Hmm's Incident at Absalom Station (Inactive)

Game Master Hmm

GM Screen:

[dice=Perception, Big Jim]1d20+0[/dice]
[dice=Perception, Cadence Rem]1d20+4[/dice]
[dice=Perception, Hawthorne the Innovator]1d20+4[/dice]
[dice=Perception, Simagus]1d20+0[/dice]
[dice=Perception, Xyklik]1d20+5[/dice]
[dice=Perception, Zeyram]1d20+1[/dice]

Who Goes First?:

[dice=Initiative, Big Jim]1d20+2[/dice]
[dice=Initiative, Cadence Rem]1d20+5[/dice]
[dice=Initiative, Hawthorne the Innovator]1d20+2[/dice]
[dice=Initiative, Simagus]1d20+0[/dice]
[dice=Initiative, Xyklik]1d20+3[/dice]
[dice=Initiative, Zeyram]1d20+2[/dice]

Maps


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Grand Lodge

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"No, lizard, we didn't put anything crazy in. We really streamlined it: took out the air support system, removed the seals to keep out the void... everything that's not needed."

He then winks: "Just kidding!"

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Overhearing the conversation with Jim, Zeyram lets out a little chuckle. Glad that they still have a sense of humor.

Dataphiles

NG Human (Akiton) Priest Mechanic 5 | SP 40/40 HP 34/34 RP 3/6 | KAC 21 EAC 19 | CMD 29 | F +6 R +10 W +3 | Perc +9 (darkvision) SM +1 | Init +6 | Speed 25 ft | 1st: 0/1 | Active Conditions: water breathing

Hawthorne chuckles to himself as he boards the ship to examine the computer systems. The LED on his datajack turns blue as Sophia searches for a remote access node.

"I hope that we are not going to need those guns," the Triunite says to nobody in particular.

Grand Lodge

1 person marked this as a favorite.
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Having just finished installing the last touch: the coilgun on the turret that was added to the Hippocampus, the zombie smiles at Hawthorne and calls out: "Praise the Lord and pass the ammunition!", as it prepares the strips of coils on the gun.
"Ready to go!"

Filing out of the hangar, the undead mechanics leave you. The skeleton starts singing: "Toe bone connected to the foot bone
Foot bone connected to the heel bone
Heel bone connected to the ankle bone..."

You are soon left with the little ship, that you finish checking out.
Stats added to the Slides/

Taking place on board, running your tests, all seems good.

You fire her up, and the Hippocampus’s thrusters take only a couple of minutes to warm up.

Absalom Traffic Control answers you query: "You have clearance for takeoff".

And... you launch into space.

Easy piloting, since your destination is not far from Absalom Station, the course has been preprogrammed into the shuttle’s computer. and there are space-beacons everywhere.
"ETA: 119 minutes, have a chill day!" chirps the computer.

As you pull away, you get a good view of the beautiful exterior of Absalom Station, as well as what is called the Armada, the endlessly moving fleet of independent ships that surrounds the gigantic space platform.

You are off, heading towards the Quarantine Zone. Soon you will pass through the last fringes of the Armada, and there will be nothing but open space between you and the Acreon.

BEEP BEEP! Unknown vessel on intercept course. Have a chill day!" warns the computer.

The science officer checks the sensors: you picked up a small ship that just detached itself from the bulk of the Armada and turned toward the shuttle on an obvious intercept course.

Pick you positions on the ship, and... have a chill day!

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Pilot please.

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

"Lizard huh? Says the toothpick" Big Jim chuckles "Let's see the quality of your handiwork if things get rowdy out there - hope everything keeps working"

GM SFS wrote:
"Praise the Lord and pass the ammunition!",

"We're on a mighty mission All aboard, we ain't a-goin' fishin'... I'll stick over here in Engineering I think"

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

"I know it's not their fault but I find it hard with those zed-heads. Just makes my spine shiver, y'know."

Hawthorne seems a more natural science officer, so Cade will flit about supporting when needed, he can back up engineering or science officer effectively, or fill in other rolls as needed. He starts off with Big Jim in engineering.

"Let's see what makes you tick then?" Cade scrolls through schematics and peers into chambers until the warning comes up.

"Somebody get on the comms: find out if they're just delivering pizza!"

