Julakesh Starfist |
This entertained me greatly!
Awesome!
Yuta-133 |
Yuta examines the gifts they were given from the last mission before heading out. His eyes widen at the frostbite-class zero rifle. "This is quite a valuable gratitude gift! I did not realize that family was so well off."
It's a level 4 weapon - we should definitely have someone with longarm proficiency use it
He listens to the description of the race carefully. Yuta has heard of Ratrod's races, of course, like surely every other being on Absalom Station, but he has never had to consider it from the perspective of a participant before. He comments, "In other words, an ideal vessel will have speed, maneuverability, and powerful anti-machine weaponry, as well as the ability to stand up to attacks from the opponent." He nods his head sharply. "I believe I can assist with this. Laboni may also need some encouragement. It has been my experience that those who exaggerate their own achievements are most liable to lose heart when a real challenge presents itself."
Medrick |
Medrick listens to the instructions for the race. Only one question, are the pit crews allowed to fire at the opposing racers?
I would say I could use the weapon but Medrick prefers to use non-lethal weapons.
Morgan Matrixix |
Morgan listens to the rules of the race. hmm... not sure if that makes this easier or harder. Either way limitations tend to makes things more fun. With a wave of his hand he walks past to go look for the driver and his machine to see what is already there for them to work with.
Serrarra Ina |
Can Serrarra do a little opposition research on the opposing racers and their junkcycles?
Krash4031 |
Medrick listens to the instructions for the race. Only one question, are the pit crews allowed to fire at the opposing racers?
I would say I could use the weapon but Medrick prefers to use non-lethal weapons.
You will be using the weapons on Laboni's racer, I think. This is kind of a weird one...
"No, pit crews must not fire into the race."
Laboni is easy to find in the crowd due to her paisley clothes and bright white lab coat. She is in her late tens and sheepish about the whole debacle - in truth, she was merely aping the opinioonns of her seniors in teh field and got carried away.
She brightens when she sees you. "Gods! I am so glad you are here. I know I can't do this alone." She takes you to her racer. "Here she is!" she says happily. "Let's do this!"
Laboni, to her credit, is a skilled mechanic and has wroked hard to pull together a decent racer from the piles of junk in Botscrap. Unfortunately, despite her heroic effors, Labni's machine is not a match for vehicles that havve been tested and improved over the course of many junkraces. It's clear this is going to need some work.
***LABONI'S JUNKRACER***
Speed 40ft, full 400ft
EAC 10; KAC 12
Attack energy weapon (-4 to Piloting)
Modifiers +2 Piloting, -3 attack
Passengers 1
------------------------
SPECIAL ABILITIES
------------------------
Remote ControlLaboni's junkracer and weaponry can be remotely controlled by the PC's, allowing them to make attack rolls and attempt Piloting checks in her place.
Junk Race Preparation Action 1
Julakesh
Medrick
Morgan
Serrarra
Triskid
Yuta
There is no order, just using this to keep track
Each PC will get 4 actions. You may choose from the following:
PC's can spend an action to attempt a DC 16 Computers, Engineering, Perception, or Physical Science check to find parts in the scrapyard and install them in Laboni's racer. Other rolls may be used if you can explain to me why they would apply. You can also aid another.
Weapons installed on the vehicle do not deal damage, but instead impose penalties to the target's Piloting rolls for 1 round on a successful hit.
Every successful check allows the PC's to pick one improvement from the list below to apply to the vehicle's statistics, bonuses are cumulative.
- Vehicle's base speed increases by 5 feet
- Vehicle gets +1 Piloting mod
- Vehicle gets +1 attack mod
- Vehicle gains +2 EAC
- vehicle gains +2 KAC
- PC's install a basic energy weapon (imposes -4 piloting penalty on hit)
- PC's install a basic kinetic weapon (imposes -4 piloting penalty on hit)
- PC's upgrade a weapon to impose additional -2
You can also help Laboni pick a name for the racer.
