Bullets, Lies, and Open Skies

Game Master Eben al'Jol

A Firefly-esque dark fantasy steampunk game using Pathfinder variant rules.

Roll20

Credit: This game was inspired by (and will be shamelessly stealing content and story) from Retribution Falls by Chris Wooding.

Reference & Rule Docs


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I’ll actually just say that Pilot check was the second half of Doc’s round 4 (considering it was a move action, which you had remaining), setting the Kestrel down inside Giernig’s walls. Which means he’ll have a full round of Round 5 actions to him.

Doc swings the big girl around, turning her so she can set down inside Giernig’s wall. It’s a liiiiiiiittle tight, and the Kestrel’s lower port hull grinds off a good thirty feet of the house’s eastern facade. More glass and wood rain down into the yard as the landing struts touch down.

Callum’s impromptu barrier gets up just in time. The third trullkin (or more accurately the first, as it’s the one you met briefly on the landing pad before) rushes into the hallway, shotgun in-hand. Quickly taking in the scene, he drops to a crouch behind the up-ended couch, considering his options. His black eyes linger momentarily on the two dead trullkin, hardening further.

As for the crew’s own options … a quick breaking of the remains of the wall (standard action), a considerable twelve foot drop to the yard below, and a quick sprint would put them at the Kestrel's currently-closed cargo bay door.

Gizmo:
Just making sure you noted the spoiler for you a few posts up (HERE).

The three dots finish their ascent, and seem to break towards you in the rag-tag formation of non-military pilots. You’d guess that they could be in weapon’s range in about thirty seconds.

_________________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 4 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 5 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 5 Initiative:
Landing pad trullkin (moved into cover, drew shotgun)
female trullkin
Doc
Zedd (Disabled)
Callum
Gizmo
Rowena
Ambrose
Giernig

Stalky Trullkin

Top of the round! The crew’s up!


Health:16 | Strain:0 | Injury:0

Ding! Ding! Round 5!

Doc taps the yoke to the side and wiggles the gatling gun a bit to spray bullets near anyone in the house dumb enough to stray from cover... and do a little well-deserved property damage. Then he slaps the ramp-drop lever and tries to slide the Kestrel's ramp toward the rather large hole in the wall. Doc glances at the dogs, and pitches his voice high. "Daddy's coming home! Go wait for him. Go on."

If that piloting roll isn't good enough for the action I'm attempting, I'll settle for crushing the shrubbery in the yard.

Gatling HIT: 1d20 + 2 ⇒ (4) + 2 = 6
Gatling DAM: 4d10 ⇒ (7, 3, 3, 9) = 22
Pilot (Aership): 1d20 + 7 - 6 + 3 ⇒ (12) + 7 - 6 + 3 = 16


The dogs perk up again at Doc's tone as he gives the house one final auto cannon spray before swinging her tail end around. It's not the prettiest docking job, but other than another small fortune in damage to Giernig's house, the cargo ramp drops into place with a crash.

The welcome sounds of the Kestrel's engines idling greets the ragged-looking crew.

Even if I crank up the DC by 5 for this not being an actual dock, you squeak by the DC.

Everyone else?


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

Rowena, guard Tiny, girl.

Ambrose nods to the injured man, eying the newly-arrived Trullkin.

I'm going to delay until after Tiny goes to make sure he gets on the ship. So, we can walk right onto the ship, right? Where is the Trullkin in relation to us on the map?


HP: 15/15 | Strain: 0 | Injury: 0 | Current AC: 16, Armor 2

Sorry for my delay, guys, busy day.

Gilly nods at Zedd's getting-back-to-conscious. She peers out the now-obliterated window, then realizes they have.... more trouble.

"Oh, kludge me," the little mechanic snarls. "Cap'n, we got incomin' light craft, three bogeys, 'm guessin' fighters by th' size. Gonna be here in three ticks of the ten, they're zippin'!"

Snatching her wrench from her belt, Gilly quickly bashes through what little remains of the wall blocking them from exiting. Standard to break down the wall! Tiny mighty arms


Health: 7/17 | Strain: 10 | Injury: 0
narrator..... wrote:
It’s about a fifteen foot drop to the ground below...

