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Ch. 3: Dancing with the magic swords and guns


wrathgon

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Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg.66a4e7d063c14cfa53885e5ccb4a26e7.jpgWith their opponent pushed back for the moment, Farhvan chose to fire prone. Still, with the false images the thing was throwing up, targeting was going to be tricky. Of course when all else failed, sending enough projectiles down range would do the trick eventually. Focusing on the handgun, Farhvan activated it's accelerating properties, firing two shots with preternatural swiftness. The first shot shattered one of the fictitious golems as did the second.

Actions

Move: remaining prone

Standard: Time warp to fire 2 shots at golem.

Attack 1

Mirror image-success on 1

Piercing damage

Attack 2

Attack 2

Mirror image-success on 1

Piercing damage

 

 

 

 

 

 

Name
Attack 1
26
1d20+8 18
Mirror image-success on 1
3
1d8 3
Piercing damage
25
4d8 7,8,5,5
Attack 2
21
1d20+4 17
Mirror image-success on 1
5
1d7 5
Piercing damage
14
4d8 2,6,2,4
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At some point between when Ozen fly up to the tower and landing on there a suit of heavy armour materialized around him. Seeing the form manning the guns, he tries to throw it off the tower with his mind. Before he can act though the thing screams at him and a sonic wave washes over him. The armour flashes blue and seems to absorb most of the attack into the metal, which hums like a power line. Ozen then throws it off the tower into the flames below. Seems like it cant fly or likes fire. Not be out done Samuel tries the same thing but just grab the then and throws out off the tower.

The thing takes a wipe at Samuel as he grabs him but its more smoke then solid and Samuel vampire strength cant help him push it off the ledge. he does get him off the gun though.

 

The smokey form is still moving in the lake of fire.

cc899bf5ba38ad1abf825178dfef6b28.jpg

Name
psionic DC 5
21
1d20+3 18
Bull Rush
9
1d20 9
psionic sonic dmg
18
6d6 6,2,4,1,1,4
Fall dmg
23; 5
6d6;1d6 [3,4,6,4,3,3]; [3,4,6,4,3,3,5]
AOO
16
1d20 16
Bull Rush
2
1d20 2
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Seeing the golem not take as much damage from his Nanoblade rifle as anticipated split into multiples, Enoch reaches into his pack and pulls out an Arcane Blaster.

He levels it at the golems and fires a line of force energy.

Name
Ref DC 23 Half
15
4d6 4,2,3,6
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Not able to use the mirror images to defend the golem crumbles to dust.

The two ghostly form are still active. One in middle of the fire and the other engaged with Samuel at top of tower.

 

Zora fires her own Arcane Blaster at the ghostly form from prone. The weapon rips through the form and it disappears.

Name
roll
37
2d20+4d6 6,19,2,3,1,6
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Samuel tired of the dance just rushes at the form using his body mass to push him WITH him off the tower. keeping hold of him as he falls he lands solidly on top of him which cause him to disappear. He brushes himself off and his bruised body already starts to heal.

Ozen walks down the side of the tower in his armour and jumps off landing just outside the fire, which still burns.

Where the ruin was, open passage into the wall sits. it is 10 high and 15 feet wide.

He moves towards it to enter and and waves everyone else in.

 

Once you all enter, the passage seals up and another rune on this side appears. Ozen speak quietly "For benefit of those not in my mindnet i'll speak, our orders from command is to disrupt the leylines in the city. This should stop the defenders from forming and allow us to assault the infected in the city. We got all of the allies gathering for a mass attack and can see the infected are all gathering here across the isle. If we can defeat them here they will be wiped off the island. After this there will be no more speaking. Everyone ready?"

Name
roll
12
1d20 12
roll
51
2d10+9d6 7,7,1,3,6,6,6,5,3,5,2
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Jake Roberts

