Ancient-Born

Zefram Cochrane's page

156 posts. Organized Play character for Luke_Parry.


RSS

1 to 50 of 156 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Wayfinders

Template

PM sent.

Wayfinders

Template

Well, that still can't kill him - at absolute worst, it will cost two Resolve; and that assumes someone doesn't drag him out of the way.

Given its damage output, we need to put this thing down, fast.

Wayfinders

Template

Round 1:

Zefram moves around behind the monster, and drops his clutch of grenades.

Round 2:
As soon as the creature has acted, Zefram quickly shouts:

"Everyone - back off!"

On his turn, he then retreats, and sets off the detonator.

15' radius:
Frag I: 1d6 ⇒ 1 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 6 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 3 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 4 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 3 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 2 Piercing damage; DC 10 Reflex for half.
Shock I: 1d8 ⇒ 1 Electricity damage; DC 10 Reflex for half.
Shock I: 1d8 ⇒ 7 Electricity damage; DC 10 Reflex for half.

10' radius:
Stickybomb I: Entangled 2d4 ⇒ (1, 2) = 3 rounds; DC 10 Reflex negates.

5' radius:
Incendiary I: 1d6 ⇒ 2 Fire damage, and Burn 1d4 ⇒ 2; DC 11 Reflex halves the damage, and negates the Burn.
Incendiary I: 1d6 ⇒ 3 Fire damage, and Burn 1d4 ⇒ 1; DC 11 Reflex halves the damage, and negates the Burn.
Incendiary I: 1d6 ⇒ 4 Fire damage, and Burn 1d4 ⇒ 3; DC 11 Reflex halves the damage, and negates the Burn.

Fortunately, since these are all individual area of effects, they can't kill Kozak ;-)

Wayfinders

Template

Zefram doggedly tries to drop it, fan-firing.

Tactical Semi-Auto Pistol: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15, for 1d6 ⇒ 3 damage.
Tactical Semi-Auto Pistol: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5, for 1d6 ⇒ 4 damage.

Wayfinders

Template

Yes. That is why I spent my spare credits on grenades, and healing serums ;-)

Zefram frantically takes a shot.

Trick: 1d20 + 14 ⇒ (7) + 14 = 21 Vs DC 20+CR.

Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (1) + 4 = 5, for 1d6 ⇒ 3 damage.

Wayfinders

Template

Hmmm... I am actually okay with combining all of those grenades (including my own Frag grenade) into one 'detonation package' keyed to our detonators, so that we can use it on the final fight, and try to make it go faster - anyone else want to contribute some grenades to the bomb...? ;-)

Once everyone has rested, Zefram nods in satisfaction.

"Right. Let's see what other interesting ways of trying to kill us this place contains..."

Wayfinders

Template

I think being fully healed going into the last two combat is a good idea, so I am definitely okay with them using healing resources (including my pregen's own serum, if required).

Zefram happily strips the armor off the other android, and after tinkering with it...

Engineering: 1d20 + 6 ⇒ (13) + 6 = 19.

...puts it on.

Wayfinders

Template

I agree with a long rest (and note that Kei'jon had previously requested one, as well).

Zefram checks the corpse of the android, for any useful equipment.

Wayfinders

Template

Zefram grins at Kozak.

"I'm glad that you are on our side!"

He then lines up a shot on the last zombie.

Trick: 1d20 + 14 ⇒ (15) + 14 = 29 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d6 + 1d4 ⇒ (4, 2) + (3) = 9 damage.

Wayfinders

Template

Sounds good to me :-)

Wayfinders

Template

Zefram frantically shoots at the closest zombie!

Trick Shot: 1d20 + 14 ⇒ (6) + 14 = 20 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d6 ⇒ 4 damage.

Wayfinders

Template

Zefram hustles forward, and takes a shot at the closest zombie.

Trick: 1d20 + 14 ⇒ (2) + 14 = 16 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d6 + 1d4 ⇒ (4) + (2) = 6 damage.

Wayfinders

Template

Fair enough. I wouldn't have moved into melee. Position adjusted.

Wayfinders

Template

Zefram moves forward, trying to find the party's tormentor.

Double move.

Wayfinders

Template

Sounds good to me.

Wayfinders

Template

Not wanting to wander into the room by himself, Zefram fires on the only akata that he can see.

Trick: 1d20 + 14 ⇒ (10) + 14 = 24 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 + 1d4 ⇒ (5) + (2) = 7 damage.