I think this is still the case, Ambrose.

 
 
Grabbing the sofa's cushions, the captain tosses them toward Gilly at the broken wall. "Use those to break his fall!" Turning back to the barricade, Cal lends his weight to the furniture securing the doorway.

I dunno how mechanical good that will do, but I doubt he can make the drop unaided.


Nope. Doc backed the Kestrel up to the hole. It's an easy (non-strenuous) hop aboard. :)

So feel free to modify your actions, Callum, if you'd like.


GM-y things:
1d20 ⇒ 15
1d20 ⇒ 15

Huh ... what are the odds?

I put another trullkin on the map to show you where the newest one is. The big gray square is the Kestrel’s cargo ramp. The white sliver is the opening provided by Doc/Gizmo.

Gilly smashes out the few remaining hindrances to the crew’s escape just as the cargo ramp drops fully into place with a CLANG. Even with the cross-wind, Doc holds her steady enough to make for an easy hop across the gap (we’ll say close enough that Acro isn’t really necessary).

Ambrose keeps a cool eye on the room, shotgun at the ready. Rowena stands protectively next to Zedd, taking a moment to give an idle sniff to the dying female trullkin’s body.

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 4 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 5 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: ?
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 5 Initiative:
Landing pad trullkin (moved into cover, drew shotgun)
female trullkin
Doc (cover fire; backed that thing up)
Zedd (Disabled)
Callum

Gizmo (cleared the exit)
Rowena (guarding Zedd)
— Ambrose (Delaying)
Giernig
Stalky Trullkin

Callum, take new actions if you want them based off the clarified information.
Zedd (and possibly Ambrose), you’re up. We making like trees here?


Health: 7/17 | Strain: 10 | Injury: 0
narrator..... wrote:
Nope. Doc backed the Kestrel up to the hole. It's an easy (non-strenuous) hop aboard. :)  So feel free to modify your actions, Callum, if you'd like.

Ah, very cool.

Callum Rhen wrote:
Grabbing the sofa's cushions, the captain tosses them toward Gilly at the broken wall.

Drawing his revolver, Cal puts his weight into the barricade to buy time for the rest of the crew to board the Kestrel.


hp: 31/31 | Strain: 0 | Injury: 0

I swear I had been checking, and nothing, and then the board exploded in activity! :)

At any rate, Zedd will get aboard the ship on his turn. then if we have any kind of first aid type stuff he will head in that direction. I'm gonna wanna get in the outflier and fight off these bogeys, but I'm going to want to also not pass out the first time I shoot at someone. ;)


hp: 31/31 | Strain: 0 | Injury: 0

Zedd clutches his bleeding shotgun wound, his face a bloody mess, as he grumbles to himself and boards the ship.

Supposed to be a damn meet and greet. No trouble my ass.


Honestly, I’m still trying to work out the details to the layout of the ship. For now, let’s assume that a First Aid cabinet is maintained in the cargo-hold. We can work out whether there is a dedicated Medical Bay later, but really Zedd just needs some staples and some alchemical stims, right? (Mostly I figure I need someone to roll some Heal checks on you using what will efficiently be a suped-up Healer’s Kit to put some HP’s back on you ... ya know, so you can ace some bogeys in the Bingo.)

Zedd stumbles across the gap and staggers up the ramp, Rowena in tow.

The trulkin shoves its own shotgun through one of the gaps around the couch, sending a blast of shot point-blank at Callum. With the odd angle, the brute has a hard time getting it lined up. The few pellets that get close bounce and ting off the captain's otherworldly shield. Then the trullkin throws his weight against the couch ... Callum can feel that if the trullkin gets a good push on it, his own strength and weight might not suffice.

That last part was mostly flavor, it will take him a standard action to clear the couch, but it’ll be a pretty straight Strength check between you and he if it comes to it … and he’s quite a bit bigger than you.