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Zeyram heads for the pilot seat and gets himself settled in.

Let me know when everyone is settled! This should be a short, uneventful trip!

Dataphiles

NG Human (Akiton) Priest Mechanic 5 | SP 40/40 HP 34/34 RP 3/6 | KAC 21 EAC 19 | CMD 29 | F +6 R +10 W +3 | Perc +9 (darkvision) SM +1 | Init +6 | Speed 25 ft | 1st: 0/1 | Active Conditions: water breathing

Calculations complete. It would be best not to linger in space. Since none of our companions are androids, we will drain life support half again as fast as this shuttle is designed. Probably an error in the Eoxian's calculations due to the fact that they haven't needed to breathe in centuries.

"Lovely."

Oh, and then there's this. Sophia directs Hawthorne's attention to the long range scanner display.

He looks up from his computer terminal as the LED on the side of his datajack turns red. "You might want to reconsider your jinx," he says to Zeyram. "There's a ship on an intercept course."

Science Officer for the first round at least.

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Giving a surprised “Huh?”, Zeyram checks his board and sees the other ship — now highlighted.

This ship has two guns, best get someone at each of them. If it is a fight, I’ll do my best to keep them in arc for both weapons.


Male TN Android Mercenary Mystic 1 | SP 7/7 HP 10/10 | RP 3/4 | EAC 12; KAC 13 | Fort +1; Ref +2; Will +5 | Init: +2 | Perc: +7, SM: +5 | Speed 30ft | Active conditions: None. | Low-Light / Dark Vision

Sighing for a moment he regarded the weapons and shook his head. "I am not sure if you want me to use the guns, but I am sure there are people that are a better shot then me..." Making his way towards the guns he sat down behind the controls and prepared to take aim.

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

Can I suggest that Simagus takes the forward lasers?

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

Realising nobody else is stepping up to the comm link, Cade clears his throat, ”Hey, are you guys delivering extra beer or what? Reply immediately or we will assume you’re a%~&$#@s!”

Captain Cade!

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Is there any identification on the approaching ship?

I’m ready for combat. How are you going to do it in PbP? I’ve done it in person, but this will be my first Starship combat in PbP.

Grand Lodge

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So, we have:
Cade - cap'n
Zeyram - pilot
Big Jim - engineer
Hawthorne - science officer
Simagus - gunner
Xyklik Cold-Scythe-In-Harvest - gunner?
(I'll try to post the new DCs for space combat this week-end. Have you all seen the official changes?)

Grand Lodge

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Hawthorne's at the computer, scanning, and looks up: "The ship’s transponder does not seem to be working—it’s not broadcasting any identification codes".

Cade, in the captain's seat, tries to hail the vessel.
In vain.
Cade tells you: "The ship is not respond to any hails".

An alarm suddenly sounds in the cockpit of the Hippocampus—the mystery ship is armed, and its targeting lasers are trained on your shuttle!

Battle stations!

Round 1
We'll do Engineering (does Big Jim want to boost something on the ship?) and Helm together (Zeyram's piloting check, Hawthorne's scanning or such), does Cade want to do something here (or for the gunners?)?

Dataphiles

NG Human (Akiton) Priest Mechanic 5 | SP 40/40 HP 34/34 RP 3/6 | KAC 21 EAC 19 | CMD 29 | F +6 R +10 W +3 | Perc +9 (darkvision) SM +1 | Init +6 | Speed 25 ft | 1st: 0/1 | Active Conditions: water breathing

No, I didn't know there had been any changes.

"Let me see what we're dealing with," Hawthorne says as he attempts to interpret the scanner data.

Scan Opponent

Computers, Ship: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

The new DCs are part of the Starfinder FAQ and can be found here.

Second Seekers (Luwazi Elsebo)

Male LN shirren mercenary soldier 3 | SP 24/24 HP 27/27 | RP 4/4 | EAC 17; KAC 20 | Fort +4; Ref +4; Will +4 | Init: +7 | Perc: +7, SM: +1 | Speed 20ft | Active conditions: None.

"An intercept course? Something wants to end its existence..."

Xyklik sits down to man the controls of the coilgun, relaxed fingers curling over the panels.

