
Gilly 'Gizmo' |

Sorry for the delay, weekend + not entirely knowing what I CAN or should be doing. I would assume that I'm trying to get power out of the engines for our speed, but you said that we're not doing that in this particular combat as we're just getting a feel for the aerial fights. I assume Gilly would be in the engines during most ship combat, and/or running to fix any damage that happened in a fight. Can I ready to try and repair if we get injured?

narrator..... |

No problem. No time for a full post myself just now, but a quick one hoping I can catch Dien still online. I just meant I didn't want to worry about facing and complicated stuff. From the engine room, Gizmo could certainly push the engine for more speed. As a full-round action and a Mechanics check (DC 20), you can improve the ship's speed by what would be 1 hex. I'll also allow you to momentarily boost her Maneuverability score (which will improve Ambrose's Pilot attempts). Or readying to repair any damage is also an option, though the one successful hit you guys have experienced failed to penetrate the ship's Armor.
I haven't just been waiting on you ... I just have a hard time posting anything of consequence most weekends. :)

Gilly 'Gizmo' |

Gilly grabs her BIG wrench and sets to work fiddling with the bolts and nuts that regulate the flow of aerum through the engines. She's grinning rather gleefully.
Mechanic in the house!: 1d20 + 8 ⇒ (7) + 8 = 15
Steam hisses and the engines growl like a dog, but it'll take a bit more doing to really work up some power. Gilly doesn't mind that a bit.

narrator..... |

Zedd: There are no comms between ships, though there’s a standard set of rudimentary signals you can use from one ship to another by flashing the running lights that most modern aerships have at nose and wing-tips. Common ones are “fall into formation”, “ship is damaged”, stuff like that. If you want to work out more specific signals, you guys will have to come up with them.
Zedd quickly spins up the Bingo’s systems. Her engines give a throaty growl as they flare to life, and she lifts off the cargo bay floor. (The full-round got her going. You’re still in the cargo bay, but you can move out and engage this coming round. Given that the Kestrel is in combat maneuvers, you’ll need to make a DC 15 Pilot check to avoid bumping the walls on the way out. Nothing major.)
Gizmo goes to work on the already-taxed engines, not quite able to tease any more power from them.
In the front half of the ship, the airborne fight continues. Zedd holds his concentration despite the jarring of the Kestrel’s movements and the jabbering of alien beings in his mind. And in the Roost, Callum tries to unleash some bound energy to bring his opponents into perfect clarity. (Much like Doc, Callum needs to hit a concentration check to successfully cast the spell, DC 16 = violent motion + 1st level spell.)
As the three smaller ships begin their turns to make another strafing pass, Ambrose cuts the Kestrel into a dangerously-aggressive path, lining her nose up with Snubnose’s approach and white-knuckling his autocannon trigger.
Collision damage to Snubnose: 14d10 - 10 ⇒ (6, 3, 6, 10, 5, 1, 3, 3, 8, 10, 10, 6, 1, 5) - 10 = 67
Collision damage to Kestrel: 6d10 - 45 ⇒ (9, 2, 5, 4, 8, 6) - 45 = -11
Scrapheap, Fly in Formation DC15: 1d20 + 4 ⇒ (2) + 4 = 6; nope.
Spitfire: gatling gun vs. Kestrel: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 4d10 - 45 ⇒ (9, 4, 10, 9) - 45 = -13
Scrapheap: gatling gun vs. Kestrel: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 4d10 - 45 ⇒ (2, 5, 8, 10) - 45 = -20
Snubnose’s pilot is caught off-guard for a second time ... which turns out to be the last time. Ambrose’s tracers light up a trail directly to and around his cockpit, illuminating the look of surprise on his face seconds before the Kestrel smashes into the smaller aership dead-on.
BOOOM
The explosion lights up the night over the Lope as the scraps of Snubnose explode around the Kestrel’s hull … which shrugs off the impact of the collision. The other two pilots try to form up to make a unified attack run, but—either because of Ambrose’s unexpected tactics or because of a sudden faltering of their nerve—the best they can summon is a pair of errant sprays of gunfire … neither of which come near the Kestrel.
_________
— 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: 13 Strain / 0 Injury
Kestrel (Def 17; 45 armor): 0 damage of 300 health
Baddies
Fighter: Snub-nose (gray) GONEZO!
Fighter: Spitfire (bright orange) 0 damage of ??
Fighter: Scrap-heap, military salvage (dk blue) 0 damage of ??
Incoming Bogies
Zedd
Callum
Doc
Gizmo
Rowena
Ambrose
_________
Round 10! One fighter is sploded and you guys are up.
Callum, you need to make a concentration check for last round’s spell to go off successfully (DC 16 = violent motion + 1st spell level). Whether success or fail, you still have this round's actions.
Zedd, you’re engines-hot and in the cargo-hold, but can fly out and engage (give me a DC 15 Pilot check to clear the cargo door cleanly.