PC's can scout out the opposition with a DC 15 Sense Motive check, or examine opponent's vehicles with a DC 15 Engineering check. A PC can do this as part of making a prerace improvement skill check - the PC can take a break during the improvement attempt and casually investigate one of the other racers. Otherwise, it costs the PC one prerace action to converse with or examine all members of the competition. This check does not grant exact knowledge of statistics, but gives you an idea. On a successful check, you can ask one pertinent question about the pilot's skill or the vehicle the pilot is driving.
PC's can attempt to sabotage other vehicles, but they must dodge the eyes of everyone in the ramshackle stadium by spending an action and attempting a DC 20 Stealth check. Failing this check raises the DC of future Stealth checks to sabotage a vehicle by 2. A PC who succeeds at this check can then attempt a DC 15 Engineering check on one of the opposing vehicles to impose a -4 penalty on one the vehicle's modifiers. If the PC is caught cheating in this manner, the offending PC is tossed out of the engine pit. IF the PC's are caught cheating again, it is grounds for the immediate disqualification of the entire team.
PC's may also take time to speak to the other pilots. During their prerace actions, they can forego making an Engineering or Sense Motive check to eamin and socialize with their opponents. The junkers are busy with their own preparations, and do not have much time to talk, though. This requires a social check.
There are 5 other racers:
Lemgem (female feychild gnome) with a bulky junkracer.
Nyizin (female ryphorian) with a well-armed junkracer.
Orsis (male damaya lashunta) with a sleek junkracer.
Ratrod (male ysoki) with a unique junkracer.
Velocity (nonbinary android) with a spherical junkracer.
Triskid |
My skill set is limited for some of this, so here’s my best contribution:
Perception (C)(1): 1d20 + 7 ⇒ (5) + 7 = 12 To improve speed of vehicle
Sense Motive (C): 1d20 + 3 ⇒ (14) + 3 = 17 To learn about the first enemy driver (Lemgem)
Serrarra Ina |
Skill Monkey, engage!
Serrarra greets Laboni warmly, but quickly notices something about her junkracer.
What if you...
Improve Junkracer, Computers, Envoy Expertise: 1d20 + 5 + 1d6 ⇒ (2) + 5 + (2) = 9
...oh, I see you already patched your transmission control subsystem to the latest version. Never mind.
She takes a quick break to chat up Ratrod.
Investigate, Envoy Expertise: 1d20 + 4 + 1d6 ⇒ (12) + 4 + (4) = 20
Looks like a pretty fast cycle, there. I bet you win pretty frequently with this, don't you?
I think that's one action out of four available. I'll post more when everyone else has chimed in.
Julakesh Starfist |
"Yes! You are very meek and pathetic! Be happy we are here to make you a winner!"
We each get four actions? So I can look for parts four separate times?
Julakesh uses her keen eyes to search the scrapyard for parts for her junk racer.
Perception 1: 1d20 + 4 ⇒ (12) + 4 = 16
Perception 2: 1d20 + 4 ⇒ (14) + 4 = 18
Perception 3: 1d20 + 4 ⇒ (1) + 4 = 5
Perception 4: 1d20 + 4 ⇒ (1) + 4 = 5
Julakesh uses her first success to increase the speed by 5 feet, and her second success to increase the piloting modifier by +1.
---
Question about the remote control part of the racer: If we (our group) makes a piloting check and an attack roll in place of Laboni, does it slow down her junk racer? Or should we be making one at a time? Just curious.
Medrick |
I will probably make checks for improving our racer for every round. But I was wondering if we could get some info on how this race works before I choose how. I am assuming that one of us can make the pilot check for her. Then do we each get to take shots with the gun or only one of us shoots because there is only one gun? If that is the case I will focus on adding more. If not I will reevaluate the strategy. For now, I'll make my rolls and fill in detail when I know the answer.
physical science dc16: 1d20 + 4 ⇒ (13) + 4 = 17
computer dc16: 1d20 + 4 ⇒ (19) + 4 = 23
physical science dc16: 1d20 + 4 ⇒ (8) + 4 = 12
computer dc16: 1d20 + 4 ⇒ (13) + 4 = 17
Yuta-133 |
Engineering: 1d20 + 8 ⇒ (17) + 8 = 25
"It seems to me that improving our speed should be the first consideration when designing a racer." Yuta whips out his engineering kit and crawls under the rear section of the racer. With a few adjustments he rearranges the weight distribution of the existing components so the machine as a whole will be able to glide quickly through the air.
