The Triune Alliance (Inactive)

Game Master EltonJ

The Triune Alliance is a loose alliance of three worlds working together to keep dragons at bay.


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Male Human Psion 10/Atlanteologist 10

"We are the scro," says a voice over the radio. "Who are you?"


Host Shirren Scholar Inactive

Chkchka flips the switch to off again. Any response, Captain? <Looking at Iamb in the Captain's chair.>


Male HP: 33(Temp 7/7)/33, AC 17, Saves Str +0, Dex +5, Con +2, Int +0, Will +0, Cha +5. Bardic Inspiration 3/3 Day. 1st Level Spells 4/4. 2nd 3/3. Inspiration 1/1

Arthur gets ready to employ evasive action. His eyes dart to the readouts of the sensors to see if there are any celestial bodies, phenomenon or hazards in the area that might be of significance in the highly likely circumstance that the fight breaks out.


Male Human Psion 10/Atlanteologist 10

There are Eberron's moons. Those pose a hazard. Then there are Eberron's Van Allen belts. But your ship is radiation shielded. So they may be a nuisance. Then there are Eberron's Rings of Syberis.


CG Mul Soldier (Icon) 1

"We're here hunting raiders and pirates. You know where we might find some of those?"


Host Shirren Scholar Inactive

Chkchka sees Iamb opening his mouth to reply, and switches on the audio again before he speaks, so the Scro can hear his challenge.

Scarab Sages

Male Thri-Kreen Mechanic (Spacefarer theme) 1

Stik Comes up to the bridge, Ship ready for combat! You may begin whenever your ready! he says.


Male Human Psion 10/Atlanteologist 10

roll ship initiative.

scro ship: 1d20 + 1 ⇒ (3) + 1 = 4

To do that, roll your pilot skill and add your ship's maneuver bonus. Which stik-tik can improve to perfect (+2) when he has the time.


Male HP: 33(Temp 7/7)/33, AC 17, Saves Str +0, Dex +5, Con +2, Int +0, Will +0, Cha +5. Bardic Inspiration 3/3 Day. 1st Level Spells 4/4. 2nd 3/3. Inspiration 1/1

Piloting for Initiative: 1d20 + 7 ⇒ (18) + 7 = 25[ooc]+1 from the ship... maybe?[/b]


CG Mul Soldier (Icon) 1

If people would like, I can go over the ship rules really quickly.


Male Human Psion 10/Atlanteologist 10
Iamb wrote:
If people would like, I can go over the ship rules really quickly.

Awesome. Go ahead, Iamb.


CG Mul Soldier (Icon) 1

I'll post this in the discussion tab, as it'll be a quite a info dump.


Male Human Psion 10/Atlanteologist 10

Well, arthur, you won the initiative toss. Make a pilot check for combat.


Male HP: 33(Temp 7/7)/33, AC 17, Saves Str +0, Dex +5, Con +2, Int +0, Will +0, Cha +5. Bardic Inspiration 3/3 Day. 1st Level Spells 4/4. 2nd 3/3. Inspiration 1/1

Ah ok I was under the impression we'd be doing the engineering bits first

Piloting: 1d20 + 7 ⇒ (5) + 7 = 12+Bonuses from Ship


Male Human Psion 10/Atlanteologist 10

Engineering bits were already done. At least I got that impression from Stik-Tik.


Male Human Psion 10/Atlanteologist 10
Iamb wrote:
The engineer boosts a system or repairs shields; The science officer scans, redistributes shields, or improves gunnery; the pilots roll opposed piloting initiative checks (each round, as it becomes important) then the slow ship moves first, allowing the ship with the better initiative to attempt to position themselves in such a way that it puts their biggest guns where in a place to fire on the enemy; finally, the gunners fire and the process begins over again.

Orc ship makes a piloting check.

orc ship check: 1d20 + 6 ⇒ (10) + 6 = 16

The orc ship moves first, since it's the slowest. It moves into position to face you head on.

Scarab Sages

Male Thri-Kreen Mechanic (Spacefarer theme) 1

Stik begins by boosting the Ship's Shields, incase the Scro fire first...
Engineering: 1d20 + 8 ⇒ (2) + 8 = 10


Male HP: 33(Temp 7/7)/33, AC 17, Saves Str +0, Dex +5, Con +2, Int +0, Will +0, Cha +5. Bardic Inspiration 3/3 Day. 1st Level Spells 4/4. 2nd 3/3. Inspiration 1/1

What would be a good way for us to position, still haven't used the starship mechanics.


Male Human Psion 10/Atlanteologist 10
Arthur d’Cannith wrote:
What would be a good way for us to position, still haven't used the starship mechanics.

Head on, face the scro with your fore facing his fore. This is a good way to get the ship mechanics down.


Male HP: 33(Temp 7/7)/33, AC 17, Saves Str +0, Dex +5, Con +2, Int +0, Will +0, Cha +5. Bardic Inspiration 3/3 Day. 1st Level Spells 4/4. 2nd 3/3. Inspiration 1/1

Arthur will bring their ship to face the scro vessel and brace for impact, he's trying o figure out how to get into the rear arc of the enemy vessel, hoping it would have less of it's weapons able to fire in that direction.


Host Shirren Scholar Inactive

Chkchka scans the other ship for weaknesses.


Male Human Psion 10/Atlanteologist 10
Chkchka wrote:
Chkchka scans the other ship for weaknesses.

You find some weaknesses. Like in the ship aft. Right now the ships are heading toward each other. What do the gunners do?


CG Mul Soldier (Icon) 1

Iamb will aid gunnery attempts using encouragement. Using Encouragement to add a bonus to gunnery.

Gunnery to Aid vs. AC 10: 1d20 + 4 ⇒ (19) + 4 = 23 Successfully aided the first gunner's first attack.

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