax bar....junk energy bar. And this is Vanilla Coffee flavored. All the protein you want--just don't ask from where--with Caffeine and other stimulants that you don't want to know. Some Gangers in Absalom Station use these, and I think the Cult of the Devourer does also." "Might as well Aravon, Better look at the pillar first."
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray goes up to the trap and carefully looks over it before trying to disable the grenades.
Engineering: 1d20 + 11 ⇒ (15) + 11 = 26 Rayburn after a few moments gets it disabled. He carefully puts the pins back into the grenades. "Interesting model....they use a combination of Magnesium Phosphoric acid to cause horrible burning...not like a normal incendiary grenade, but more like an acidic grenade. Quite ingenious...." Ray hands them over to whomever wants them.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray hits the ground, and starts to get swarmed by the bugs....he sighs and gets up, and quickly walks to the wall. "Yeah....the Boots should work. Thanks Aravon....going to try them now." With that he hopes his enchanting holds. He grabs the rope that Aravon and Smiley is holding and uses it to just make it a little easier to navigate the rough 'floor'. Falcon boots to change my gravity to the wall being down, and walk up the wall. And yeah, I thought on how to use those to get me out of falling, but walking under the tree wouldn't work, neither would on the side....sigh.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray, being an archeologist, is used to going into ruins...not trekking uphill...
He does his best to remove himself from the hole.
Following the group, he sees the tree-bridge. Knowing the logic of watching old vids for things to look for, he assesses the bridge. With +11 Engineering, I auto succeed that for seeing if the bridge is safe...
As Aravon gets on the bridge, Ray hands him some of his cable. "Take that across, and I will hold it here for people to use to hold. then I will use it to help me across." Ray will stay at the other side, allowing others to use the strung cable between Aravon and himself as a handrail. Then go across himself (after everybody else does). Acrobatics: 1d20 + 3 ⇒ (3) + 3 = 6 And promptly falls into the pit....hopefully the cable will help..... ....yeah...RNG hates me... :-P
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Really not paying attention to the drow cultist much after she drops, Ray will look over the items on the 2 downed recruits and then go talk to the elders. Raymond will listen to the elder quorlus' as they explain the issues. "I think the Starfinder Society can help you. We generally prefer the preservation of life, studying of planets and other strange
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray moves forward, and as he rounds the last of the natural pillar, he fires at the last creature. Static Arc Pistol (EAC): 1d20 + 6 ⇒ (15) + 6 = 21
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"Well, when I said that she wasn't...just attempt not to kill the last one!"
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray moves forward a bit more...and fires again at the yellow quorlu. Static Arc Pistol (EAC: 1d20 + 6 ⇒ (15) + 6 = 21
If that drops the yellow unconscious
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Ray moves up to the wall, drawing his pistol as he goes. Getting next to the wall, he aims at rock creature with yellow markings and shoots a blue electric arc at it. Static Arc Pistol (EAC) within range: 1d20 + 6 ⇒ (12) + 6 = 18
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Aravon is right...can't move anything on the map.... Ray looks at this elven woman with cold eyes. "The Devourer can only take what is easily destroyed. You should know that. I would recommend you leave this planet and go find some barren moon somewhere in the vast." With that he will move forward 20 feet towards the Devourer cultist. Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9 And I pretty much flubbed it...but then again, I couldn't think of a very diplomatic way to tell her to buzz off....
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
HeyAravon...I have a +6 Diplomacy.....which is good for being the backup social skill person...just don't ask me to roll for Sense motive! Geo listens to the...creature. "Well...my spell fizzled out about 90% through that...but she wants to have us follow her to her settlement. It sounds like they live in the ground, as she said it is accessed through a old lava tube. Apparently she realized that we are here to examine the menhirs...though she does say we should likely keep our distance from them." With that Ray will nod to the creature to lead, hoping that the rest of his allies will follow.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
As long as it has been 40 minutes or less since we heard the 'communication' in space, I still have Comprehend Languages running....at least I can understand them, though can't communicate except with hand signs and maybe nodding or shaking my head...if that seems to be what kind of communication they use....so assuming I can at least understand them.... Rayburn gets out of the ship, making certain his environmentals are on...he always seems to be paranoid on this anymore. Seeing a creature with three arms, legs and eye stalks gesturing to them, he listens, using the Comprehend language spell already on him. "It seems that they are asking who we are, and where we are from. And of course why are we here....sigh, it always seems these questions are the first ones that new first contact species ask....I think it was in a 101 of xenoanthropology...which I haven't taken in years." Rayburn will do his best to show that he understands, but can not communicate with the creature. Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Rayburn sees Impex work on the radio source, trying to set the sensors to actually isolate the signal. Seeing that she was able to do so, Rayburn leans in and listens.
Thinking on that, he looks at the screen, trying to figure out where this signal might be coming from.
"Interesting, Impex was able to isolate this....song. The song is almost mathematical, like that ancient composer Beethaven, Beetlejuce...or something like that. His music was almost completely mathematically precise it is astounding...just wish I could remember his name." Grabbing Ellen (his wrist computer) he starts to record some and do some quick deciphering....."Astounding....that song, it has embedded in it the effect of gravity on the shape of other planes. You know....maybe this song is somehow linked on keeping this world from the destabilization nature of that black hole. I mean, that black hole SHOULD be ripping this planet apart on how close it is...or at least the atmosphere at least...." Rayburn sits down....almost in a Zen state as he continues to listen to the....rightness of the music.
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
I am fine with either BTW....When I run or play, I always allow the level 1-2 to make the call..they have the highest chance of a death... Though I did take the +2 for Computers from the Pegasus....assuming playing down...if we play up just add another +2 ;-)
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
Rayburn cracks his knuckles and sits down at the science officer station. "This is why you brought me....well..besides my rugged good looks, and archeological knowledge." Computers: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.
"Ellen, I know I told you to stop changing my alarms to be set 30 minutes before I am supposed to be here...but I feel that maybe we should meet halfway...I think I might be late...." "Sorry Geo, I thought you would actually head out when it went off, but apparently we have to come up with an actual schedule for when you should leave after dismissing my alarm," says a quiet female voice from his wrist. Walking into the room where apparently the group is getting ready for a briefing, Rayburn sees that his normally 'getting there early' is over. A ruggedly handsome human male walks into the room. His outfit is a pretty plain, though the amount of kits and tech on him definitely seems like a modern day crypt breaker. "Uhh...hello all. Rayburn Giordano, though you all can call me Geo or Ray. I guess I am here to help with my archeological know-how."
1) Player Name:Jim Crase
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