Rolls’n’stuff:
Trullkin: shottie vs. Callum (w/ cover): 1d20 + 4 ⇒ (11) + 4 = 15

DC 23: 1d20 + 5 ⇒ (10) + 5 = 15

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 4 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 5 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: ?
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 6 Initiative:
Landing pad trullkin (shot/missed Callum)
Incoming Bogies (inbound)
female trullkin
Doc
Zedd (Disabled)
Callum
Gizmo
Rowena (currently guarding Zedd)
— Ambrose (currently delaying, can act whenever)
Giernig

Stalky Trullkin

Crew, everyone’s up! While Gizmo has made the inbound bogeys’ presence known to most of the crew, there’s no way that sound travels up the length of the Kestrel, past the engines, and into the cockpit for Doc’s benefit. :)

By my current guesstimations, it's somewhere around (or just short of) 100ft to get from the bottom of the cargo ramp, up through the cargo bay, up the main run and up into the bridge... some of it climbing. For the sake of simplicity (and since i'm still trying to get the actual floor plan together), let's just say it takes someone with a speed of 30 two full rounds of basically sprinting to get up there ... or close enough to shout to Doc to relay any information. Though maybe some hollering and a decent Perception check on Doc's part could shorten it? Go!


Actually, it would take someone around 2 rounds of double-moving to get up there, wouldn't it? So a person actually Running (the full-round action) could likely get pretty close in a single round ... even with the little bit of light climbing (can you climb in the middle of a run? We'll say yes until we know otherwise.).


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

I have a healer's kit as part of my chirurgeon's kit, but no heal skill, unfortunately. Also, it says treat deadly wounds takes an hour to do. I have a potion of cure light wounds for emergencies that I can give to Zedd if need be.

C'mon, Captain! I've had all I can stomach of this town.

Ambrose delays. I'm not going to head to the ramp until Callum is clear.


Health: 7/17 | Strain: 10 | Injury: 0

Cal flinches more at the sound of the shotgun blast, than the ricochet of pellets from his summoned shield. Returning fire at the beefy trullkin, he yells back to Ambrose, "Tell Doc to get the Kestrel moving! I'll be right there! Tiny won't let you leave without me!"

Notes in discussion thread

Revolver: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 3d6 ⇒ (3, 3, 1) = 7
Still barricading the door, this round.


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

Alright, I gotta get Doc outta my chair before he thinks it's his for good.

Ambrose looks back at the captain and moves onto the bridge hurriedly.

I moved myself 20ft, but I have another 20ft of movement to move off screen as well.


HP: 15/15 | Strain: 0 | Injury: 0 | Current AC: 16, Armor 2

Heal can be used untrained, I believe.

Gilly squints back to where the cap is holding the couch in place. She drums her fingers rapidly against one of her remaining volatile mixtures, assessing the situation with pursed lips.

Prolly not enough room to chuck another bomb in there, she sighs. More's the pity. She'd love to blow up two trullkin in one day.

Instead, she turns on her heel and bolts through the cargo door, weaving around the others, on her way to reach the cockpit and tell Doc about their bogeys.

(Moving to the full extent Gilly can with base speed 30 for the bridge, hollerin' about enemy ships as she goes.)


Callum puts a bullet point-blank into the brute’s face, and it only just avoids a few ounces of lead in its skull. (4 Strain)

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 5 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 6 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: 3 strain
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 6 Initiative:
Landing pad trullkin (shot/missed Callum)
Incoming Bogies (inbound)
female trullkin
Doc
Zedd (Disabled; booked it)
Callum (shot trullkin)
Gizmo (booked it)
Rowena (currently guarding Zedd)
— Ambrose (booked it)
Giernig
Stalky Trullkin

Just waiting on Doc. If we don’t hear from him this evening, I’ll see if I can push us forward, though keep in mind it’s the weekend. :)


Health: 7/17 | Strain: 10 | Injury: 0

Pew pew POW! Take that, Trullkin!


IMPROMPTU FAMILY PUMPKIN PATCH DAY! Will update this afternoon/evening. If Doc hasn't posted by then, I'll set him on delay as he waits for word that all are inboard.


Doc lets the Kestrel idle as he waits for the crew to board.