Add +5 base speed
He crawls back out and comments, "I would also like to improve our defenses, but the question is which type of shielding to prioritize." The android taps one finger on his chin in thought, and then casually wanders over near the competitors' vehicles. He looks particularly at Nyizin's racer, to see if he can identify whether she favors either kinetic or energy weapons.
Engineering to investigate Nyizin: 1d20 + 8 ⇒ (19) + 8 = 27
Focusing particularly on the weaponry
I assume we're using the vehicle chase rules (at the end of the tactical combat chapter in the rulebook). Is that true? It looks like in a round you can either take a pilot action and an attack action, or do a double pilot action with a -4 penalty to each. I'm not sure exactly how that works with the remote control though.
Krash4031 |
Haha, the intent was for us to resolve this as separate "rounds." But I will work with what people have posted. @Medrick: each round will have two phases. The first phase, each racer will fire. Each player can fire a single weapon in the firing phase, and only one player can pilot. @Julakesh, no it won't slow it down. @Yuta, modified chase rules but yes. I will explain more when we get to that point.
Junk Race Preparation Action 1
Julakesh is able to find a booster for the racer, and install it.
Medrick found a part, but has not specified what he was looking for.
Morgan has not acted yet.
Serrarra was unable to install anything, but was able to check out one of the other racers. (see below)
Triskid was unable to install anything, but was able to check out one of the other racers (see below).
Yuta-133 was also able to find a booster and install it onto the racer. Further, he was able to check out one of the other vehicles.
Ratrod is a ysoki with mottled gray and white fur. He has a showman's personality to match his icon status. People in the Spike consider him to be a hero to the ysoki-dominated Scrap Union.
The ysoki smiles. "Of course I do! More than anyone else." he says loudly. The people in the stands nearby smile and cheer a little at his comment.
Watching Ratrod work on his junkracer, you get the impression that he is very skilled at this race. He carries himself like a veteran, and plays to the crowd.
While Triskid looks around the junk piles, he is able to get a decent look at Lemgem and watch her work.
Lemgem is a blue-haired gonome covered in piercings, tattoos, and augmentations. She seems erratic, like she can't make up her mind what she should do next. It doesn't seem to affect her confidence as she moves around her erratically put together junkracer.
Nyazin is a heavily scarred Ryphorian. You notice that her junkracer has two weapons, one energy and one kinetic weapon. You also notice that the junkracer has parts made of bone, and what appear to be elemental energies.
Anyone can read the spoilers, I just used them to organize the information.
Triskid |
Round 2:
Perception (C)(1): 1d20 + 7 ⇒ (7) + 7 = 14 To improve piloting
Sense Motive (C): 1d20 + 3 ⇒ (9) + 3 = 12 To learn about the second enemy driver (Nyizinj)
Serrarra Ina |
Serrarra examines the accelerator function and attempts to optimize the shifting mechanism.
+5ft to base speed, Computers + Envoy Expertise: 1d20 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13 WTH, dice bot?
She is starting to think computers are not her thing.
She wanders over to chat with Orsis.
Sleek! Do you have a special paint for decreased wind resistance?
Investigate, SM + Envoy Expertise: 1d20 + 4 + 1d6 ⇒ (10) + 4 + (5) = 19
Yuta-133 |
Knowing that they will be up against multiple types of weapons, Yuta goes hunting for some extra shielding to fit onto their racer.
Engineering: 1d20 + 8 ⇒ (11) + 8 = 19
+2 EAC
He fits it snugly in place, while listening to the others recount what they have learned. Intrigued by the description of the erratic one, he takes a peek at Lemgem's junkracer to see if its defenses are as slapdash as it looks at first glance.
Engineering to investigate Lemgem: 1d20 + 8 ⇒ (2) + 8 = 10
Unfortunately, he can't make much sense out of its unusual construction without closer inspection.