kira-mayer-3-4.jpg.8feb1d40c3e2fcc61e099a169a18de3d.jpg

Statblock

[b][url=/sheets/?id=2809477]Jake Roberts[/url][/b] [i]Human Operative 12 NG[/i] [b]HP[/b] 108 / 108 [b]RES[/b] 12 / 12 [b]STAM[/b] 108 / 108 [b]Speed[/b] 40ft [b]Init[/b] 6 [b]KAC[/b] 20 [b]EAC[/b] 21 [b]Fort[/b] 7 [b]Ref[/b] 14 [b]Will[/b] 11 [b]CMB[/b] 28 [b]BAB[/b] 9 [b]Laser Pistol[/b] +9 (2d81, 20) [b]Laser Sniper Rifle[/b] +9 (3d8, 20) [b]High Frequency Sword[/b] +6 (2d6+2, 19-20) [b]Stun Baton[/b] +6 (1d6+2, 20) [b]Str[/b] 14 (2) [b]Dex[/b] 22 (6) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 23 (6) [b]Cha[/b] 16 (3) [b]Soc[/b] 10 (0) [b]Edu[/b] 28 (9)
Jake Roberts Human Operative 12 NG HP 108 / 108 RES 12 / 12 STAM 108 / 108 Speed 40ft Init 6 KAC 20 EAC 21 Fort 7 Ref 14 Will 11 CMB 28 BAB 9 Laser Pistol +9 (2d81, 20)
Laser Sniper Rifle +9 (3d8, 20)
High Frequency Sword +6 (2d6+2, 19-20)
Stun Baton +6 (1d6+2, 20) Str 14 (2) Dex 22 (6) Con 16 (3) Wis 16 (3) Int 23 (6) Cha 16 (3) Soc 10 (0) Edu 28 (9)

 

Skills

Skill Name Modifier
Acrobatics +25
Athletics +19
Bluff +20
Computers +23
Culture +18
Diplomacy +9
Disguise +15
Engineering +28
Intimidate +20
Life Science +8
Medicine +8
Mysticism +5
Perception +20
Physical Science +8
Piloting +34
Profession +16
Sense Motive +20
Slight of Hand +18
Stealth +23
Survival

+20

Jack of all Trades +2
Repair 10 +10
Local Computer Use +11

Feats and Abilities 

Feats:

Skill Focus: Piloting

Skill Synergy: Engineering and Piloting

Far Shot

Sky Jockey

Hide Sabotage

Tactician

Weapons Specialization: Basic Melee

Small Arms and Sniper

Skill Focus: Computers & Engineering

 

Class Abilities:

Operatives Edge +4

Specialization: Hacker

Trick Attack +6d8

Evasion

Debilitating Trick

Uncanny Agility

Specialization Skill Mastery

 

Operative Exploits:

Nightvision

Uncanny Pilot

Enhanced Senses

Elusive Hacker

Soft Movement

Cloaking Field

Control Hack

Glimpse the Truth

 

Languages: English, French, German, Mandarin, Trade Language, Vaulter, Elven, Dwarven, Troll, Ork

Equipment 

Equipment:

Laser Pistol (6500 Cr)

Laser Sniper Rifle (15000 Cr)

Stun Baton (500 Cr)

High Frequency Sword (650 Cr)

Ceremonial Navy Sword (Mustering out Navy weapon)

Personal nanoshield (50000 Cr)

Personal shield (5000 Cr)

D Suit I (63600 Cr)

Display contacts (over eyes) (650 Cr)

Card Computer (3500 Cr)

Intelipick (350 Cr)

Combat Vac Suit (100 Cr)

Data Port Implant (head slot)

MRK II Augmentation to all 6 Stats (390000 Cr)

Fighter Ship(See post below) (3MCr)

Vehicle Recon Enercopter (Mustering out)

TAS Membership (Mustering out)

3 Ship shares worth (10 MCr)

Broadsword Class Merc Cruiser

 

 

With the defeat of the golem and the gun placements Jake reappears among his team and speaks up, "Good job everyone, way to use your skills effectively." he had not worked with his team from his minds perspective in several decades and it was obvious that they had changed in some ways, but then so had he. Growing up on Earth he did not even think of going the route of the military and yet here and now it seemed like the most logical route for him.