Meanwhile, the trullkin seems to have had enough with hiding. Roaring with bloodlust, he slams his shoulder into the couch, sending the captain, the couch, and himself careening into the room. (He beat Callum’s CMD by over 10, pushing the captain a total of 15 ft and coming with you. For consistency, we’ll say that enough of the now-ruined couch is intact and between you two to provide partial cover and protect vs. AoO’s.)

rolls’n’stuff:
trullkin: bullrush vs. Callum/couch (+2 bonus): 1d20 + 9 ⇒ (18) + 9 = 27

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 6 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 7 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: 3 strain
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 7 Initiative:
Landing pad trullkin (Bullrush)
Incoming Bogies (inbound)
female trullkin
Doc
Zedd (Disabled; on the ship)
Callum
Gizmo (in the cargo bay)
Rowena (currently guarding Zedd)
— Ambrose (in the cargo bay)
Giernig

Stalky Trullkin

Everyone’s up! If you’re aboard the Kestrel (and off the map), just let me know what you intend, and we’ll go from there. The cargo bay has the medical locker, the comms horn, the Bingo, the rear-facing combat tow cable (which swings out from the starboard wall adjacent to the cargo ramp/door), and exits to the engine room, galley (and ship beyond), and a ladder up into the tail section.


HP: 15/15 | Strain: 0 | Injury: 0 | Current AC: 16, Armor 2

In light of what I understand the comms horn sitch to be, Gilly will move to the cargo bay comms horn.

"Trouble, Doc! Incoming bogeys from the landin', three bees in a bunch! Soon as cap's aboard we need to vape out!"

And then they can deal with cap bein'... daemon-truckin', or whatever. And get Zedd some medickin'. Alla that.

Gilly stays by the comms horn, ready to relay Callum's arrival onto the ship to Doc the instant he gets on it.


GM’y things:
DC 18; +2 for aid: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

Gizmo’s tinny voice pipes through the comm horn on the bridge, and Doc sees the three inbound aerships. At this distance and speed, they look like they couldn’t be any bigger than single or double-seater craft. True to Gilly’s words, they seem to be headed directly towards you, and—assuming they're more than a friendly escort out of town—could be in weapon’s range within the next six seconds or so.

”I see them,” comes Doc’s voice back over the horn. ”We’ve only got seconds. Tell the captain to hurry.”

Doc’s on Delay unless stormraven posts something different.

________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 6 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 7 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: 3 strain
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 7 Initiative, cont'd:
Landing pad trullkin (Bullrush)
Incoming Bogies (inbound)
female trullkin
— Doc (Delay)
Zedd (Disabled; in cargo bay)
Callum

Gizmo (moved to cargo bay comm horn)
Rowena (currently guarding Zedd)
Ambrose (in the cargo bay)
Giernig

Stalky Trullkin

Doc’s on delay. Zedd, Callum, and Ambrose to act. I'm havin' fun. You guys havin' fun yet? :D


hp: 31/31 | Strain: 0 | Injury: 0

Not sure what rolls / how many actions are required, but Tiny will med himself up out of disabled-ness, and hurry to get to Bingo and take off to provide support for the Kestrel. Lemme know when its time for me to start icing bogies. :)


It's a move to get to the medical locker, a move to grab one from the cabinet, and a standard to inject the syringe (CLW). Then, you’d need to use a move to climb into the Bingo … and it needs to be started up. Normally, that’d take a minute of work, but a DC 15 mechanics check will allow for a ‘quick start’ (which will get the Bingo ready for lift-off—or rear-jettison, in this case).

So, in round 7, Zedd moves to the cabinet? You may need some help getting juiced and launched if you want it to happen quickly. :)


Health: 7/17 | Strain: 10 | Injury: 0

As the Trullkin bursts its way into the room, Captain Rhen makes a mad dash for the Grey Kestrel's lowered ramp. "Go, go, GO!"

Double Move straight for the Kestrel's cargo bay, (M, Left) next to the tow cable.


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

I can't see a lot of the reference docs from this computer for some reason, so feel free to correct my reference here in the likely event that I say this wrong...

Ambrose steps next to Zedd, drawing a small vial from his pouch and handing it over.