Wayfinders

Template

I'm actually more worried that they might accidentally destroy something vital, so I would prefer to *not* let them go first, at least for the moment, whilst we are in cramped quarters.

Once the area has been searched, Zefram moves on to the next one.

Wayfinders

Template

Zefram attempts to trick-attack the front one.

Trick: 1d20 + 14 ⇒ (6) + 14 = 20 Vs DC 20+CR.

Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d6 ⇒ 4 damage.

Wayfinders

Template

I assume we have slowed down because of PaizoCon?

Wayfinders

Template

Zefram withdraws.

Wayfinders

Template

Zefram moves to the room on the opposite side of the ship, and tries to enter that.

Wayfinders

Template

Zefram tries to offer a few pointers, as well.

Engineering: 1d20 + 6 ⇒ (13) + 6 = 19.

Wayfinders

Template

Zefram moves over, and cautiously checks the side door for traps, before opening it.

Wayfinders

Template

Zefram nods, and attempts a trick shot!

Trick: 1d20 + 14 ⇒ (20) + 14 = 34 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d6 + 1d4 ⇒ (6) + (4) = 10 damage.

Wayfinders

Template

Zefram tries another trick shot.

Trick: 1d20 + 14 ⇒ (5) + 14 = 19, Vs DC 20+CR
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (7) + 4 = 11, for 1d6 ⇒ 3 damage.

Wayfinders

Template

Zefram attempts another trick shot, trying to hide behind his giant ally.

Trick: 1d20 + 14 ⇒ (15) + 14 = 29 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (4) + 4 = 8, for 1d6 + 1d4 ⇒ (2) + (4) = 6 damage.

Wayfinders

Template

Zefram moves forward, and takes a shot.

Trick: 1d20 + 14 ⇒ (1) + 14 = 15 Vs. DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 ⇒ 3 damage.

Wayfinders

Template

No problem. Please roll the Piloting check for me, moving forward, as that helps to stream-line the (already slow, by PbP standards) nature starship combat.

Also, their ship is literally twice as fast as ours, so if they win the initiative check, there is literally nothing I can do to stop them being precisely where they want to be, in relation to us. Consequently, if that happens (such as right now), I won't bother moving.

Wayfinders

Template

Zefram starts looting the corpses / prisoner(s).

I have no problem with you taking the grenades.

Wayfinders

Template

Zefram holsters his weapon, and busily begins itemising loot / searching the room, trusting the others to appropriately interrogate the woman.

Wayfinders

Template

Zefram takes a shot at the Vesk.

Trick: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19 Vs DC 20+CR.
Azimuth Laser Pistol: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d4 + 1d4 ⇒ (1) + (2) = 3 damage.

Wayfinders

Template

Well, we are playing it as the PFS adaptation, not as a home game - since there is only one chronicle sheet for the entire book, that means we won't level up until we finish the book.

Wayfinders

Template

Zefram nods to the other exit from the 'back room'.

"We should make sure that there are no more hostiles back there, before we interrogate this idiot. The last thing I want, is to be ambushed in the middle of an... 'information gathering'... exercise."

Once the others are ready, he then opens the door.

Wayfinders

Template

Zefram attempts to subdue the final gang-banger.

Trick: 1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24 VS DC 20+CR.
Azimuth Laser Pistol (EAC): 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15, for 1d4 + 1d4 ⇒ (4) + (3) = 7 (non-lethal) damage.

Wayfinders

Template

Zefram moves into the room, and takes a shot at the one that isn't dazed.

Trick: 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26 Vs DC 20+CR.
Azimuth Laser Pistol: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d4 + 1d4 ⇒ (3) + (1) = 4 Fire damage.

Wayfinders

Template

Figuring that what the party is looking for is hardly going to be on the main dance floor of the club, Zefram immediately heads for the 'back room'.

Stereotypically, that is where mafia-types hang out, after all...

Wayfinders

Template

Zefram continues to methodically collect discarded laser pistols.

Wayfinders

Template

What is the appropriate emotion? Ah, yes...

Zefram's face remains an unreadable mask, until annoyance creeps across it like the dawn of a new day.

He then sighs.

"I think that we can all agree that something needs to be done about the Downside Kings; letting them kill Society members sets a bad example. If, by clearing out one of their stash points, we find something useful to us, I, for one, intend to keep it. Telling where to find them, and letting us 'deal' with them, will undoubtedly be beneficial/profitable for both the Level 21 Crew, and us. Let's just move forward on the matter..."

