A Rimward Spin (Inactive)

Game Master Phntm888

A Star Wars Saga game set after the end of the Clone Wars.


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nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 Vurk Jedi3

You have heard my recommendation. Is there anything else? he asks?


Male Human Jedi 3; HP 46/46; FP 5/6; Threshold 14; Fort 14 (19 vs. extreme heat or cold), Ref 18 (flat-footed 14), Will 16; Initiative +9; Perception +8

"Even if we cannot afford an actual medbay, perhaps getting at least some medical supplies would be wis...," Jeren offers, stopping in mid-sentence as his eyes turn to the droid, a smile on his face. "Heh... The smart thing to do."

Pausing for a moment to think, he continues. "Other than that, perhaps a few small upgrades first, ones that might make our job a little easier, such as those compartments you just mentioned? After all, the easier to actually carry cargo, legitimate or not, from one place to another without having it confiscated, the easier to get paid for it and then use that money to improve the ship further."

Liberty's Edge

Male Zabrak Scout 3 / HP [35/35] / Fort 16 / Ref 20 / Will 16 / FP [6/6] / Init +10 / Percption +8

"I vote for med supplies and cargo room for starters,"Vessani said. "We probably can't afford a full medbay yet, but some general supplies would be worth the money and probably won't use up the entire allotment we have for the ship right now."


nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 Vurk Jedi3

Are there prices for the medlab stuff?

If there is no other pressing business, I would take my leave now.


Togruta Scoundrel 2/Scout 1
Stats:
HP:30║FD14 RD18 WD14║Damage Threshold 11║Init+9║Perception+3 (can ignore concealment and cover up to 10sq)║Force Points 6║ Special Ability: Always move in surprise round║

"Jace we haven't even decided anything yet, maybe stick around and be a part of the crew eh? Jarl I'd like you to weigh in before we do anything."

For the record, the base cost of a medical suite is 3000, we could theoretically afford it and some smuggler compartments, although the compartments are illegal and I can't remember the price increase on that at the moment.


nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 Vurk Jedi3

I have spoken my opinion and have something that I must take care of. he replies.


There's also size factor, as well, which increases prices based on the size of the ship. I believe I quoted the number to NT-2B for a ship your size.

Jeren:
You could possibly negotiate it. The rest of the crew might have input as well.


Droid 3 [ HP: 26 / 26 | FP: 17 | Refl +14 / Fort +14 / Will +17 | Init +1 | Percept +11 (Low-Light) ]

NT-2B remains unphased by the tension between Jace and Daaneth, but notices it, and multiple background processes are tied up with the implications of it.

"The amount of upgrades should be based on what we can afford. I can contribute some of my earnings as well, since I am not currently in need of any upgrades. I am a top of the line machine, you know. Unique in the galaxy."

NT-2B stares questioningly. "What is the state of our shields and weapons? Are they in dire need of upgrades? Perhaps we should prioritise our needs, and establish a budget and ongoing financial plan. I am programmed to be able to run similar tasks for patients at the conclusion of medical procedures."

GM Phntm888 wrote:
There's also size factor, as well, which increases prices based on the size of the ship. I believe I quoted the number to NT-2B for a ship your size.

You actually said that I was unsure of the cost, but that it was a "1 emplacement point upgrade".


Togruta Scoundrel 2/Scout 1
Stats:
HP:30║FD14 RD18 WD14║Damage Threshold 11║Init+9║Perception+3 (can ignore concealment and cover up to 10sq)║Force Points 6║ Special Ability: Always move in surprise round║

Since the smallest possible size for a medical suite is colossal, does the cost get multiplied? Would seem odd to get charged more for having a colossal ship if that's the simplest type of system that it gets created for.


It's more based on Colossal having the minimum amount of available space. The cost factor is the same regardless of the size requirements of the upgrade. When I get home from work, I can give a more exact cost.


Togruta Scoundrel 2/Scout 1
Stats:
HP:30║FD14 RD18 WD14║Damage Threshold 11║Init+9║Perception+3 (can ignore concealment and cover up to 10sq)║Force Points 6║ Special Ability: Always move in surprise round║
Jace Concorkill wrote:
I have spoken my opinion and have something that I must take care of. he replies.

"We'll be flying for at least 3 days, but...fine, if it's that pressing we'll decide what to upgrade without you. Since you haven't said anything about it I'll assume you're fine with one thousand credits."

He pays Jace, then waves the young Vurk off, distressed, antisocial behavior being almost unknown among the Togruta. He turns to continue his conversation with the rest of the crew.