Here, drink this and you should be in fighting shape. I got it from a Karstaani who said it speeds up the body's healing process or some such. Least that's what I thought he said--I can't say for sure on account of I don't speak the language. But he was convincing, and I got a good deal.

He smiles broadly, then swings around to point the shotgun at the trullkin.

5ft step. Move: Draw potion of CLW. Standard: Pass potion to Zedd.


Health:16 | Strain:0 | Injury:0

Once he gets the word, Doc yells "Strap in!" and throws the throttles forward as he angles the Kestrel directly towards the approaching aercraft. The bulky ship claws her way into the open sky, hurtling toward the in-bound fighters. Doc holds his finger on the cannon trigger until the last possible second and then sends a sheet of lead into the ship directly in front of the canopy - hoping to scatter the fighters like quail or send them burning towards the ground.

MOVE: Ship @ full speed
STAND: Pew! Pew!

Pilot (Aership) 1d20 + 7 - 6 + 3 ⇒ (11) + 7 - 6 + 3 = 15
Gatling HIT: 1d20 + 2 ⇒ (15) + 2 = 17
Gatling DAM: 4d10 ⇒ (10, 2, 6, 2) = 20


Doc, on your pilot roll, what’s the additional +3?

The Grey Kestrel eagerly responds to Doc’s touch on the yolk and throttle, launching herself from Giernig’s house. Her twin aerum engines blast another small fortune in roof repairs as she pushes off and quickly gains momentum and altitude.

In a few heartbeats, the Kestrel is in weapons’ range … which also brings her close enough for Doc to get his first good look at the three inbound bogeys. The word ‘mismatched' doesn’t really even begin to describe them … maybe ‘junker’, ‘jarringly-ugly’, and ‘scrap-heap’ would be more appropriate for the three. The first is a civilian double-seater with layers of hideous, thick armor slapped crudely onto her nose and sides, giving her a flat-nosed look (we’ll call this one Snubnose). The second is what looks to be a second-generation interceptor-craft painted a garish bright orange with an open mouth spewing painted fire up the nose (Spitfire). The third is—surprisingly—a testament to the original craftsmanship of its design … an old war-fighter that, judging by its ripped-up-and-repaired hide should be in a scrap yard (Scrapper). Somehow, not only is she airborne, but bearing down on you with surprising maneuverability for her age. All are fast-moving and armed with what amounts to a single, pilot-conrtrolled autocannon.

Doc singles out the leader of the loose formation—Snub-nose—and opens fire. Like quail, indeed. Their incoming fire is thrown wide as they peel off. Snub-nose’s pilot is a hair late on the stick, taking Doc’s spray along the plating of her nose and starboard side. She leaks a fine Aerum mist from the perforation, but keeps coming.

The three Badger Lope pilots prove their mettle, shifting their rolling defense into an adjusted intercept course … keeping pace with the Kestrel.

rolls’n’stuff:
Snub-nose vs 11 (14?): 1d20 + 3 ⇒ (3) + 3 = 6 ;nope

Spitfire vs 11 (14?): 1d20 + 3 ⇒ (5) + 3 = 8 ;nope

Scrapheap vs 11 (14?): 1d20 + 3 ⇒ (3) + 3 = 6 ;nope

Back in the cargo hold, everyone lurches as Doc punches it. Other than the sudden need to adjust for momentum, the crew continues their various frantic activities.

Through the rear cargo exit, Giernig’s house falls away with increasing speed. The trullkin races to the house’s gaping wound and roars his impotent fury … for the second time tonight.

________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 6 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 7 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Kestrel (Def 11 (13?); 45 armor): 0 damage of 300 health

Baddies
Fighter: Snub-nose (gray) 10 damage of ??
Fighter: Spitfire (bright orange) 0 damage of ??
Fighter: Scrap-heap, military salvage (dk blue) 0 damage of ??