Medrick |
if I understood that correctly, we all can use the same gun.
Medrick runs around and finds the pieces to make a kinetic gun. He puts it next to the energy weapon. Just in case we someone made their energy defense really strong.
With offense taken care of, Medrick thinks the ride could use a boost in defense. He takes a peek at the armor and tweaks a few things to make it better. +2 KAC
Krash4031 |
if I understood that correctly, we all can use the same gun.
Medrick runs around and finds the pieces to make a kinetic gun. He puts it next to the energy weapon. Just in case we someone made their energy defense really strong.
With offense taken care of, Medrick thinks the ride could use a boost in defense. He takes a peek at the armor and tweaks a few things to make it better. +2 KAC
"Any number of players can each control a single weapon during the firing phase, whereas only one player can act during the piloting phase."
I read that as you each need your own gun, don't you? That's from the book, as opposed to what I said earlier.
Medrick |
not sure, not very clear. Up to you. If you say we each need a gun, instead of armor upgrade, I will add a 3rd gun (energy). On a side note, who is piloting? I can't, so I will be a gunner.
Triskid |
not sure, not very clear. Up to you. If you say we each need a gun, instead of armor upgrade, I will add a 3rd gun (energy). On a side note, who is piloting? I can't, so I will be a gunner.
I’m +6. Others may be better.
Morgan Matrixix |
Alright, let's see what we can do. Morgan gets to work on configuring the sensors making sure everything is running smoothly. Attempting to increase the speed.
Computers: 1d20 + 12 ⇒ (10) + 12 = 22
In the meantime his Hover drone, M3-L0-D13, flies about with the directive to record as much about the opposing racers as she can with her camera; which he will check in on when he takes a break or watch the footage when she comes back.
Engineering: 1d20 + 10 ⇒ (19) + 10 = 29
Hover Drone - (M-3 L-0 D-13)
Size: Tiny
Speed: 30ft; 30ft flying
HP: 10
Bab: +1
AC: EAC 11 KAC 11
Fort: +0
Ref: +2
Will: +0
Str: 6
Dex: 16
Con: -
Int: 6
Wis: 8
Cha: 6
Skills: Acrobatics (+7), Stealth (+7)
Mods: Flight System (x2, included in its speed), weapon mount, Camera
Feats: Jet Dash
Medrick |
we haven't had a post in a few days. Is there a player we are waiting on? Or is someone having RL problems? Just wanted to check in to make sure this thread doesn't die on us.
Julakesh Starfist |
Julakesh has already completed all four of her rounds or preparations. She's waiting on everyone. Haha.
Yuta-133 |
My pilot skill is also +6 (assuming the starstone compass doesn't help in this situation, which wouldn't make a lot of sense)
Serrarra Ina |
I believe the Starstone compass is only for navigation, not tactical piloting.
Yuta-133 |
You’re right, now that I go and read its description. I had copied the bonus over into my notes, but not the full text
Medrick |
Medrick tries to figure out how to build another kinetic gun and mount it on the racer, but can't seem to get the parts correctly. He spends awhile but eventually figures out he has the firing pin backwards. He corrects it and it all fits together. This means the vehicle has a total of 4 guns and Medrick is proud of his work.
one failure and one success. Adding another kinetic gun taking us to 4 (2 energy and 2 kinetic) unless I miss counter somewhere or if someone adds another but I believe we only need one more to have everyone have a role during the race.