Zedd "Tiny" Timmerman |

Zedd momentarily closes his eyes and takes in the quiet solitude of the cockpit. If his crewmates could see him, they would think he is about to enjoy a cup of tea and a soak in a tub, rather than a dogfight to the death.
His eyes snap open and he checks his gauges, gunning the throttle and tearing out of the cargo-hold.
Pilot Check: 1d20 + 11 ⇒ (13) + 11 = 24

narrator..... |

The Bingo leaps out into the night, easily clearing the rear cargo exit without clipping the Kestrel. The lines of the tracers from the two remaining bogeys' nose-cannons light them up easily in the night.
Gunning out is part of your move action for piloting ... you can still make an attack or something on one of the remaining opponents if you want to. :)

Callum Rhen |

Concentration Check: 1d20 + 5 ⇒ (5) + 5 = 10 Well, Sheeeeiiiii.....
The shock of impact wrenches Callum's mind back into reality. He bites off an oath as the world collapses in on itself, then rebounds back, wobbling into normalcy.
"What's he doing down there‽ I'll have his head, if he wrecks my ship!"
We'll likely all be dead, if he crashes the ship...
With a growl, he mashes down on the cannon's triggers, sending a spray of hot lead at the enemy spitfire.
Roost Cannon: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 7d10 ⇒ (1, 9, 4, 2, 10, 3, 6) = 35

narrator..... |

The deep thoom-thoom-thoom-thoom of the top-side heavy gatling gun is answered by the shredding of Spitfire's lower port side. The smaller interceptor spirals uncontrollably from of its flight path for a few moments—spraying the night with leaking aerum and bits of ripped-up armor—before being brought back under control ... still in the fight.
So the rest of Zedd's actions and everyone but Callum still to go.

Zedd "Tiny" Timmerman |

Nice! Didn't know how long it would take me to get into the fight. ;)
Zedd veers into the fight, trying to finish what the captain started. He unleashes a hail of bullets at Spitfire.
Gatling Gun Spray: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 6d10 ⇒ (2, 2, 3, 2, 4, 3) = 16
Dunno if I can get close enough to use point blank shot, but if so, that will add 1 to my attk and dmg. Piss-poor dmg rolling, eesh!

narrator..... |

Zedd quickly establishes an attack angle and unleashes a spray from his triple-linked nose cannon. The Spitfire peels off quickly, avoiding a definitive shot but losing more than just some of his bright orange paint to Tiny's assault.
Yah, sucky rolls. He's still airborne, but it's obvious he's limping.
everyone else!

E Evelyn Long, PhD |

Doc finishes his spell, trying to send the nearest pilot into the arms of Morpheus and spraying the craft with shells for good measure.
MOVE: Finish casting Sleep targeting whatever pilot I can see.
STAND: Boom?
[ooc]Not sure if I'm allowed to target and shoot in addition to finishing my spell... so DM as needed.
Gatling HIT: 1d20 + 2 ⇒ (17) + 2 = 19
Gatling DAM: 4d10 ⇒ (2, 1, 2, 5) = 10

narrator..... |

Will Save DC 17: 1d20 + 2 ⇒ (20) + 2 = 22
Doc releases the building daemonic power on the first fighter to cross his gunner's bubble .. which is the garishly-colored and suddenly-limping Spitfire. The plane wobbles for a second, easing on his turn radius ever-so-slightly before snapping back onto its intended flight path. Annoyed, Doc unleashes a salvo from his gun. The resilient Spitfire flies on ... Zedd on his tail.
Oof ... clutch save and Armor saved his bacon.
Ambrose and Gizmo, you're up.

Ambrose Lockhart |

Ambrose yells into the com: Captain, what do you want us to do?
Then, seeing that Zedd is chasing Spitfire, Ambrose swings the Kestrel wide, trying to approach Scrap Heap from above to fire upon it.
pilot: 1d20 + 11 - 6 ⇒ (18) + 11 - 6 = 23
Gatling shot: 1d20 + 3 ⇒ (13) + 3 = 16
Gatling damage: 4d10 ⇒ (1, 5, 1, 7) = 14

Callum Rhen |

Callum calls out through the horn back to Ambrose on the bridge.
"Take out that spitfire, then book it. Zedd and I can dissuade that last guy. I don't want to give Geirnig time to get more ships in the air!"
I don't know if SAMs exist in this universe, but I definitely counted a few more ships on that landing pad.