"We have a few laser canons, they should probably suffice for now, our shields should hold as long as we don't sit around and fight any long space battles. My own piloting experience was always about stealth and escaping, so my recommendations are a disguised transponder that we can use when we're smuggling so we can conduct proper business as the White Dwarf without risking anything, and maybe an IFF transponder if we can afford it,could save us a lot of trouble in the long run."


nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 Vurk Jedi3

I have made due with much less before. Thank you Captain. as he walks off, back to his room.


I'm going to move the plot along tomorrow, once you wrap up the RP. Your ship is ready for the journey.

Liberty's Edge

Male Zabrak Scout 3 / HP [35/35] / Fort 16 / Ref 20 / Will 16 / FP [6/6] / Init +10 / Percption +8

'Note to self: get that Vurk drunk,' Vessani thought to himself as Jace walked off. "Well, as illuminating as that was, NT, how long should it take to reach our destination?"


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Sorry about as bad as work has been in the 5 years I have been there.

"A thousand is fine for me, hell, I would throw my thousand in if we choose an upgrade that improves shields or thrusters. Can't spend creds if we are jettisoned into space by Imperial warships. As long as I can eat and drink I am fine with a larger contribution".


Togruta Scoundrel 2/Scout 1
Stats:
HP:30║FD14 RD18 WD14║Damage Threshold 11║Init+9║Perception+3 (can ignore concealment and cover up to 10sq)║Force Points 6║ Special Ability: Always move in surprise round║

"Good point Jarl, thrusters aren't a bad idea at all. So"

He ticks their ideas off on his fingers
"Hidden compartments, thrusters, medbay, medical supplies, and some sort of transponder. Once we get some prices we can figure out what to settle on for now, here's your money guys."

After they finish up Daaneth sends some messages to his old friends and tries to remember any discreet shops that may offer what they need.

Galactic Lore: 1d20 + 7 ⇒ (7) + 7 = 14

GM can we keep the current ship fund total under the capaogn tab with the ship stats?


nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 Vurk Jedi3

Going back to his room the vurk will allow himself to begin to meditate and remember back to when he was a young padawan and was with Quen and Master Rex.


Yes, I will get that up later today. Sorry for the delay. Life got busy.

Getting clearance from the control tower, you smoothly guide the White Dwarf into orbit. Clearing the Imperial ships and the planet's gravity well, you launch into hyperspace, stars swirling around you.

As you travel on the first part of your journey, you find yourselves getting more comfortable with each other. When living in a confined space, one must either grow to like one's companions or hate them. As you emerge from hyperspace, you see before you a brilliant blue-white star, a couple of rocky planetoids orbiting a gas giant, and another ship - spitting laser fire across your bow.

Roll me some initiative, please.

Daaneth:
You can't think of anyplace. You'll be able to see if you have any messages from your old crew once you arrive at Essenx.


Male Human Jedi 3; HP 46/46; FP 5/6; Threshold 14; Fort 14 (19 vs. extreme heat or cold), Ref 18 (flat-footed 14), Will 16; Initiative +9; Perception +8

Initiative: 1d20 + 8 ⇒ (3) + 8 = 11

Liberty's Edge

Male Zabrak Scout 3 / HP [35/35] / Fort 16 / Ref 20 / Will 16 / FP [6/6] / Init +10 / Percption +8

Don't have my books with me, how does ship-based initiative work?


Togruta Scoundrel 2/Scout 1
Stats:
HP:30║FD14 RD18 WD14║Damage Threshold 11║Init+9║Perception+3 (can ignore concealment and cover up to 10sq)║Force Points 6║ Special Ability: Always move in surprise round║

Init: 1d20 + 8 ⇒ (18) + 8 = 26
"Well, here we go boys, time to figure out if we'd rather get shields or blasters!"

Not sure if there is one but, Daaneth always acts in a surprise round


nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 Vurk Jedi3

What are the makes up of the ships's defenses?
How would, if at all would my Adversary Lore talent work in ship combat?


Droid 3 [ HP: 26 / 26 | FP: 17 | Refl +14 / Fort +14 / Will +17 | Init +1 | Percept +11 (Low-Light) ]

Init: 1d20 + 0 ⇒ (20) + 0 = 20

Theeeere's a nice waste of a perfectly good natural 20


No surprise round this time, Daaneth.
Vessani, ship-based initiative can be either the pilot makes an Initiative or Pilot check for the ship, or players make individual Initiatives. For this fight, we're going to do individual, although usually I'll stick with just the one.
Jace, the ship's defenses are on the Campaign Info page along with the stat block. RP it up, and Adversary Lore can apply, but reduce the range to 2 squares (starship scale).

Players no peeking:

Thugs: 1d20 + 6 ⇒ (8) + 6 = 14
Judgement VII: 1d20 + 0 ⇒ (12) + 0 = 12

Jarl, roll Initiative as normal, then give me that number and that number -10.