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

Jim's vidcam come online as he starts adjusting the auxiliary power supply "So what we have here is an interesting custome job featuring some of that unique Eoxian craftsmanship, now this runs pretty much like your regular aux power, but with a bit of a tweak you can really get the most out of it and plow a bit of the extra into your weapons systems..."

Engineering 1d20 + 7 ⇒ (14) + 7 = 21
Boost weapons - 1's become 2's.

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

computers aid another: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

Thanks for the cool starship mini!
So, your Hippocampus is the one with the 'solid' line for green and red.
The other ship is the one with the 'dotted' line for green and red.

Hawthorne types away at the computers, turning the scanner array towards the incoming vessel, while Cade helps by filtering out the chatter from Absalom Station that might cloud the scanning.

Jim diverts energy from the power core to overcharge the weapon system, that Xyklik is ready to use.
1's rolled on gun damage = 2's

The computer coughs up a bunch of information:
Vessel: Death’s Head Necroglider--
Trajectory: intercept--
Targeting system: locked on us--
Attack probability: 100%--
Living crew complement: 1--
Ship classification: interceptor--
Size: tiny--
Speed: 12--
Maneuverability: perfect (turn 0)
Defenses: AC17-- TL17--
Hull Points: 30--
Shield Points: total 10 (currently: forward 3, port 2, starboard 2, aft 3)--
Core PCU value: 70 PCU--
Weapons: (Forward arc) Gyrolaser (1d8)--
(Forward arc) Light EMP cannon (scrambles systems)--
Load: no expansion bays, no cargo--
Drift engine: none--
Systems: basic computer, budget short-range sensors, mk 3 armor, mk 3 defenses--
Personal analysis: this is a much cooler vessel than the Hippocampus. If you could transfer my IA over to the other vessel I would be very happy. Thank you for using my sensors. Have a nice day--

On the screen you see a very sleek vessel made out of bone.
Added image on the slide, along with the map for the combat.
Those of you who are into ships know that the Death's Head Necroglider is a tiny fighter made to resemble bone sarcophagi.
Necrogliders are each just large enough for one undead pilot.
These notorious pilots jack their brains directly into their ships’ sensors and controls, allowing them to recline in eerie repose as they direct the ships by thought alone.
Most of you know all this thanks to Dead Bones, the super cool star-fighting series produced by Yo!, out of Eox, that all kids watch, throughout the Pact Worlds.

Right now one such interceptor is speeding right at you from behind, as you head towards the Acreon and the Drift Rock.

All your eyes go to Zeyram: You gonna hit the thrusters, buddy?
Zeyram: make your Piloting check. If you roll 19 or lower, make your move. If you roll 20 or more wait for me to move first.

General note for DCs in this fight: when adding 1,5 your ship's tier, add 1
When adding 1.5 the other ships tier, add 0.

__________
Distance: 3d6 + 5 ⇒ (3, 2, 1) + 5 = 11
Piloting: 1d20 + 15 ⇒ (4) + 15 = 19
Engineering: 1d20 + 8 ⇒ (10) + 8 = 18

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Piloting: 1d20 + 7 + 3 ⇒ (7) + 7 + 3 = 17

Zeyram reacts, but the enemy reacts faster.

You didn’t have either ship oriented to a hex facing. I chose up as the nearest facing. If the enemy was facing differently than that, please mirror my move. Also, it is difficult to move the art when it is made of two different objects.

He also tries to jig in order to make the ship harder to hit.

Pilot: 1d20 + 7 + 3 ⇒ (13) + 7 + 3 = 23 Evasive maneuvers, +2 AC and TL

Dataphiles

NG Human (Akiton) Priest Mechanic 5 | SP 40/40 HP 34/34 RP 3/6 | KAC 21 EAC 19 | CMD 29 | F +6 R +10 W +3 | Perc +9 (darkvision) SM +1 | Init +6 | Speed 25 ft | 1st: 0/1 | Active Conditions: water breathing

"She's much faster than us," Hawthorne warns. "If she wants a fight, we won't have a choice."

Hmm. Nobody's had a problem with them yet. As long as you click-hold near the center, it should just move as one.

I do see that the PC icon is disassembled and making an illegal facing. The enemy icon still works correctly.