Triskid |
Round 3:
Perception (C)(1): 1d20 + 7 ⇒ (18) + 7 = 25 To improve piloting
Sense Motive (C): 1d20 + 3 ⇒ (3) + 3 = 6To learn about the third enemy driver
Round 4:
Perception (C)(1): 1d20 + 7 ⇒ (1) + 7 = 8 To improve piloting
Sense Motive (C): 1d20 + 3 ⇒ (4) + 3 = 7To learn about the fourth enemy driver
Serrarra Ina |
R3:
Improve Junkracer, Computers, Envoy Expertise: 1d20 + 5 + 1d6 ⇒ (5) + 5 + (6) = 16
Investigate, Envoy Expertise: 1d20 + 4 + 1d6 ⇒ (18) + 4 + (3) = 25
R4:
Improve Junkracer, Computers, Envoy Expertise: 1d20 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13
Investigate, Envoy Expertise: 1d20 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
Yuta-133 |
Round 3:
Engineering: 1d20 + 8 ⇒ (15) + 8 = 23
Engineering to investigate: 1d20 + 8 ⇒ (7) + 8 = 15
Round 4:
Engineering: 1d20 + 8 ⇒ (18) + 8 = 26
Engineering to investigate: 1d20 + 8 ⇒ (15) + 8 = 23
Wow, good rolls. I'd like to improve attack with both of them
GM Gustavef |
1 person marked this as a favorite. |
A startled chicken suddenly appears. It takes a quick survey and tries not to get run over by the Junk Racers
Serrarra Ina |
A startled chicken on your racetrack is always a sign of good luck! (citation needed)
GM Gustavef |
The race announcer comes by. "Five Minutes. Finish what you are doing and get to the starting line."
I think I have most of the info. Morgan still has three rounds of prep action.
One of you can be the pilot. You uses your character's piloting skill modifier with a +4 for the modifier from Laboni's racer
To use a gun, you roll a basic ranged attack (BAB + Dex) not a starship gunnery with a -1 modifier (it was worse). Each gun can be fired once per round, but it does not have to be the same player firing all the guns
The following stats for Laboni's racer
Speed: 55 ft (550 ft full) -- 3 successful improvements
EAC 12 -- 1 improvement
KAC 16 -- 1 improvement
Piloting +4 -- 2 improvements
Attack -1 -- 2 improvements
Weapons 2 Kenitic, 2 Energy -- 3 improvements
Feel free to double check all of that.
At this point, figure out who wants to pilot and which guns you want.
Then make 10 rolls for each and I will crunch the numbers and write out the exciting race results in a narrative.
Triskid |
Thanks Gustavef for stepping up and helping us finish this!
Yuta's +8 in piloting seems to be our best, so I'll take a gun. I am +2 for Gunnery. With "3 improvements" is that +5 then?
I'll take one of the Kinetic guns...
Gunnery: 1d20 + 5 ⇒ (18) + 5 = 23
Gunnery: 1d20 + 5 ⇒ (2) + 5 = 7
Gunnery: 1d20 + 5 ⇒ (8) + 5 = 13
Gunnery: 1d20 + 5 ⇒ (5) + 5 = 10
Gunnery: 1d20 + 5 ⇒ (11) + 5 = 16
Gunnery: 1d20 + 5 ⇒ (3) + 5 = 8
Gunnery: 1d20 + 5 ⇒ (4) + 5 = 9
Gunnery: 1d20 + 5 ⇒ (17) + 5 = 22
Gunnery: 1d20 + 5 ⇒ (19) + 5 = 24
Gunnery: 1d20 + 5 ⇒ (9) + 5 = 14
GM Gustavef |
Three guns were added. The final Attack modifier is -1 since it started at -3. Triskid's final attack mod should then be +1. But I will adjust correctly
Yuta-133 |
It's actually a +6 in Piloting; I've edited my sheet to make that more clear. But I believe that's still tied for best among our crew, so I'll handle the piloting checks.
Yuta wraps up his final adjustments and grabs the remote piloting control device, before moving to a location where he has a clear view of the entire course.
I added up our improvements and get the same results, but Morgan still has three chances and Serrarra has one more success that I don't think she declared an effect for. For now I'll make 10 rolls with the +4 and assume you'll adjust them if necessary.