He glances over at Rona, while she had helped, it was obvious that she was not a member of the team as of yet. While some on the team only saw her as a tool that could be used, he had the opportunity to see her as a person and did not agree with the approach that some wanted to take which is to not trust her and hold her at arms length. She would never become a willing member of the team if that did not change. So he took it upon himself to take that first step and properly introduce her to the team in that moment that they had some breathing space before they encountered the next piece of danger. "Rona, as I am sure you have surmised, this is my old crewmates. Though it came as a surprise to me that they would be here. Guys this is Rona, she is a ..." he glances over at Rona for a moment as his mind tries to come up with the right word to describe her "Techmage I guess would be the term, and a friend. The captain has been a massive dick to her, and has abused her trust, and I am sure some of you also do not trust her. Well you trust me and I trust her, she only wants to do what's right for her planet and I have seen her heart, I think if we can trust her and let her in, she can come to trust us too. I believe we have become jaded to the fact that we are not alone in this universe, but just imagine if you just now found that information out, then perhaps you could understand her distrust. "

He then turns to address Rona "I know the Old Man, and that asshole over there." this with a glance at Sammy "have given you zero reason to trust us. For that I am sorry, but most of my crew are good people and none of us have any interest in harming your planet or its people. We just want to find a way to continue our own journey back to the stars. While I am sure eventually we will do so on our own, it would be considerably easier and have less chance of unintended harm to your planet with your help. I would prefer that to be your own choice, though we both know The Old Man does not care one way or another and will just use you as a tool with your cooperation or not. Of course most times I am sure that's how he sees all of us. As ancient and powerful as he is, we are all as insects in his eyes. I promise you though with the rest of our crew if you give us a chance we will prove to be valuable allies and will do everything in our power to also help your planet while also helping ourselves." though he knew one little speech would not cure everything he also knew if he did not take the first step they would only become more distrustful of each other and that route would lead to failure for all of them including Rona.

Current Stats and ability breakdown

Current Stats:

HP: 108

Stamina: 108

EAC: 31

KAC: 33

CMAC: 41

Resolve: 11/12

DR: 10

Weapons:

+15 Ranged

+11 Melee

Arcane Blaster

Arcane Blaster Level: 11 Price: 90,000 credits Damage: 4d6 force Critical: Wounding Range: 80 ft. Capacity: 20 charges Usage: 2 Bulk: 1 Special: Arcane, Line Arcane Blaster: This sleek and compact handgun harnesses the power of arcane energy. It uses specially designed cartridges filled with enchanted crystals that, when fired, release bolts of magical energy. The Arcane Blaster can be loaded with different types of crystals, each imbued with a specific elemental effect such as fire, ice, or lightning. It also has a chamber that can be charged to unleash a powerful arcane blast, dealing area damage to foes. Special Abilities: Arcane Energy Blast: The Arcane Blaster channels arcane energy to unleash powerful force blasts. It deals force damage instead of its normal damage type. Additionally, the blaster gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The blaster fires a focused line of arcane energy. When making an attack with the Arcane Blaster, you can choose to fire a line instead of making a single-target attack. The line has a width of 5 feet and extends for 80 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Spell Disruption: The Arcane Blaster disrupts magical energies upon impact. Whenever you score a critical hit with the Arcane Blaster, the target must succeed on a Will saving throw (DC 18 + half the attacker's level) or be affected by a random spell disruption effect chosen by the GM. This effect should be appropriate for the level and power of the campaign. Arcane Infusion: The Arcane Blaster is infused with residual arcane energy. The wielder gains a +2 bonus to saving throws against spells or spell-like abilities while the blaster is in their possession. Arcane Surge: Once per day, as a swift action, the wielder can activate the Arcane Surge ability. This empowers the next attack made with the Arcane Blaster, causing it to deal an additional 2d6 force damage. The Arcane Surge ability does not consume charges