Round 8 Initiative:

Incoming Bogies (inbound)
Zedd (next to med locker; holding CLW)
Callum
Doc
Gizmo
Rowena (currently guarding Zedd)
Ambrose

Okay, who's up for some airborne fun? The crew is up, and here’s the situation. As this is our first airborne soirée, I’m going to use simplified rules and no map. Don’t worry about facing or firing arcs in general. And let’s not sweat the details of general positioning unless you’re trying to accomplish something specific tactically. From what you’ve seen, all ships in this encounter have equal flight speeds. For ship movement, assume the movement of the ship (move action) happens at the same time as the other actions (standard to attack and what-not). For this fight, there is no option for the pilot to “double move” for more speed in a round … that is handled via a Pilot or Mechanics check to tease more speed out of the engines.

I’m sure I’ve left details out that you guys need, so feel free to ask anything you’re unsure of. Stats for both ships are spoilered on the Campaign Tab. The Bingo still needs to be started up, but otherwise, you guys are up.

Lets make it narrative, make it fun, and test out the rudimentary mechanics first. :)


hp: 31/31 | Strain: 0 | Injury: 0

Zedd nods his head to Ambrose and downs the potion, heading towards the outflier.

Obliged. I'd love to stay for the fun, but I got me some buzzards to shoot outta the sky.

Healing: 1d8 + 1 ⇒ (8) + 1 = 9

Does the potion heal strain or injury? I assume Strain, but just making sure...


Health: 7/17 | Strain: 10 | Injury: 0

Enemy contact. Suppressing training and experience ingrained as deep and blood and bone - instincts that raged for him to be on the bridge - Cal rushes toward the dorsal turret.

Full-round/double-move move to top guns, as available. 65' or 60', respectively.


Actually, it heals Injury. Then any overflow points healed go to removing Strain.

The alchemical concoction is absolutely horrid. It burns Zedd’s nostrils, tongue, throat, and stomach. Actually, come to think of it, Zedd’s drunk worse before. Regardless, it does the trick. While the wounds remain, only a ghost of the pain does. And his body’s own defenses—amped up on alchemical speed—restore working function to its damaged bits.

The big man limps across the cargo, climbing the rungs into the Bingo’s welcoming cockpit.

Rowena looks up helplessly, suddenly unable to protect her ward.


Callum rushes up the stairs, out of the cargo hold, and down he length of the Kestrel's galley and common area. (Another double move will put Callum up in the Roost, at the Heavy Cannon.)


Health:16 | Strain:0 | Injury:0

The +3 was from using Bestow Insight (+3) unless it has expired.

Doc gets on the horn with a trace of irritation, "Unless you're dead Ambrose, get your ass to the bridge! Otherwise I'm gonna be claiming the pilot's cut of any profits." The academic keeps the nose-cannon on the pug-faced fighter and fires off another salvo at the damaged craft.

Pilot (Aership) 1d20 + 7 - 6 + 3 ⇒ (19) + 7 - 6 + 3 = 23
Gatling HIT: 1d20 + 2 ⇒ (18) + 2 = 20
Gatling DAM: 4d10 ⇒ (5, 8, 7, 8) = 28

If Ambrose gets to the bridge, I'll take the second gun (and fire). Otherwise, I'll pilot the Kestrel a bit more and keep firing on Snub-nose.


Nah, looks like it’s still running to me. Thanks.

Doc banks the Kestrel … hard. And somehow keeps her on the much smaller Snubnose’s tail long enough to give her a second perforated line to match the first. Despite a burst of black smoke and a drunken yaw, the pilot is able to keep the craft flying, but Doc doesn't estimate she can take another hit like that.


Health:16 | Strain:0 | Injury:0

LOL. It's like a B-17 chasing a Messerschmitt over the fields of Europe. I love it! I'm gonna buy Doc a rakish scarf and bomber jacket if I manage to down Snub-nose. :D


Health: 7/17 | Strain: 10 | Injury: 0
E Evelyn Long, PhD wrote:
"Unless you're dead Ambrose, get your ass to the bridge! "

It turns out that he is. AWK-WARD...


She's not exactly your run-of-the-mill B-17, but yah, it's fun.


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

Heel, Ambrose says with a smile, scratching Rowena's head and smiling at her dutiful confusion.

E Evelyn Long, PhD wrote:


Doc gets on the horn with a trace of irritation, "Unless you're dead Ambrose, get your ass to the bridge! Otherwise I'm gonna be claiming the pilot's cut of any profits."