Piloting 1: 1d20 + 10 ⇒ (17) + 10 = 27
Piloting 2: 1d20 + 10 ⇒ (10) + 10 = 20
Piloting 3: 1d20 + 10 ⇒ (1) + 10 = 11
Piloting 4: 1d20 + 10 ⇒ (9) + 10 = 19
Piloting 5: 1d20 + 10 ⇒ (9) + 10 = 19
Piloting 6: 1d20 + 10 ⇒ (12) + 10 = 22
Piloting 7: 1d20 + 10 ⇒ (15) + 10 = 25
Piloting 8: 1d20 + 10 ⇒ (8) + 10 = 18
Piloting 9: 1d20 + 10 ⇒ (2) + 10 = 12
Piloting 10: 1d20 + 10 ⇒ (1) + 10 = 11
Julakesh Starfist |
Julakesh gets to control one of the energy guns--taking great glee in blasting arcs of burning energy at the other racers.
Energy Gun: Shot 1: 1d20 + 1 - 1 ⇒ (20) + 1 - 1 = 20
Energy Gun: Shot 2: 1d20 + 1 - 1 ⇒ (4) + 1 - 1 = 4
Energy Gun: Shot 3: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2
Energy Gun: Shot 4: 1d20 + 1 - 1 ⇒ (9) + 1 - 1 = 9
Energy Gun: Shot 5: 1d20 + 1 - 1 ⇒ (15) + 1 - 1 = 15
Energy Gun: Shot 6: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10
Energy Gun: Shot 7: 1d20 + 1 - 1 ⇒ (17) + 1 - 1 = 17
Energy Gun: Shot 8: 1d20 + 1 - 1 ⇒ (4) + 1 - 1 = 4
Energy Gun: Shot 9: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10
Energy Gun: Shot 10: 1d20 + 1 - 1 ⇒ (4) + 1 - 1 = 4
Serrarra Ina |
Serrarra cheers on her comrades as they prepare for the race.
Medrick has much better gunner skills and should be the third gunner.
GM Gustavef |
I added up our improvements and get the same results, but Morgan still has three chances and Serrarra has one more success that I don't think she declared an effect for. For now I'll make 10 rolls with the +4 and assume you'll adjust them if necessary.
Yes, Serrarra has one improvement not assigned.
You would have found out the following about the other racers:
Ratrod has one Energy weapon and a speed of 55
Lemgem has one Kinetic weapon and a speed of 50 but has a randsom boost
Nyzin has two weapons, one each, and a speed of 50 but also some type of afterburner that can drastically increase it at the cost of much lower ACs.
Velocity has two kinetic weapons, but the extra weight slows her down to 40.
Orsis has no weapons with a speed of 55, but seems to be very maneuverable and harder to hit.
All the NPCs except Ratrod will focus fire on on the leader.
Ratrod will focus fire on you unless he is significantly in the lead.
Serrarra Ina |
Serrarra (with the full hindsight of knowing this now) improves the targeting computers, making our To-Hit modifier a flat +0.
Medrick |
we have 4 guns in total. Who wants to take the last gun?
Medrick take up the 3rd gunner controller. He takes a moment to consider which and desides the energy is probably better.
energy gun: 1d20 + 4 ⇒ (19) + 4 = 23
energy gun: 1d20 + 4 ⇒ (17) + 4 = 21
energy gun: 1d20 + 4 ⇒ (16) + 4 = 20
energy gun: 1d20 + 4 ⇒ (15) + 4 = 19
energy gun: 1d20 + 4 ⇒ (20) + 4 = 24
energy gun: 1d20 + 4 ⇒ (11) + 4 = 15
energy gun: 1d20 + 4 ⇒ (20) + 4 = 24
energy gun: 1d20 + 4 ⇒ (10) + 4 = 14
energy gun: 1d20 + 4 ⇒ (7) + 4 = 11
energy gun: 1d20 + 4 ⇒ (6) + 4 = 10
rolls are 23,21,20,19,24,15,24,14,11,10. Wow those are some good rolls!
Serrarra Ina |
Morgan can take the final gunnery position if desired.
Serrarra takes a position in the crowd, attempting to find a place within 60 feet of Ratrod for as long as possible. She casts Detect Thoughts, hoping to discern any sneaky intents, and telepathically shares anything she learns with her teammates.
GM Gustavef |
Serrarra, take the final gun since Morgan is MIA right now.