Gilly 'Gizmo' |

Gilly continues to do things beyond the ken of men with gears, sprockets, springs, pumps, pistons, and concentrated air flow. Outside the ship is everyone else's problem, but Gilly is in her own little universe, humming to herself tonelessly as she rests a hand on the bulkhead to feel the vibrations, then adjusts the wrench a quarter-turn in compensation for whatever it is she feels.
Mechanicsing: 1d20 + 8 ⇒ (13) + 8 = 21

narrator..... |

Ambrose scores Scrapheap’s flank with a burst of fire, but the tough old warbird mostly ignores it.
Then Gizmo’s handiwork registers. A spike of additional engine power flares on the pilot and copilot’s dials, meters, and readouts. More importantly, Ambrose can feel the familiar growl of the Kestrel’s engines enjoying added compression at the miniature mechanic’s experienced touch.
The old girl lurches like a race horse in the gate.
damage: 4d10 - 45 ⇒ (2, 4, 2, 9) - 45 = -28
Crit confirm: 1d20 + 3 ⇒ (4) + 3 = 7
add'l damage: 4d10 ⇒ (2, 7, 3, 10) = 22
Scrapheap: attack vs. Bingo (18): 1d20 + 3 ⇒ (19) + 3 = 22
damage: 4d10 - 15 ⇒ (8, 1, 7, 2) - 15 = 3
Out in the darkness, the two fighters split their loose formation. Spitfire’s pilot yanks her into a lurching, tight turn, bringing her guns around on the Kestrel’s portside rudder and opens fire. It’s a close thing, but Ambrose can’t feel any appreciable damage. Meanwhile, Scrapheap is able to momentarily outmaneuver Zedd, pulling his own stream of fire across the Bingo’s tail section. 3 damage to Bingo, but see below.
_________
— 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: 13 Strain / 0 Injury
Kestrel (Def 17; 45 armor): 0 damage of 300 health
Bingo (Def 18; 15 armor): 3 (?) damage of 102 health
Baddies
Fighter: Snub-nose (gray) GONEZO!
Fighter: Spitfire (bright orange) 31 damage of ??
Fighter: Scrap-heap, military salvage (dk blue) 4 damage of ??
Incoming Bogies
Zedd
Callum
Doc
Gizmo
Rowena
Ambrose
_________
Round 11.
Ambrose/Doc, for this round, Gizmo has given you guys a boost of speed. You have the ability to start putting distance between yourself and the remaining fighters. Given the free-form nature of this combat, I’d also allow you to use it to boost the Kestrel’s Maneuverability by +1 for this round, instead (effectively increasing our Pilot checks and Defense by 1).
Zedd, the Bingo’s taken 3 damage (after Armor). If you’d like, you can reactively use your Combat Pilot feat to make a Pilot check vs. the attack roll, though. If you beat it, you’ll take no damage instead. Choosing to do this won’t impact your actions in Round 11 (it’s basically Mounted Combat for fighter-sized aerships).

E Evelyn Long, PhD |

Doc watches the Spitfire peel away with an outraged grunt, taking it personally. Some slack-jawed flyboy yokel resisted MY power - no way, no f~+~ing way.
Doc growls encouragement to Ambrose from the swivel turret, "Stay on that bastard! I'm gonna give him something to remember." He waits for the right moment, anticipating the Spitfire's flight path, and walks a set explosive shells across the fighter's canopy.
STAND: Guns HOT!
Gatling HIT: 1d20 + 2 ⇒ (19) + 2 = 21
Gatling DAM: 4d10 ⇒ (4, 10, 3, 10) = 27
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

Zedd "Tiny" Timmerman |

[dice=Pilot "Dodge" Roll]1d20+11[/dice]
Move action if allowed: Favored target >>> Scrapheap Ship. Can I? hehe
Return fire at Scrapheap: 1d20 + 5 ⇒ (10) + 5 = 15
Dmg: 6d10 ⇒ (5, 4, 10, 7, 8, 2) = 36
21? Dangit! Again, if I can get close enough for PBS, its +1 to my attack and dmg. And another +1 to attack and dmg if favored target applies.
Tiny, too focused on attack rather than defense, executes an evasive maneuver, but does so too hastily. Then he banks hard, trying to bring "Scrapheap" into his sights to return the favor.