Nanoblade Rifle 

Nanoblade Rifle Level: 10 Price: 50,000 credits Damage: 4d6 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 rounds Usage: 1 Bulk: 1 Special: Analog, Operative, Nanoblade Nanoblade Rifle: This rifle combines cutting-edge nanotechnology with traditional firearm design. It fires razor-sharp nanoblades instead of conventional bullets. These blades are infused with magical energies, allowing them to slice through defenses and cause bleeding wounds. The rifle is equipped with a nanoblade reservoir that replenishes the ammunition over time, ensuring a steady supply of blades in combat. It also has an alternate firing mode that launches a cluster of nanoblades, hitting multiple targets simultaneously. Special Abilities: Nanoblade: The Nanoblade Rifle is equipped with nanomachines that enhance its cutting power. When scoring a critical hit with the Nanoblade Rifle, the target takes additional bleeding damage equal to 2d6 at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 15 Medicine check. Nanoblade Strike: The wielder of the Nanoblade Rifle gains the ability to make precise strikes with the weapon. When making a full-attack action, the wielder can choose to make two attacks with the Nanoblade Rifle instead of three, but each attack gains a +2 bonus to the attack roll and deals an additional 1d6 damage. Nanopulse Rounds: The Nanoblade Rifle is compatible with specialized nanopulse rounds. As a swift action, the wielder can load nanopulse rounds into the rifle, granting their attacks the Disrupting critical hit effect. This effect causes the target to be staggered for 1 round on a critical hit, in addition to the normal critical hit effects. Nanopulse rounds last for 1 minute or until expended. Nano-Enhanced Targeting: The Nanoblade Rifle incorporates nanotechnology to enhance the wielder's targeting capability. The wielder gains a +2 bonus to attack rolls with the Nanoblade Rifle. Stealthy Precision: The Nanoblade Rifle is designed for stealthy operatives. When making ranged attacks with the Nanoblade Rifle, the wielder can add their Dexterity modifier to damage rolls in addition to their Strength modifier. A capture infected weapon they dont really suggest using it but it is here

Abilities:

Cloaking Field

PathfinderSocietySymbol.gif Cloaking Field (Ex)

Source Starfinder Core Rulebook pg. 96
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.

Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

Enhanced Se

nses

 Enhanced Senses (Ex)

Source Starfinder Core Rulebook pg. 96
You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Nightvision

 Nightvision (Ex)

Source Starfinder Core Rulebook pg. 95
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

Uncanny Pilot

Uncanny Pilot (Ex)

Source Starfinder Core Rulebook pg. 95
When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.

Elusive Hacker

Elusive Hacker (Ex)

Source Starfinder Core Rulebook pg. 97
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Soft Movement

Soft Movement (Ex)

Source Character Operations Manual pg. 83
As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location.

Control Hack

Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Glimpse the Truth

Glimpse the Truth (Ex)

Source Starfinder Core Rulebook pg. 97
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.

Uncanny Agility

Uncanny Agility (Ex) - 7th Level

You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Triple Attack

Triple Attack (Ex) - 8th Level

When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Debilitating Trick

Debilitating Trick (Ex) - 4th Level

When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Quick Movement 

Quick Movement (Ex) - 3rd Level

As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Trick Attack

Trick Attack (Ex) - 1st Level

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

 

Current is +6d8

 

 

Edited by darlis moonbeam (see edit history)
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1 hour ago, darlis moonbeam said:
Jake Roberts

kira-mayer-3-4.jpg.8feb1d40c3e2fcc61e099a169a18de3d.jpgThe captain has been a massive dick to her, and has abused her trust, and I am sure some of you also do not trust her.

 

Zora shurgs "Not like he isnt a massive dick to all of us, but sometimes you work with people you dont like to get where you need to be." Zora smiles at Prax " I am Zora ship engineer and Wizard's First founding member, am sure you knew that though. If you need anything fix, i can look at it for you it you want. "

Samuel grumbles" Yea being an asshole trying to cure her world mutation problems sure lets call it that...."

Ozen rolls his eyes " Ozen Ship OX, I wont try to say Capt is not an asshole, he gets things done whatever means necessary and doesnt let petty things like mortality get in the way of efficiency required. If you think he going to change Jake, regardless of our new friend sensitive feels both of you are more deluded than i thought. Take him as is, an ancient power of the universe that will rise you up as soon as step on you. Plus Jake she has not been completely honest with us either, have you love? You were the one hunting us in the SIM eh? We are at this place because she outed both Capt and Sam and forced the old mans hand in doing so to protect US, so dont act like she is all innoccent in all this, she was treated the way she was from her actions, and if she hasnt learn actions have consequences this is the first lesson. Something comes at us, he deals with it as efficiency as everything else. Remember the black knight and capital spaceship, he took out a whole crew of thousands to get us out of there alive. Might be an asshole but he is OUR asshole. " Jake wanted to do this in the middle of the op fine we will do it Ozen thinks.

He goes on after " It would be useful to join the mindnet but in your own time, i am able to enhance your combat powers, attacks, and defend you while you are part of it. Nothing can be do to you without your letting it and lets us all speak freely."

Ozen looks over to Enoch "That Enoch and Ross, ship doctors plus tech specialists. Ross was picked up on our way from where the rest of us started on our planet, but we love him all the same dont we mate?" If we are finish sharing lets get this done."