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

Both ships were oriented, both facing "left" on the map. So it seems all good to me.

As you move and start to turn, the interceptor darts towards you, with an obvious surge of energy giving it even greater speed.
It comes in at you, a long thin bony finger aimed at your starboard side.
Its forward gyro-laser blasts little red bolts through space, splashing into your shields.
You computer chirps: "We are under attack! Starboard shields down! We are under attack!".

Gunnery phase
What will the main turret get as a Cold Harvest?

_______
Hippocampus: starboard shields @ 0
_______
Bang!: 1d20 + 6 ⇒ (17) + 6 = 23
Ouch: 1d8 ⇒ 5

Dataphiles

NG Human (Akiton) Priest Mechanic 5 | SP 40/40 HP 34/34 RP 3/6 | KAC 21 EAC 19 | CMD 29 | F +6 R +10 W +3 | Perc +9 (darkvision) SM +1 | Init +6 | Speed 25 ft | 1st: 0/1 | Active Conditions: water breathing

"I told you that I had experience with the Eoxian pirates before," Hawthorne quips, "But I was in a much larger ship."

Fixed the PC icon (arrow had been un-merged and was pointed at a hex intersection). I chose the arrow orientation as the intended facing (matches the side that was hit).

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Captain, don’t forget to assign computer nodes to people!

We have three +1 for one check. I’ve always played it that the captain assigned those.

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

This is my first ever starship combat so a little coaching is very welcome. What’s a node?

Dataphiles

NG Human (Akiton) Priest Mechanic 5 | SP 40/40 HP 34/34 RP 3/6 | KAC 21 EAC 19 | CMD 29 | F +6 R +10 W +3 | Perc +9 (darkvision) SM +1 | Init +6 | Speed 25 ft | 1st: 0/1 | Active Conditions: water breathing

The in-character representation of floating bonuses provided by the ship's computer. Look on the bottom of Slide 5. It says +1 to any three checks per round. Generally, the person who wants to use it just says they're using it when they roll. If any are left by Gunnery phase, Gunner can use it by default (but still needs to declare it).

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

The ship has a Mk I tri-node computer (see slide 5) which is what gives the +1 to three checks listed on the ship’s modifiers. Each round you can give those bonuses out for individual checks.

Most people give them to gunners, although if someone has to try something difficult it is good to give them one. These stack with any encourage action on the part of the captain.

They go away at the end of a round, so best to use them each round.

Ask If you have further questions. It isn’t obvious.

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

Cade looks around for the captain, then catches himself, ”Hey, don’t call me that, I’m just trying out the comfy chair.”

”And, er, thanks.”

Cade pushes a node to each gunnery position and adopts a grandiose, self-mocking tone, ”Gentleman, if you wouldn’t mind awfully, I would be ever so grateful if you would...” his down-spike accent returns, ”blow this f*#&ing skull-jockey into the void.”

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

Thanks also for the education.

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

No problem Cade, please ask any questions you need.
In the meantime, any can take a +1 if needed (only Xyklik left to go this round I think, so a +1 there anyhow)

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

Because Simagus doesn't have facing?

I missed the +2 computers: Cade cannot fail to make his aid another check for the science officer.

"Hey, Jim, can you do anything about those shields?"

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

"Yeah I can do something about that"
Jim starts adjusting the power whilst explaining the process to his vidcam.

Next Egineering phase
Engineer 1d20 + 7 ⇒ (13) + 7 = 20
PCU80x5%= 4 restored.

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

I think we are just waiting for Xyklik to fire the turret gun, right?

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

Cade is waiting for him to blow that sucker into next week, but yeah.

Second Seekers (Luwazi Elsebo)

Male LN shirren mercenary soldier 3 | SP 24/24 HP 27/27 | RP 4/4 | EAC 17; KAC 20 | Fort +4; Ref +4; Will +4 | Init: +7 | Perc: +7, SM: +1 | Speed 20ft | Active conditions: None.

Xyklik whirls the coilgun around and sets his sights on the attacking ship.

"You are just bodies," He says to the blinking red light on the heads up display. "You were never alive to begin with."

Fire coilgun! (+1 added): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
DMG: 4d4 ⇒ (1, 2, 1, 3) = 7

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Piloting for init: 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18

Zeyram tries his best to out maneuver the enemy pilot.