Liberty's Edge

Male Zabrak Scout 3 / HP [35/35] / Fort 16 / Ref 20 / Will 16 / FP [6/6] / Init +10 / Percption +8

Initiative: 1d20 + 10 ⇒ (19) + 10 = 29

The moment he realized that they were under attack, Vessani jumped up and ran towards one of the gunnery seats, put on the headset, and looked around for targets. "This is Vessani, I'm in Gunnery 1. What's going on out there?"


You mean only gunnery position.

Liberty's Edge

Male Zabrak Scout 3 / HP [35/35] / Fort 16 / Ref 20 / Will 16 / FP [6/6] / Init +10 / Percption +8

Sorry, must have misread it, my bad. Just pretend that I said that I'm in the gunnery seat.


nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 Vurk Jedi3

The vurk will move into action and go down to gunnery I. Can I be of assistance? he asks.


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

"What the hell?!" Jarl shouts as he drops out of hyperspace and into an array of fire.

Initiative Spend Force Point1d20 + 8 + 1d6 ⇒ (13) + 8 + (5) = 26

Initiative -10 = 16


Jace Initiative: 1d20 + 5 ⇒ (13) + 5 = 18

Order:
Vessani
Daaneth
NT-2B
Jace
Jarl (spaceship)
Enemy
Jeren

Jarl, if you give off piloting, we'll use the higher modifier.


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Whatever gives a higher initiative I am all for!


Of course, anyone else who takes over piloting has their initiative drop by 10, and then no one is flying the ship as you get shot at.


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

It may not matter then as Daaneth had the same score I did, I had might as well just stick then.

Liberty's Edge

Male Zabrak Scout 3 / HP [35/35] / Fort 16 / Ref 20 / Will 16 / FP [6/6] / Init +10 / Percption +8

Mmkay, just want to clarify before I do anything. The ship's attack roll gets a +2 only? And are you going to do the ranged modifiers or should I try to figure it out?


nit +6; Senses Perception +9,Languages Basic, Semblan,Faleen, Caamasi Defenses Ref 12 (12 flat-footed), Fort 14, Will 15; HP 32; Threshold 14 Force Pts 5 Vurk Jedi3

The padawan will attempt to reach out in the Force to see if he can detect any weaknesses in the enemy ship that Vessani might be able to take advantage of.
1d20 + 8 ⇒ (5) + 8 = 13


Togruta Scoundrel 2/Scout 1
Stats:
HP:30║FD14 RD18 WD14║Damage Threshold 11║Init+9║Perception+3 (can ignore concealment and cover up to 10sq)║Force Points 6║ Special Ability: Always move in surprise round║

Daaneth takes in the situation and provides some minor tactical advice to Vessani over comms.
Knowledge (Tactics): 1d20 + 2 ⇒ (12) + 2 = 14
Per the Core rulebook a commander my attempt a Knowledge Tactics DC10 check to assist the gunner. providing +2 to attack on the next roll, I didn't see anything about needing to be trained in it, but if you would like me to amend this action, let me know.


That's fine, Daaneth. I'll allow it.

Vessani - the formula is BAB + Ship Int mod (+2) - range penalty. There's an additional -5 non proficiency penalty if you aren't proficient with weapons. You are at medium range.

Jace: too far away

Jarl, you are currently at your slowest speed. Double check the actions the pilot can take.

Liberty's Edge

Male Zabrak Scout 3 / HP [35/35] / Fort 16 / Ref 20 / Will 16 / FP [6/6] / Init +10 / Percption +8

Vessani focused on the controls as he prepared himself mentally for the fight. Locking on a target, he triggered the guns, hoping to end this quickly.

Attack: 1d20 + 2 - 5 - 4 ⇒ (10) + 2 - 5 - 4 = 3
Damage1: 4d10 ⇒ (4, 7, 7, 8) = 26
Damage2: 4d10 ⇒ (7, 4, 6, 10) = 27


Only one damage roll, Vessani.

Liberty's Edge

Male Zabrak Scout 3 / HP [35/35] / Fort 16 / Ref 20 / Will 16 / FP [6/6] / Init +10 / Percption +8

Sorry, data said 4d10x2 so I thought it meant to roll it twice.


Droid 3 [ HP: 26 / 26 | FP: 17 | Refl +14 / Fort +14 / Will +17 | Init +1 | Percept +11 (Low-Light) ]

Use Computers: 1d20 + 8 ⇒ (3) + 8 = 11

NT-2B sits down at the terminal to try and scan the ship firing at them, to try and identify its make/model, or where it may have come from. "This is a rather rude welcoming. Did Fialla mention having enemies in this sector?"