At that point Ozen suit disappears and he is back in his black slick mindshatter uniform that the rest of you ditched. You note 2 rings around his arms and 2 around his legs that dont match the uniform.

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"We've met. Several times actually. Technomancer eh? Explains a lot. And yes, Cap's a dick. Majorly so. But he enables my research, so I put up with him. Now so long as we're all going to play nice, lets go. I'm ready when you lot are." Enoch is nonplussed by Jake's exposition and has a simple comment.

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The complete and utter collapse of the golem's form once defeated mildly intrigued Prax, but helped to reinforce the limited details she'd had on the ruins.

With naught left of the threats, she shrugged and then returned her weapons to their compartments.

The more Ozen talked, the harder it became to take him seriously. How was she supposed to believe he was under any actual legitimate orders when he had to, apparently, conceal the identities of the other members to get them here? Him, she could believe had been inducted into the Mind's ranks, but the others were a stretch too far... A person willing to lie and risk the wrath of Minds, was not someone she was excited to trust. Far from it... If it wouldn't shine a spotlight on her, she'd feel compelled to report the incident. As it would, she would merely treat his words as little more than carefully crafted lies, hiding some other ulterior motives... Her analysis was interrupted by Jake, as she turned to give him another critical look and he started talking. She nodded at the assumption that she recognized or had extrapolated the identity of the other individuals. Then she grew uncomfortable at the usage of the word "friend". Promising what might be lethal action to one another wasn't exactly what friends did...

Prax listened to the words each of them had to say. To her, she had to wonder what they called her allowing them to be free, even after everything... Her train of thought halted as she had to remind herself that such thoughts were part of the problem. Then, why she was even standing here... That didn't square either and she knew it. As much as she had used Jake as an excuse, she had less savory reasons in the end... ...Her numerous thoughts faded into the background as she closed her eyes and leaned her head back in the suit; a single unseen tear rolled down her cheek.

In a careful voice, stripped of emotion, she added her part of the introductions, "Prax, if you want... Rina is for the Vault." She still wasn't sure how she was going to true that up, but that was something to worry about later. A part of her wanted her not to ruin this moment, but it lost out to the accusation "I was presented with identified threats and given a choice. I chose to observe them... and one of them showed they were dangerous. Would you rather I have had them purged on the spot?" The last words carried with them a challenging defiance. She didn't wait for answer, but reeled herself back in, "I did look for other anomalies, other trespassers, in the SIM; as I assume you would have in my position. And as Jake is already aware, I found others," her helmeted head turned to take in each of them in turn, other than Samuel, "and actively chose NOT to report or engage with them. I lied to those I respect for them, without even knowing them. To then be attacked for my troubles, when I extended a hand in good faith." It was now Samual's turn to be looked at before she focused back on Ozen, "You say he protected you. I say he nearly got you killed."

 

Edited by Sohala (see edit history)
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"And what pray tray did I do to be label dangerous? I understand why my creation was, fool that he is, alway thinking he is smarter than he is, but I showed nothing of his tendency but you still burned me. How could we trust on a whim u wouldn't do that to rest of them. I COULDNT and removed the threat but u stand here still remember that child, your mistreatment was a lesser option then just wiping you out.

." The capt steps out from the shadows. " glad we are all in agreement I am an asshole even though your employment is on hold my contractal obligations to keep you safe have not stopped."

He doesn't seem.bothered about being called an asshole. "Ozen follow your orders and report in when it's done, I tried to draw all the infected here so can be wiped put if we succeed.

He addresses Samuel "your only job here is to run interference with infected so they don't get close to crew, if any of them get infected i will lock u in your pretty box for 100 years."

The vampire was preparing a response until he saw capt was not In the mood and nodded.

Addressing the last line of speech the capt says " Even if I lead them to their death I have the power to bring them back to life so they don't even have to worry about that. "

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The illegitimacy of Ozen's orders was revealed not by light, but instead by the shadow-draped form of Capt; only further reinforcing her earlier decision...

With how level-headed she had forced herself to remain during most of the conversation, Prax found it took relatively little conscious effort on her part to not manifest a weapon and try her hand at blasting the creature before her. The knowledge she had tried once and here it stood, again, didn't hurt. Maintaining her frame, she calmly continued, by reiterating"one of them showed they were dangerous"
A singular act applying to a plural 'they'
what she had already said, "Circumstances caused your status to be linked by what you are. Your capabilities were on display for many to see, so there were no questions on those risks. His actions though, showed your amoral tendencies."