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

As Xyklik's coilgun hits the interceptor, the supercharged coilgun deals more damage, Jim's tinkering aiding in blasting bone into space.
It is pretty obvious the front shield was shot out and the vessel itself hit.
You see some sparks coming from your enemy's EMP cannon.
2 x 1 = 2 x 2 for a total of 9 damage

Jim diverts power to restore shields. His vidcam presentation is not very complete, and his viewers will send in remarks that he should explain about selecting where to send the restored shield points.
Hippocampus shields @forward 6, port 6, starboard 1, aft 6

Zeyram tries to out maneuver the enemy pilot.
Piloting: 18

Rest of Helm and Engineering phase to be done for those who wish to act.

___________
CT: 1d100 ⇒ 41
50/50: 1d2 ⇒ 2

Wayfinders

Male CG human (themeless) technomancer 1 | SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +5 | Darkvision; Perc: +5, SM: +1 | Speed 30ft | |Spell Cache 1/1 | Spells: 1st 3/3 | Active conditions: None.

Cade pushes nodes to piloting and the two gunners while helping Hawthorne with the sensors. auto-pass aid another

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

acted as above :) should restore 4 points total is all - its only a little engine

Dataphiles

NG Human (Akiton) Priest Mechanic 5 | SP 40/40 HP 34/34 RP 3/6 | KAC 21 EAC 19 | CMD 29 | F +6 R +10 W +3 | Perc +9 (darkvision) SM +1 | Init +6 | Speed 25 ft | 1st: 0/1 | Active Conditions: water breathing

Hawthorne focuses the targetting arrays on the interceptor's weapon systems.

Computers, Ship, Captain: 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

Yes, 4 SPs restored, evenly distributed if not specified where they go. That's why the viewer will react to that video Big Jim made.

Cade works away as skipper.
The gunners get computer help in targeting, as does the pilot, but Zeyram still sees the enemy vessel is faster and reacts better.
Both gunners get a +1

Boosted by the captain' encouragement, Hawthorne gets a reading from the sensors: Enemy targeted ship has no, repeat 'no', forward shields active.
Enemy target ship has received damage to hull Repeat: enemy hull damaged.
Current assessment: 24/30 hull points.

Zeyram starts moving the ship around.
You can move the Hippocampus.

GM stuff:
Piloting: 1d20 + 15 ⇒ (11) + 15 = 26

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

"Oh we have one of the viewers asking about the restoring the shields - Yeah the ships Engineer can divert power from the auxiliary systems,but the Engineer can only pump power in evenly across the facings of the vessel - it is our good buddy the Science Officer who has the ability to rebalance/redistribute the shields afterwards. This important safety message was brought to you by 'Uncle Tony's Galactic Towing - the guy you call when your engines blowing', mention Jims Jams for a discount!"

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Zeyram arcs away from the enemy vessel, trying to maximize his chances of getting it in the forward arc. While doing so, he also tried to evade enemy fire.

Pilot: Evasive Manuevers: 1d20 + 7 + 3 + 1 ⇒ (5) + 7 + 3 + 1 = 16

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

The light attack ship comes speeding along,swerving to and fro, and swings in behind you, blasting away with the gyro-laser in it nose, but it started shooting too early, and the red laster shots are lost in the depths of space...

Shoot back time!

GM Stuff:
Bang: 1d20 + 4 ⇒ (3) + 4 = 71d8 ⇒ 2
+2 AC

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Well, at least they still have the blown out shield facing us...

Second Seekers (Luwazi Elsebo)

Male LN shirren mercenary soldier 3 | SP 24/24 HP 27/27 | RP 4/4 | EAC 17; KAC 20 | Fort +4; Ref +4; Will +4 | Init: +7 | Perc: +7, SM: +1 | Speed 20ft | Active conditions: None.

"Go away," Xyklik exhales while squeezing the triggers on his controls.

Coilgun: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
DMG: 4d4 ⇒ (2, 2, 4, 2) = 10

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Piloting initiative check for next round: 1d20 + 7 + 3 ⇒ (17) + 7 + 3 = 27

With them that close, they aren't going to have time to react!

Zeyram silently concentrates on his controls as he attempts to get position.

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