narrator..... |

The Bingo loses some paint before Zedd can get her out of the fire lane. It’s only a moment of disadvantage, though. His return fire punctures one of Scrapheap’s dorsal aerum tanks, putting her in a momentary stall … just long enough for Callum to cut her in half with his booming cannon. Ambrose banks to avoid the brilliant explosion, which brings Spitfire back into Doc’s eager crosshairs.
The garish craft falters then plummets as the archaeologist’s bullets rip a line across the cockpit. It’s impossible to tell if Doc hit the pilot himself or simply some critical flight component, but the results are the same. The Spitfire careens off into the night, a moments later slamming into a sheer mountain-wall below the Lope. When the rolling, rising flame gout of her impact dissipates, all that's left is the thunder of the explosion echoing between the peaks into the distance.
Engine sounds compete with that of adrenaline rushing in the ears of the crew members as they all strain to catch sight of any more threats in the moonlit sky, but nothing manifests. The crew controls the Badger Lope airspace.
Both remaining fighters are down. You seem to be in the clear. And COMBAT IS OVER! Nice. So, what’s the plan? Doing anything else here or bugging out? And—if so—any specific direction or goal?

E Evelyn Long, PhD |

Captain's call but...
Doc sounds from the swivel turret, below the pilot's feet. "I'm a fan of delivering a decisive message once and only once... Ambrose, why don't you wheel this beast around towards that house for a fly-by? I say we hose it with everything we've got." If the pilot was entertaining a 'kindly old man' impression of Doc, it has been dispelled once and for all.

Callum Rhen |

Boots on the sides of the ladder, Callum zips down to the main deck, joining Ambrose and Doc on the bridge. "Signal Tiny to dock, if he hasn't already. We need to regroup and plan our next move."
Glaring down at the gaping maw marking out Geirnig's office, Callum mulls their options.
We just wanted to be left in peace, but he had to push us.
They always have to push. It's their nature. He's still down there, somewhere. This isn't over.
This isn't over.

Callum Rhen |

Doc's words stir Callum from his dark thoughts. "I'm inclined to agree, Doc. But I won't sleep easy until I see Geirnig's corpse, myself. A rat like him probably had a tunnel running out of that expensive office of his. I suppose we can at least shoot holes through all of his oh-so-pretty things, if it makes you feel better."

E Evelyn Long, PhD |

Doc pops his head from below the deck. "I'd like to make a point we never have to repeat for him or anyone else in that town. Maybe we'll kill him or maybe we'll just level his lair... Either way we demonstrate how far we're willing to escalate the violence when some dumb-rat-f@!%-sum-b*%!* tries to force our hand. I think that's a message worth sending. But it's your call, Callum."

Callum Rhen |

Cal shakes his head, "I'd rather the crew vote on this one. We'll probably all end up with bounties on our heads regardless - but now we have a choice to bolt, or hunt him down. I won't make a decision like that for the rest of you."
Turning again to the ruined building, he adds "Either way, Doc - I will have Geirnig's head for this."

Ambrose Lockhart |

I agree with the Doc,
Ambrose says, maneuvering the ship with the docking bay pointed toward Zedd's approach. He decelerates and tries to keep the ship steady.
Pilot check (but if I can take 10 because we're out of combat, I'll do that instead): 1d20 + 11 - 6 ⇒ (16) + 11 - 6 = 21
Even if he's long gone, let's make the "Boss" plan his revenge from an outhouse instead of those fancy accommodations

Zedd "Tiny" Timmerman |

Zedd brings Bingo into the bay in a smooth landing, and eventually joins the discussion with the others in the cockpit. He winces, still quite visibly wounded despite Ambrose's miracle potion, as he chips in his two cents with a smirk.
"Don't reckon I need to even voice my vote aloud. But just to make it official-like: let's pepper the bastard."
Pilot to Dock: 1d20 + 11 ⇒ (19) + 11 = 30

Gilly 'Gizmo' |

Gilly wrinkles her nose at the comm horn and shrugs, not that it can be seen by the others. She is less personally offended by Geirnig-- to her, this is just the way of the world; he wouldn't be the first port boss (or equivalent) that tried to extort some extra work or otherwise from a ship and crew. At this point she figures they're damned any which flight path they go... after Callum's invocation of daemons back in the building.
"Don't care. Boom if you want, then we need to vape. More'n three ships in this mudpatch."

