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Jerrn Darklighter's page

178 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).

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Jerrn maintains his focus on the Force, but sweat breaks out on his forehead, clearly showing his strain.


Jerrn grunts as the slug hits him. He maintains his focus on the Force, keeping the ship from falling.


Jerrn shakes his head to clear it, the blood still trickling down his forehead. He stands slowly, watching his previous work being lost to the ravine. He takes his stance, raises his arms and tries to halt the progress of the ship.

Use the Force (with Force Point) 1d20 + 15 + 1d6 ⇒ (9) + 15 + (5) = 29


Jerrn lowers his arms and breathes deeply. He feels the Force fill him and then ebb back to its natural flow around him. He smiles and opens his eyes to see the ship mostly free of the rubble.

"The Force is a mighty ally. Now, it's up ta us ta get 'er spaceworthy." Jerrn nods and heads back into the ship to get his toolkit to aid in the repairs.

Mechanics +10: I'd like to take 10 or if possible, take 20 on the repairs.


I might be able to help with that...

Jerrn steps out of the ship and ponders the rubble. Raising his hands slowly, he attunes himself to the living Force and takes a calming breath.

I'd like to spend a destiny point as well as a force point to raise the rubble and float it serenely away from the ship.

Use the Force (Move Object): 1d20 + 15 + 1d6 ⇒ (11) + 15 + (2) = 28


Use the Pilot: 1d20 + 15 ⇒ (5) + 15 = 20

Jerrn nods at Jeriko, and adds "Ah know ofa couple places that'll sell us an engine for no questions asked. We might be able to find some other stuff, as well."


Jerrn grunts. "Mebbe he jes' meant for you to have a drink, Bolt?"


Jerrn looks up from his drink, waves his hand in the air and says "You do not want deathsticks. You need to go home and rethink your life." He then looks inscrutably at Desh and downs his drink.


I like your plan, Jeriko. Although I think the plan is less important than just getting the gig started. We hit a lull and I think we need an explosion to kick start us again.


I recently heard the Atomic Array episode on the Mistborn RPG and they covered heist type games. One piece of advice is basically to let the players say what they plan, then say somethings that could go wrong and use their suggestions to create the plot. It might be useful.


Jerrn stumbles into the room, wiping his hands with a dirty rag. "Wallll, Ah got the hyperdrive workin', then it stopped. Now it's workin' again. Ah think. Ooh, Ah'll take a drink. Whatcha got there? Got any Mos Eisley Sunrises?"


We could always pull a Return of the Jedi and smuggle Jerrn in unarmed and have someone else bring in his lightsaber?


I'm guessing Jerrn might make a good fall guy...


Weekend make James sleepy. ;)

"Wallsir, I don't know about all that, but Ah reckon we need to get this rig shipshape and on our way to some answers. Won't find 'em sitting here, Ah s'pose." Jerrn nods at this and goes back to working on systems...

Guns: mechanics 1d20 + 10 ⇒ (6) + 10 = 16
Hull: pilot 1d20 + 15 ⇒ (8) + 15 = 23
Powerplant: mechanics 1d20 + 10 ⇒ (1) + 10 = 11
Sublight: Mechanics 1d20 + 10 ⇒ (9) + 10 = 19
Hyperdrive: Mechanics 1d20 + 10 ⇒ (4) + 10 = 14
Flight: Pilot 1d20 + 15 ⇒ (11) + 15 = 26

"Ah reckon Ah'll work on the flight systems, see if'n Ah can't get this here old backup functionin' again."


"What the heck was that about? Ah mean, play it back, please." Jerrn looks a little worried, troubled by the role his presence seems to be playing in all this.


"Not a one. Huh. Fer a million, Ah'm tempted to turn myself in..." Jerrn shrugs, but his brow is furrowed. He can't remember doing anything worth a million creds...


"Whuzzatnow? Ah got a bounty? Huh. Did they say whatfor?"


Pilot: 1d20 + 15 ⇒ (15) + 15 = 30
Mechanics: 1d20 + 8 ⇒ (20) + 8 = 28


"Well, Juce is much better at this than Ah am, so Ah'll head up to the cockpit and see what works there!" Jerrn nods his thanks at Juce and heads up to the cockpit. He'll start the pre-flight check to see what systems look functioning and what doesn't. He'll open a comm channel to Engineering and tell Juce what works and what doesn't as he goes through the list.


Jerrn pauses, using his fingers to tick up the list of supplies they'll need to get the ship spaceworthy....

Mechanics: 1d20 + 10 ⇒ (5) + 10 = 15


Jerrn prowls through the ship, one hand on the bulkhead as he goes. "Well, Ah'll be a bantha's baby. It's not a bad ship, once we get the stink out of it and a few repairs on 'er. Ah reckon we could do pretty well with her."


Me, me!


I'm all for putting gun emplacements on Desh. What, quad turbo-lasers? Ion cannons?


Jerrn has Instinctive Navigation: he can Use the Force to find his way to the wrong location.