Wayfinders

Template

"That depends entirely upon the nature of the help you require, but if it has to do with helping the Hardscrabble Collective with their 'Downside' problem, I think we might be just the exterminators that you need..."

Wayfinders

Template

Sadly, I only have Bluff/Intimidate, so I can't do the 'company' check, but I can do the others...

Zefram leans on a couple of local toughs for intel about the two gangs.

Intimidate (Downside Kings): 1d20 + 5 ⇒ (15) + 5 = 20.
Intimidate (Level 21 Crew): 1d20 + 5 ⇒ (1) + 5 = 6.

Wayfinders

Template

Zefram jacks into the infonet, to see what he can find out.

Computers(Downside Kings): 1d20 + 6 ⇒ (8) + 6 = 14.
Computers(Level 21 Crew): 1d20 + 6 ⇒ (5) + 6 = 11.
Computers(Astral Extractions): 1d20 + 6 ⇒ (10) + 6 = 16.
Computers(Hardscrabble Collective): 1d20 + 6 ⇒ (20) + 6 = 26.
Computers(Duravor Kreel): 1d20 + 6 ⇒ (17) + 6 = 23.

Wayfinders

Template

Emotion: Surprise.

"Really? That is interesting. I had assumed that it was just the usual internecine gang warfare, but if this was out of character for them, it suggests that there is something else afoot..."

He then turns to the others.

"We should head for the Lorespire, as soon as we can!"

Wayfinders

Template

Zefram happily pockets a laser pistol.

Zefram's face looks blank for a moment, when the officers begin their interrogation.

Appropriate emotional response? Anxious politeness.

"It was horrible, officer! We had just gotten off the transport, and were about to meet our contact, when those two gangs started fighting! Then, one of the Downside Kings took a shot at us, so we defended ourselves. I am just glad it is over - it's hardly the reception you hope to have when you arrive on Absalom Station!"

Wayfinders

Template

Reflex: 1d20 + 6 ⇒ (15) + 6 = 21.

After patting himself down, and putting out the fire, Zefram frowns.

What now? Ah, yes, relief, mixed with concern.

After a few seconds, he breathes a sigh of relief.

"Well, glad I am that that is over. It is concerning that Kreel was killed by a mystery sniper, though..."

Zefram then quickly rifles through the pockets of the downed Downside Kings, looking for clues (and anything immediately salvageable).

Following that, he then nods to Kreel's body.

"We should get that to Society. They will know what to do..."

Wayfinders

Template

Superior numbers seem to be working... hat emotion would be appropriate here? Ah, yes! Smugness...

"You really should flee, you know; resistance is futile..."

Zefram then shoots at the remaining Downside King...

Trick: 1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (1) + 4 = 5, for 1d6 + 1d4 ⇒ (5) + (3) = 8 damage.

...and apparently fires a warning shot.

Wayfinders

Template

*nods* agreed.

Usually, in most of the games that I have been in on these boards, initiative ultimately seems to devolve into 'them' then 'us'; otherwise, rounds would take a *long* time (especially if multiple players are in different time zones).

Wayfinders

Template

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9... so 1d4 ⇒ 1 Burn damage.

Still smarting from that lucky hit, Zefram keeps firing at the Downside Kings!

Trick: 1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 1d4 ⇒ (5) + (4) = 9 damage.

Wayfinders

Template

Zefram frowns.

This is most inconvenient. Barely off the ship are we, and already, the Gangs of Absalom Station are engaged in open brawling, with us caught in the middle. What is the appropriate response? Ah, yes, anger!

He then draws his face up into a rictus of a snarl, and attempts to trick-shot one of the Downside Kings!

Trick: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25 Vs DC 20+CR.
Tactical Semi-Auto Pistol (versus flat-footed AC): 1d20 + 4 ⇒ (6) + 4 = 10, for 1d6 + 1d4 ⇒ (3) + (3) = 6 damage.

Wayfinders

Template

Iseph it is, then!

Wayfinders

Template
Af'val wrote:

I made an technomancer because I haven't played one before and it it seemed that with 7 players whatever class I picked wouldn't matter that much

But what is everyone else playing?
I think I see 2 soldiers, an envoy and a mechanic so far?

Given the choices thus far, I guess I will run Iseph, the Operative Pregen...?

1 to 50 of 156 << first < prev | 1 | 2 | 3 | 4 | next > last >>