 

Edited by Sohala (see edit history)
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The sound that comes from the creature's mouth signifies joy but coming from it it gives you the creeps. When he stops laughing he says as he walks back into the darkness "Amoral would be the millions of souls you people sacrifice to fight out for petty pieces of land and resources instead of solving your worlds problems. I will tell you one thing, when we leave your planet, your infected will no longer bother you people. You will call me a hero even if you don't say it out loud. I doubt that will stop your people from creating something else to kill themselves, because one thing I am sure of, your people made the infected, well when I say people I mean their creations made it. I will leave you with that happy thought. If there is nothing else I will return before I am missed. I will deal with the necromancy seal myself."

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Jake Roberts

kira-mayer-3-4.jpg.8feb1d40c3e2fcc61e099a169a18de3d.jpg

Statblock

[b][url=/sheets/?id=2809477]Jake Roberts[/url][/b] [i]Human Operative 12 NG[/i] [b]HP[/b] 108 / 108 [b]RES[/b] 12 / 12 [b]STAM[/b] 108 / 108 [b]Speed[/b] 40ft [b]Init[/b] 6 [b]KAC[/b] 20 [b]EAC[/b] 21 [b]Fort[/b] 7 [b]Ref[/b] 14 [b]Will[/b] 11 [b]CMB[/b] 28 [b]BAB[/b] 9 [b]Laser Pistol[/b] +9 (2d81, 20) [b]Laser Sniper Rifle[/b] +9 (3d8, 20) [b]High Frequency Sword[/b] +6 (2d6+2, 19-20) [b]Stun Baton[/b] +6 (1d6+2, 20) [b]Str[/b] 14 (2) [b]Dex[/b] 22 (6) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 23 (6) [b]Cha[/b] 16 (3) [b]Soc[/b] 10 (0) [b]Edu[/b] 28 (9)
Jake Roberts Human Operative 12 NG HP 108 / 108 RES 12 / 12 STAM 108 / 108 Speed 40ft Init 6 KAC 20 EAC 21 Fort 7 Ref 14 Will 11 CMB 28 BAB 9 Laser Pistol +9 (2d81, 20)
Laser Sniper Rifle +9 (3d8, 20)
High Frequency Sword +6 (2d6+2, 19-20)
Stun Baton +6 (1d6+2, 20) Str 14 (2) Dex 22 (6) Con 16 (3) Wis 16 (3) Int 23 (6) Cha 16 (3) Soc 10 (0) Edu 28 (9)

 

Skills

Skill Name Modifier
Acrobatics +25
Athletics +19
Bluff +20
Computers +23
Culture +18
Diplomacy +9
Disguise +15
Engineering +28
Intimidate +20
Life Science +8
Medicine +8
Mysticism +5
Perception +20
Physical Science +8
Piloting +34
Profession +16
Sense Motive +20
Slight of Hand +18
Stealth +23
Survival

+20

Jack of all Trades +2
Repair 10 +10
Local Computer Use +11

Feats and Abilities 

Feats:

Skill Focus: Piloting

Skill Synergy: Engineering and Piloting

Far Shot

Sky Jockey

Hide Sabotage

Tactician

Weapons Specialization: Basic Melee

Small Arms and Sniper

Skill Focus: Computers & Engineering

 

Class Abilities:

Operatives Edge +4

Specialization: Hacker

Trick Attack +6d8

Evasion

Debilitating Trick

Uncanny Agility

Specialization Skill Mastery

 

Operative Exploits:

Nightvision

Uncanny Pilot

Enhanced Senses

Elusive Hacker

Soft Movement

Cloaking Field

Control Hack

Glimpse the Truth

 

Languages: English, French, German, Mandarin, Trade Language, Vaulter, Elven, Dwarven, Troll, Ork

Equipment 

Equipment:

Laser Pistol (6500 Cr)

Laser Sniper Rifle (15000 Cr)

Stun Baton (500 Cr)

High Frequency Sword (650 Cr)

Ceremonial Navy Sword (Mustering out Navy weapon)

Personal nanoshield (50000 Cr)