Old disused droids?
Random junk?
A malfunctioning hyperdrive?


"Hmmm. Maybe Ah should wait out here, jes' in case it starts to tip. Ah might, might mind you, be able to keep it level long 'enough for y'all to escape." Jerrn is not confident on this point...


"Well, if she can fly, Ah can make her spacerworthy. Or at least airtight...."


"Ah've got this 'un going. Ah'll take it. Ah'm not so good with the computers and such."


Mechanics: 1d20 + 10 ⇒ (7) + 10 = 17

Mechanics 1d20 + 10 ⇒ (12) + 10 = 22 to repair a bike.

"Jawas. Shoot one and seven more show up to loot the body."


"Humph. So, who's watchin' the bikes, eh?" Jerrn pauses a moment, then takes off toward the bikes at top speed, running like a bantha on fire.


"'Cor, that was a fun time and a half. Ah can't seem to call on the Force a'tall, but Ah still got the swing in the saber. So, what now?" Jerrn is slightly injured, but not life-threateningly so.


"Ah heck. I never get to be all Jedi-y anyway." Jerrn gives up on the Force and charges the Heavy Merc to flank with Desh!

Attack w/lightsaber: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 2d8 + 9 ⇒ (1, 1) + 9 = 11


Jerrn attempts to make the dust on the roof move through the Force. The Force, however, has checked out for the holiday and is visiting cousins on Hoth.


The Force, it does not like me today...


Jerrn plants his feet, ignoring the stinging pain of the blaster fire. Once more he calms his mind, once more he reaches into the well of force that surrounds him, enters him and once more, he reaches toward the transport.

Use the Force (using force point): 1d20 + 15 + 1d6 ⇒ (3) + 15 + (6) = 24


Aye, no problems!


Jerrn moves forward six squares, then pauses. He reaches out his left hand toward the large vehicle and makes a flipping gesture!
Use the Force to Move Object vs the vehicle
Use the Force: 1d20 + 15 + 1d6 ⇒ (1) + 15 + (2) = 18 using a Force Point as well

I'm not interested in using the vehicle to do damage, just to eliminate it as a possible source of escape.


Jerrn will match Desh's charge, igniting his lightsaber as he goes.


Darth Camris wrote:
** spoiler omitted **

Aye, Jerrn would have gone, after looking about to make sure he couldn't see the doomed krayt-chow.


"Hmph. I gotta go fer a moment. Ah'll meet you at the Cantina, gotcha?" Jerrn takes off, heading toward the doomed hunters.


Jerrn casually joins his comrades, idly picking up things, examining them disinterestly and putting them down. All the while he opens himself to the Force and allows its influence to guide him.

Scanning about for Force users and seeing if anything comes up 1d20 + 15 ⇒ (15) + 15 = 30


Jeriko wrote:

Still on the swoop with Jerrn, he'll turn to the Tatooine native, "You know... ahh, what was your name again? Jerk? No that's not right. Anyway - I used to say that 'if it flies, I can fly it' too, but I don't anymore. Now I say, 'If it flies, I can fly it. Unless it's exploding. Then I can't.'" His yellow eyes narrow at the memory of his swoop exploding underneath him in the middle of a record run.

Jernn lets off a huge laugh. "Wall, Ah been called a lot worse. It's Jerrn. And to answer the other question: This is mah home, dirty as it is. And we're all lookin' into a casino. Seems we got a lead to follow up on."


Jerrn nods at the notion of crashes. "Ah ken fix most anything, given time and tools. And if it flies, Ah ken fly it."


Jerrn pauses his swoop, taking in the town. Nothing much has changed, except the smell now comes from different scum. He thumbs the comm: "Mos Eisley spaceport: You'll never find a more wretched hive o' scum and villainy. We must be cautious-like, ya'll."


Jeriko:
"Please ta meet ya, Jeriko. Ah'm Jerrn. The big guy's Desh and the pointy-headed one's Six. He usta be Seven, but there were an accident..."


Intelligence: 1d20 + 2 ⇒ (13) + 2 = 15

HA!

Jerrn's grin fades a bit as his brow furrows. For a brief second, he looks a lot smarter than he did with a big stupid grin. Opening his comm to their agreed-upon channel: "Ya know, Ah don't think these guys know who we are, y'all. They're prob'ly looking for gangers and their ship. We could just mosey all casual-like and they'd not pay us a mind, ya hear?"


Jerrn smiles at the twi'lek. "Hop on up, Tails. Let's show these shuta what a swoop can do!"


"Hop on, then, whoever's coming. Let's go play tag with our new friends." Jerrn's grin gets wider as he guns the swoop, sending it shivering with pent-up power.


Jerrn tilts his head to the side, listening. "So, do ya'll wanna negotiate peaceably or less than peaceably? Ah'm happy to act as an arbiter. Or should we seek a seat at the local cantina and get a drink?"


Jerrn smiles again as he climbs back aboard his swoop. "I dunno. If ya want guns, that lot wasn't bad. Ah mean, seemed level headed and not trigger-happy."

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