Like hell you are! Ambrose bellows, sprinting up the ramp towards the bridge.

Get yer bony ass outta my chair!

He lurches ungracefully as he runs, swaying with the motions of the ship. Then the pilot stops, red-faced, hands on his thighs when he arrives next to Doc.

Oh, and thanks for saving our lives. Girls behave while I was gone?

Full round run action.


HP: 15/15 | Strain: 0 | Injury: 0 | Current AC: 16, Armor 2

Gilly scampers from the cargo bay as well, streaking through a service hatch and down a ladder barely touching the rungs. In short order she'll be back on her turf, in amid the gears and thrumming aerum-heart of the ship. And if the incoming boogs hit her precious ship, well... there'll be chemical hell to pay.

Moving to get to the engines.


The crew rushes to their positions as the Kestrel dips and banks at Doc’s touch. Rowena and Ambrose are a second behind the captain, arriving at the cockpit entrance as Callum lays his hand on the bottom rung of the climb up into the Roost. Gizmo dashes into the welcoming warmth of her engine room as Zedd labors his beaten body behind the stick of the Bingo.

Doc, not that there’s any reason to think it matters (MWAHAHAHAHAHAHA!), but is there a particular direction you’re heading during this fight? Or are you just basically fighting in the airspace over Badger’s Lope?

Snubnose’s pilot continues to display a surprising amount of grit, staying in the fight even as his plane is shot up around him. Not only does he keep her airborne, but he’s able to peel off into a tight loop that brings his crosshairs back on the Kestrel.

rolls'n'such:
Snubnose: gatling gun vs 14: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 4d10 - 45 ⇒ (7, 6, 7, 8) - 45 = -17; hmmm, i miiiiiight have given you guys too much armor. :D

Snubnose: gatling gun vs 14: 1d20 + 3 ⇒ (4) + 3 = 7

Snubnose: gatling gun vs 14: 1d20 + 3 ⇒ (1) + 3 = 4

All three fighters converge for an attack, and tracers light up the night in Doc’s vision. Then the rounds TUNG-TUNG-TUNG-TUNG down the Kestrel’s starboard side. Her armor seems to hold. (Nothing penetrated armor.)

_________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 8 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 9 of 30)
Zedd 22: 13 Strain / 0 Injury

Kestrel (Def 14; 45 armor): 0 damage of 300 health

Baddies
Fighter: Snub-nose (gray) 28 damage of ??
Fighter: Spitfire (bright orange) 0 damage of ??
Fighter: Scrap-heap, military salvage (dk blue) 0 damage of ??

Round 9 Initiative:

Incoming Bogies (all attacked)
Zedd
Callum
Doc
Gizmo
Rowena
Ambrose

_________

You guys are all back up.
Ambrose,
a move action will get you in the Pilot’s seat (assuming Doc vacates).
Callum, a move action will get you up and in position to fire the big gun, with a standard action at your disposal.
Gizmo, you’re finally home (in the engine room).
Zedd, you’re in the Bingo’s cockpit. Her engines are cold, and the Mechanics DC to quick-start her is 15.


Health:16 | Strain:0 | Injury:0

I didn't have an intention one way or another. I figure it's up to you (based on the action stated - so a full boost at the bogeys and then a hard turn) whether we are still over the town.

Doc smiles and slides quickly from the chair with some sense of relief. "The girls were fine. They drool a bit... no wait, that was the Cap'n." Long slides past the navigator chair, sets his boots on the sides of the rungs and slide-drops down into the for'ard gunner position in the swivel-mount. He quickly heats up the gun.

MOVE: Go into Turret
STAND: ???

I've got a couple questions to determine the rest of my actions:
1. I'm assuming the forward gun position (something like a turret) is pretty private... so I imagine I can cast there without being noticed by Ambrose. Let me know if I'm wrong in that.
2. What is the range between us and the nearest ship(s)?
3. Can I see the pilot? If so, can I cast at him/her?