Personal shield (5000 Cr)

D Suit I (63600 Cr)

Display contacts (over eyes) (650 Cr)

Card Computer (3500 Cr)

Intelipick (350 Cr)

Combat Vac Suit (100 Cr)

Data Port Implant (head slot)

MRK II Augmentation to all 6 Stats (390000 Cr)

Fighter Ship(See post below) (3MCr)

Vehicle Recon Enercopter (Mustering out)

TAS Membership (Mustering out)

3 Ship shares worth (10 MCr)

Broadsword Class Merc Cruiser

 

 

Jake shakes his head as the Captain leaves and he then turns to Rona before he speaks again. "While he is a major asshole, and his people skills are what I like to refer to as non-existent, he is not wrong. Us humans regardless of the planet we come from seem to have a bad habit of mucking it all up on their own without any real help from the gods.

Sammy's research that he was attempting to show me even though he knows my doctorate is in engineering and not medicine seem to prove that your infected and even your mutations are man made and not of some natural origin.

Even Sammy's behavior while less than to be desired was geared towards finding answers to that research and finding ways to cure it if possible. So as I have said you may not trust us fully yet but believe me when I say that while our primary goal is to get off this planet and continue our journey. We will do everything in our power to leave this planet better off than when we got here.

You may not agree with our methods but I think eventually you will see our results. Those results will be easier to attain with your cooperation, even more so with your unforced cooperation. At this point I think the Old Man has made it abundantly clear he does not care about your or anyone else's feelings in the matter though."

OOC

Current Stats:

HP: 108

Stamina: 108

EAC: 31

KAC: 33

CMAC: 41

Resolve: 11/12

DR: 10

Weapons:

+15 Ranged

+11 Melee

Arcane Blaster

Arcane Blaster Level: 11 Price: 90,000 credits Damage: 4d6 force Critical: Wounding Range: 80 ft. Capacity: 20 charges Usage: 2 Bulk: 1 Special: Arcane, Line Arcane Blaster: This sleek and compact handgun harnesses the power of arcane energy. It uses specially designed cartridges filled with enchanted crystals that, when fired, release bolts of magical energy. The Arcane Blaster can be loaded with different types of crystals, each imbued with a specific elemental effect such as fire, ice, or lightning. It also has a chamber that can be charged to unleash a powerful arcane blast, dealing area damage to foes. Special Abilities: Arcane Energy Blast: The Arcane Blaster channels arcane energy to unleash powerful force blasts. It deals force damage instead of its normal damage type. Additionally, the blaster gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The blaster fires a focused line of arcane energy. When making an attack with the Arcane Blaster, you can choose to fire a line instead of making a single-target attack. The line has a width of 5 feet and extends for 80 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Spell Disruption: The Arcane Blaster disrupts magical energies upon impact. Whenever you score a critical hit with the Arcane Blaster, the target must succeed on a Will saving throw (DC 18 + half the attacker's level) or be affected by a random spell disruption effect chosen by the GM. This effect should be appropriate for the level and power of the campaign. Arcane Infusion: The Arcane Blaster is infused with residual arcane energy. The wielder gains a +2 bonus to saving throws against spells or spell-like abilities while the blaster is in their possession. Arcane Surge: Once per day, as a swift action, the wielder can activate the Arcane Surge ability. This empowers the next attack made with the Arcane Blaster, causing it to deal an additional 2d6 force damage. The Arcane Surge ability does not consume charges