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

I am just inundated with work and will be until the weekend, please DMPC me to keep the action going, I simply will not have time to reference my books before then.


Okay, Jarl.

As things around them explode into chaos, Vessani runs for the gun well. Powering it up, he receives targeting data from Daaneth, and pumps a blast out towards the enemy ship. Unfortunately, his unfamiliarity with starship weaponry causes him to shoot quite wide.

NT-2B runs a scan of the ship, and he determines that it's a Corellian Engineerimg Corps HWK-290, and it's more heavily armed than a stock ship. Unfortunately, not the most illuminating information.

Jace reaches out with the Force, but the enemy is too far away for him to sense. Jarl shouts, "Hang on!" and increases speed while trying to put distance between the Dwarf and the attackers.

The enemy ship streaks towards them, clearly already at speed. As it does two gun batteries fire at our ragtag crew.

[spoiler=Do they hit?]
Lasers 1: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10

Lasers 2: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
[/spoilers]

Fortunately, both sets of lasers go wide. The crew is yet safe - for now.

Jeren, need your action.

[ooc]Vessani, the 4d10x2 means roll 4d10 and double the result, not roll twice. Starship weapons are brutal.[/ooc[


Male Human Jedi 3; HP 46/46; FP 5/6; Threshold 14; Fort 14 (19 vs. extreme heat or cold), Ref 18 (flat-footed 14), Will 16; Initiative +9; Perception +8

So that I know what my options are, is the enemy ship too far for the move object?


Honestly, it doesn't matter. It's a Colossal object, and I don't think you can hit that DC. If you want to try, I'll say Force Powers have their normal range in starship scale.


Male Human Jedi 3; HP 46/46; FP 5/6; Threshold 14; Fort 14 (19 vs. extreme heat or cold), Ref 18 (flat-footed 14), Will 16; Initiative +9; Perception +8

With Daaneth and Jarl taking care of piloting and Vessani already in the gun emplacement, Jeren finds himself with little to do, as ship duties are hardly part of his skillset. Still wanting to make himself useful though, he moves to provide whatever aid and support he can to NT-2B.

"I may not be much of a mechanic or programmer, but I should be able to follow instructions fairly well if you need an extra pair of hands," he says. "Although you do seem to possess a surplus yourself."

Yeah, thought so. Ah, well... :-)

Not sure there is much I can do, so I am guessing Jeren will be aiding the droid via Cooperation (Saga's version of Aid Another) skill checks.


Droid 3 [ HP: 26 / 26 | FP: 17 | Refl +14 / Fort +14 / Will +17 | Init +1 | Percept +11 (Low-Light) ]

NT-2B turns towards Jeren, studies him for a second, and then without acknowledging him turns towards Daaneth. "Captain, the ship is a HWK-290. The Corellian Engineering Company ceased manufacturing of them during the war, but there are still plenty around. It is likely to be other smugglers." It occurs to NT-2B that it could also be sent by a certain pharmaceutical company on Corellia searching for him. But given that the chances of that were lower, he opts to keep the information to himself.

Turning back towards Jeren again, he contemplates for a second. He had come to know some of Jeren's strengths over the trip, and was reasonably sure that neither computers, nor mechanics were among them. "If they manage to hit us, I will need to relocate to Engineering. When that happens, you will need to take over the Shields here, so watch closely."

Spending my turn - 3 swift actions - to activate Shields, which I probably should have done earlier. The book says that there can only be one Systems Operator, so I don't think Jeren can aid me? But I may be wrong, and perhaps this quick "training" can give him some kind of Aid bonus when I switch positions and he takes over?

I also don't think that activating Shields requires a roll, but in case it does:

Use Computer: 1d20 + 8 ⇒ (14) + 8 = 22


Shields are Mechanics actually. It requires a roll in order to recharge them, not turn them on. I believe the DC should be on the Campaign Info page.

Unfortunately, you can't actually use Cooperation except as co-pilot, commander, or as an engineer assisting he chief engineer.


Male Human Jedi 3; HP 46/46; FP 5/6; Threshold 14; Fort 14 (19 vs. extreme heat or cold), Ref 18 (flat-footed 14), Will 16; Initiative +9; Perception +8

So he could either remain to recharge shields if needed (I do not see a DC on the Campaign Info page, not for recharging the shields anyway) or he could follow NT-2B to Engineering and use Cooperation there.


Droid 3 [ HP: 26 / 26 | FP: 17 | Refl +14 / Fort +14 / Will +17 | Init +1 | Percept +11 (Low-Light) ]

Weird that shields are Mechanics, but fair enough. I have a +8 for those, too, so it's the same as my last roll if they need to be recharged before being activated? Not super sure how that works.

@Jeren - the DC is 20 for both Recharging Shields and Rerouting Power

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