The forward gun is down through a hole in the floor during an active combat, so you've got some privacy. If you want to do cast discretely, that's fine. From Ambrose's seat, he could only notice by sound, and given the engine and combat noise, it'd be a pretty steep DC if you're doing it quietly. You'd mostly only have to worry about it if someone were in position to see you or there were less distractions.

As for targeting with spells, the range of the weapons being used is 100 meters, which is shorter than the 400ft long range for spells but in the higher ranges of medium. We'll say at some point during any given round, any attacking pilot is just within medium range for a caster and is at least briefly visible. So if you have a medium-range spell or SLA, cast away. :)


Health: 7/17 | Strain: 10 | Injury: 0

Clambering up the ladder, the cap'n grabs controls and takes in the situation. Fiddling with his ring triggers a surge of bound energy. The cracked leather of the gunner's seat pinching his skin is a distant sensation. The smell of gunpowder and lubricant is fainter. Colors seem less true, a faded grey - except... Three brilliant streaks paint the sky beyond the canopy. Sapphire, gold, and silver - intense against the muted bleakness of the rest of the world.

A single heartbeat stretching to eternity, the colors fluctuate - resolving into the enemy ships, but one or another seeming to fight for dominance - survival over the others. At moment the blue bulk shines in his mind's eye, somehow more real than the others, then the silver snub dominates his view only to be replaced by golden spitfire. Like a three way tug-of-war, the war rages for millennia, yet for only the briefest of moments.

Move up the ladder
Cast True Strike


Health:16 | Strain:0 | Injury:0

Doc settles into the gun turret and waits for the right opportunity. When it comes, he murmurs a tranquilizing spell over the cockpit of the enemy fighter and squeezes off a few rounds to mask his intent or the result.

READY: Cast Sleep on an opposing pilot

Sleep
RANGE: 100' + 10'/lv ; 10' radius burst
DURATION: 1 min/lv (2)
SAVE: Will DC:17
EFFECT: 4HD of creatures fall asleep

I know, I know... I'm a dishonorable, back-stabbing, stinker. :D ... and damn proud of it!

Status:
AC:14
HP Strain: 12 / 12
HP Injury: 12 / 12
Potential (3): xx
Laughing Touch (7):
Arch's Luck (8): xxx
BI (1): x
Spell Effects:
Pilot Aership +3 for 4 min


We wouldn't have it any other way, Doc. :)

Also, Sleep is a 1 rd casting time, so I'll allow you to begin casting it this round and complete it with your Move action next round (at which point you'll need to choose your target and all that jazz). A Concentration check will also be needed for casting through Violent motion (DC 15 + spell level)... though I'd allow Ambrose (who's likely unaware that you're casting) to reduce it to Vigorous motion with a Pilot check).

Ambrose, Zedd, and Gilly to go!


Health:16 | Strain:0 | Injury:0

Doh! Forgot about that 1 rnd cast time.

CONCENTRATION v DC16: 1d20 + 6 ⇒ (12) + 6 = 18 +4 for Combat Casting (which I don't believe applies here)


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

Ambrose falls back into the chair, grabbing the controls and turning the Kestrel into a direct course towards Snubnose. They are off to our right side, right? Or are they right ahead. I want to...

This ones' got some brass, I'll say that. Let's see who flinches first... Ambrose says, to himself and the dogs, accelerating into a game of "Chicken".

Pilot--burst through maneuver: 1d20 + 11 - 6 ⇒ (17) + 11 - 6 = 22

Gatling shot: 1d20 + 3 ⇒ (14) + 3 = 17

Gatling damage: 4d10 ⇒ (2, 1, 9, 6) = 18


hp: 31/31 | Strain: 0 | Injury: 0

Does Bingo have any way to communicate with the Kestrel? I'm assuming no...

I just hope they saved some of these jokers for me.

Prof. Mechanic: 1d20 + 6 ⇒ (10) + 6 = 16

Tiny grins in his typical predatory manner as Bingo roars to life; he takes off in a hurry, trying to catch a straggler off-guard and get behind him.

Pilot Small Ship: 1d20 + 11 ⇒ (7) + 11 = 18

Does that use up my whole turn, or can I still shoot (assuming there is someone in my sights)?

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