Botting Morgan Upgrades
Computers Upgrade 2: 1d20 + 12 ⇒ (14) + 12 = 26
Computers Upgrade 3: 1d20 + 12 ⇒ (2) + 12 = 14
Computers Upgrade 4: 1d20 + 12 ⇒ (14) + 12 = 26
Morgan increase the speed to just edge out Ratrod, and also ups the EAC to avoid his attacks.
Final Stats
Speed 60 ft (60ft full) -- 4 improvements
EAC 14 -- 2 improvement
KAC 16 -- 1 improvement
Piloting +4 -- 2 improvements
Attack +0 -- 3 improvements
Weapons 2 Kenitic, 2 Energy -- 3 improvements
GM Gustavef |
NPC Race Rules
Each round has a gunnery phase then the piloting phase. Everyone fires their weapons once at whomever. Ratrod will focus on you, the other NPCs will focus on the current leader.
Each hit gives the pilot a -4 on their piloting roll for that round.
After everything is fired each pilot makes a roll with any modifiers for being hit.
Race ends when the first racer reaches the finish line at 3000 ft.
GM Gustavef |
And They Are Off....
Lots of rolls
Special: First Energy weapon hit give Ratrod a bonus to piloting
Tactics: Always attacks Laboni unless she is three places behind
Attack Rolls:
Ratrod Energy Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Ratrod Energy Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Ratrod Energy Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Ratrod Energy Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Ratrod Energy Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Ratrod Energy Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Ratrod Energy Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Ratrod Energy Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Ratrod Energy Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Ratrod Energy Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Piloting Rolls
Ratrod Piloting: 1d20 + 10 ⇒ (8) + 10 = 18
Ratrod Piloting: 1d20 + 10 ⇒ (4) + 10 = 14
Ratrod Piloting: 1d20 + 10 ⇒ (12) + 10 = 22
Ratrod Piloting: 1d20 + 10 ⇒ (7) + 10 = 17
Ratrod Piloting: 1d20 + 10 ⇒ (10) + 10 = 20
Ratrod Piloting: 1d20 + 10 ⇒ (20) + 10 = 30
Ratrod Piloting: 1d20 + 10 ⇒ (19) + 10 = 29
Ratrod Piloting: 1d20 + 10 ⇒ (13) + 10 = 23
Ratrod Piloting: 1d20 + 10 ⇒ (4) + 10 = 14
Ratrod Piloting: 1d20 + 10 ⇒ (13) + 10 = 23
Special: Due to her erratic driving, roll a d4 at the start of Lemgem’s turn; on a result of 3 or 4 the vehicle gains a 10- foot bonus to speed (vehicle speed resets at end of round).
Tactics: Standard NPC
Attack rolls:
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (4) + 1 = 5
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Lemgem Kinetic Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Piloting rolls:
Lemgem Piloting: 1d20 + 6 ⇒ (17) + 6 = 23 --- Speed boost: 1d4 ⇒ 3
Lemgem Piloting: 1d20 + 6 ⇒ (8) + 6 = 14 --- Speed boost: 1d4 ⇒ 1
Lemgem Piloting: 1d20 + 6 ⇒ (15) + 6 = 21 --- Speed boost: 1d4 ⇒ 2
Lemgem Piloting: 1d20 + 6 ⇒ (9) + 6 = 15 --- Speed boost: 1d4 ⇒ 3
Lemgem Piloting: 1d20 + 6 ⇒ (3) + 6 = 9 --- Speed boost: 1d4 ⇒ 2
Lemgem Piloting: 1d20 + 6 ⇒ (7) + 6 = 13 --- Speed boost: 1d4 ⇒ 4
Lemgem Piloting: 1d20 + 6 ⇒ (18) + 6 = 24 --- Speed boost: 1d4 ⇒ 4
Lemgem Piloting: 1d20 + 6 ⇒ (12) + 6 = 18 --- Speed boost: 1d4 ⇒ 4
Lemgem Piloting: 1d20 + 6 ⇒ (5) + 6 = 11 --- Speed boost: 1d4 ⇒ 4
Lemgem Piloting: 1d20 + 6 ⇒ (3) + 6 = 9 --- Speed boost: 1d4 ⇒ 3
Special: Nyizin can kick her vehicle into high gear to increase her vehicle’s speed by 20 feet on her next turn, at the cost of setting her racer’s EAC and KAC to 5.