narrator..... |

Ambrose obliges, guiding the nimble Kestrel back down to Giernig’s already-in-shambles house. The light in the room they were in moments ago flickers weakly, adding to the ramshackle appearance. If the trullkin is in there, he’s hiding.
Ambrose simultaneously bleeds aerum out of the forward ballast tanks as he fills those in the rear, and the Kestrel pitches forward, bringing both forward weapons and the Roost cannon into firing position. Everyone interested finds their way to the bridge or whatever porthole they wish … then the fireworks begin.
The air-to-air weapon bombardment begins in the form of three constant, brilliant streams of lead. If nothing else, it’s a cathartic minute of loud, destructive, vindictive fun. The house’s facade is shredded. Then the attacks eats its way down into the beams and supports. In short order, sections of the forward half of the house are collapsing in … not completely, but enough to render the structure uninhabitable. You almost feel sorry for anyone left inside.
… naaaah!
Perception 20; Know: Engineering 15
Ambrose, Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Callum, Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Doc, Engineering: 1d20 + 3 ⇒ (3) + 3 = 6
Gizmo, Engineering: 1d20 + 8 ⇒ (7) + 8 = 15
Zedd, Perception: 1d20 + 7 ⇒ (15) + 7 = 22
So anything else you guys doing here? Headed straight to Raventon? Or going to pick up the goods for the job first (the details should still be on Zedd, I believe). Something else entirely?

Ambrose Lockhart |

Looks like it was money well spent.
Ambrose sends a few more bullets at the safe room for good measure.
Nothing like a nice, peaceful job, huh girls? the big man asks, scratching the dogs' heads.

Gilly 'Gizmo' |

Gilly frowns wordlessly at the sight of the safe-room. 'Bout as good as a broken spanner, that. Course ain't none of this any good, not with Geirnig having heard Callum's words about daemons.
So, just trying to confirm at this point whether the rest of the crew is supposed to know about Callum's Daemonism. I mean, obviously we do after the fight ;), but in terms of, is this a new revelation? Sorry if it had been stated somewhere in the game and I missed it. I know on page 1 of the game we talked about how negatively daemonism is viewed and how Long hides his even from the crew, but I'm not sure if that holds true for Callum or not.

Gilly 'Gizmo' |

Cool by me!
As soon as the staccato chatter of bullet-hail ends and the ship starts rising, Gilly leans into the comms horn again.
"So we all know we're 'bout to have a daemonist's bounty laid on us, right? Cap'n..." Gilly pauses warily, "...you wanna tell us that was just smoke an' mirrors for Geirnig's men?"
Personally, she'd like to believe it was. But either way, Callum did a very good impression of a daemonist, and that's what the rumor will be now... and the consequences thereof.

narrator..... |

A few more seconds of concentrated fire go into the base of the tall, reinforced corner of Giernig’s house. Other than some personal satisfaction, there is no obvious effects of the continued attacks.
My assumption is that you guys are making for Raventon with a stop to pick up the cargo for Grage’s job, correct? Or are you really going straight to Raventon?
And do you guys want a bit of time to meet up in the common room to have this little discussion with Callum (while you’re en-route)?

narrator..... |

The captain, Doc, and Ambrose confer briefly about the pickup spot in Grage’s job jacket. According to Doc’s maps, it’s a small stretch of mountain valley farmland tucked away a fair bit northeast of the Lope. The details of the pickup and drop-off also make it clear that ole Biggs was as bad a smuggler as he was a pirate. Grage’s job details give you five more days to get the goods into Raventon, but—after a few quick map references and a little head math—Doc is confident that the Kestrel can make it in three even if they stick to an out-of-the-way (and likely unpatrolled) flight path.
As Ambrose swings the Kestrel around to Doc’s suggested heading—and they leave the quiet town of Bader Lope and the smoking ruin of Giernig's house behind—Callum makes his way back down into the galley.
Today and tomorrow will be sparse from me. Since there was some interest in unpacking the fact that Callum is apparently a brain-dead Daemonist (I think those were someone’s words, anyway), this time may be the right time to do that. :)
Let me know if there are any details or anything I can help with in that convo.

Ambrose Lockhart |

Eben--is there any sort of "autopilot" function (or can I just set a course and abandon the pilot chair until there are any signs of danger)? I just ask because I'd like to participate in the upcoming discussion (and others), and I'm wondering if Ambrose is confined to the chair during the entire flight.

Gilly 'Gizmo' |

Gilly wipes her hands slowly and thoughtfully on a greasy rag as she stumps her way to the common area, her small mouth drawn into a little scowl. She's lost the fine edge of impossible swift and accurate movement, now, but that just means her long-term brain has kicked back in again. She hoists herself into one of the human-sized chairs and kicks her feet back and forth a few times, side-eying Callum.
She doesn't say much, though. She lets everyone get there, and she figures she'll let Cap say his piece before throwin' questions at him; he deserves that much.