Nanoblade Rifle 

Nanoblade Rifle Level: 10 Price: 50,000 credits Damage: 4d6 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 rounds Usage: 1 Bulk: 1 Special: Analog, Operative, Nanoblade Nanoblade Rifle: This rifle combines cutting-edge nanotechnology with traditional firearm design. It fires razor-sharp nanoblades instead of conventional bullets. These blades are infused with magical energies, allowing them to slice through defenses and cause bleeding wounds. The rifle is equipped with a nanoblade reservoir that replenishes the ammunition over time, ensuring a steady supply of blades in combat. It also has an alternate firing mode that launches a cluster of nanoblades, hitting multiple targets simultaneously. Special Abilities: Nanoblade: The Nanoblade Rifle is equipped with nanomachines that enhance its cutting power. When scoring a critical hit with the Nanoblade Rifle, the target takes additional bleeding damage equal to 2d6 at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 15 Medicine check. Nanoblade Strike: The wielder of the Nanoblade Rifle gains the ability to make precise strikes with the weapon. When making a full-attack action, the wielder can choose to make two attacks with the Nanoblade Rifle instead of three, but each attack gains a +2 bonus to the attack roll and deals an additional 1d6 damage. Nanopulse Rounds: The Nanoblade Rifle is compatible with specialized nanopulse rounds. As a swift action, the wielder can load nanopulse rounds into the rifle, granting their attacks the Disrupting critical hit effect. This effect causes the target to be staggered for 1 round on a critical hit, in addition to the normal critical hit effects. Nanopulse rounds last for 1 minute or until expended. Nano-Enhanced Targeting: The Nanoblade Rifle incorporates nanotechnology to enhance the wielder's targeting capability. The wielder gains a +2 bonus to attack rolls with the Nanoblade Rifle. Stealthy Precision: The Nanoblade Rifle is designed for stealthy operatives. When making ranged attacks with the Nanoblade Rifle, the wielder can add their Dexterity modifier to damage rolls in addition to their Strength modifier. A capture infected weapon they dont really suggest using it but it is here

Abilities:

Cloaking Field

PathfinderSocietySymbol.gif Cloaking Field (Ex)

Source Starfinder Core Rulebook pg. 96
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.

Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

Enhanced Se

nses

 Enhanced Senses (Ex)

Source Starfinder Core Rulebook pg. 96
You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Nightvision

 Nightvision (Ex)

Source Starfinder Core Rulebook pg. 95
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

Uncanny Pilot

Uncanny Pilot (Ex)

Source Starfinder Core Rulebook pg. 95
When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.

Elusive Hacker

Elusive Hacker (Ex)

Source Starfinder Core Rulebook pg. 97
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Soft Movement

Soft Movement (Ex)

Source Character Operations Manual pg. 83
As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location.

Control Hack

Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Glimpse the Truth

Glimpse the Truth (Ex)

Source Starfinder Core Rulebook pg. 97
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.

Uncanny Agility

Uncanny Agility (Ex) - 7th Level

You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Triple Attack

Triple Attack (Ex) - 8th Level

When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Debilitating Trick

Debilitating Trick (Ex) - 4th Level

When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Quick Movement 

Quick Movement (Ex) - 3rd Level

As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Trick Attack

Trick Attack (Ex) - 1st Level

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

 

Current is +6d8

 

 

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Prax waited for the thing to make some point she wasn't already keenly aware of or wasn't some grand claim, but that point never came. Extrapolating from what few details she had now... they were going to go well beyond any simple observation or appraisal...

While Jake's declarations were revelations, they weren't exactly surprising when she thought about it. There is always a drive for better tools of war. Why ignore the base biological one?

As much as Jake wanted her to trust them, it was her distrust of those present and not, that had driven her to accompany them, to protect others. Still, she maintained a degree of her earlier trust, or hope in them, despite the unpleasantness... 'If only they could...' She cut those thoughts short, they had made their choices long ago, and there was no reason to dwell on it now...

She faced Jake, still uncertain how she felt about him. Her tone started flat, "I understand that I am under the whims of others. That my reservations are a hindrance to many ends..." Then took on an edge, "But if you are expecting me to believe, trust, this is being done for nothing more than some sort of altruism... Please don't try to insult me with that..." She halted his first attempt to explain further, a hint of concern replacing the edge, "Don't ostracize yourself further on my behalf, you don't owe me that or an explanation. I see your effort, but..." Her next words were partly resigned, "For now, we are here and we will have to take it one choice at a time."

 

Edited by Sohala (see edit history)
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"Stop wasting your breath Jake, she is just as lost as the rest of the planet, you can't expect much from a planet at war from the dawn of time, they won't even be grateful for the help we give as Capt said, I say let them fall into the black hole when we leave...." Zora offers as she loses patience with the newest member of the group. Zora has barely patience with some of the crew, Kar Tesh and Samuel are top of her list she would space if she were in charge, to her this new one should be put in that group, added to drop off a cliff at the earliest chance.

"Enough we got a job to do, you don't have to like each other but you do have to work together. Silence from this point on, Samuel you take point better anything sees you first then us. " Ozen barks.

Glad to be away from the bickering mortals, he floats ahead into the city.

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