Tactics: Standard NPC, will use boosted speed if not in front.
Attack rolls:
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (6) + 5 = 11 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (2) + 5 = 7 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (15) + 5 = 20 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (7) + 5 = 12 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (11) + 5 = 16 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (20) + 5 = 25 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (16) + 5 = 21 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (5) + 5 = 10 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (11) + 5 = 16 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Nyizin Kinetic Attack: 1d20 + 5 ⇒ (6) + 5 = 11 ----- Nyizin Energy Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Piloting rolls:
Nyizin Piloting: 1d20 + 6 ⇒ (15) + 6 = 21
Nyizin Piloting: 1d20 + 6 ⇒ (7) + 6 = 13
Nyizin Piloting: 1d20 + 6 ⇒ (15) + 6 = 21
Nyizin Piloting: 1d20 + 6 ⇒ (1) + 6 = 7
Nyizin Piloting: 1d20 + 6 ⇒ (8) + 6 = 14
Nyizin Piloting: 1d20 + 6 ⇒ (12) + 6 = 18
Nyizin Piloting: 1d20 + 6 ⇒ (11) + 6 = 17
Nyizin Piloting: 1d20 + 6 ⇒ (2) + 6 = 8
Nyizin Piloting: 1d20 + 6 ⇒ (1) + 6 = 7
Nyizin Piloting: 1d20 + 6 ⇒ (13) + 6 = 19
Special: Gains a +4 bonus to his vehicle’s EAC and KAC.
Tactics: Standard NPC
Attack Rolls: NONE
Piloting Rolls:
Orsis Piloting: 1d20 + 10 ⇒ (3) + 10 = 13
Orsis Piloting: 1d20 + 10 ⇒ (17) + 10 = 27
Orsis Piloting: 1d20 + 10 ⇒ (13) + 10 = 23
Orsis Piloting: 1d20 + 10 ⇒ (1) + 10 = 11
Orsis Piloting: 1d20 + 10 ⇒ (11) + 10 = 21
Orsis Piloting: 1d20 + 10 ⇒ (11) + 10 = 21
Orsis Piloting: 1d20 + 10 ⇒ (6) + 10 = 16
Orsis Piloting: 1d20 + 10 ⇒ (16) + 10 = 26
Orsis Piloting: 1d20 + 10 ⇒ (18) + 10 = 28
Orsis Piloting: 1d20 + 10 ⇒ (15) + 10 = 25
Special: Velocity’s vehicle has a 10-foot penalty to speed, but has an additional basic kinetic weapon installed.
Tactics: Standard NPC
Attack Rolls:
Velocity Kinetic Attack: 1d20 + 5 ⇒ (10) + 5 = 15 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Velocity Kinetic Attack: 1d20 + 5 ⇒ (17) + 5 = 22 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Velocity Kinetic Attack: 1d20 + 5 ⇒ (7) + 5 = 12 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Velocity Kinetic Attack: 1d20 + 5 ⇒ (11) + 5 = 16 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Velocity Kinetic Attack: 1d20 + 5 ⇒ (10) + 5 = 15 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Velocity Kinetic Attack: 1d20 + 5 ⇒ (10) + 5 = 15 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Velocity Kinetic Attack: 1d20 + 5 ⇒ (1) + 5 = 6 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Velocity Kinetic Attack: 1d20 + 5 ⇒ (4) + 5 = 9 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Velocity Kinetic Attack: 1d20 + 5 ⇒ (19) + 5 = 24 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Velocity Kinetic Attack: 1d20 + 5 ⇒ (20) + 5 = 25 ----- Velocity Kinetic Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Piloting rolls:
Velocity Piloting: 1d20 + 12 ⇒ (1) + 12 = 13
Velocity Piloting: 1d20 + 12 ⇒ (8) + 12 = 20
Velocity Piloting: 1d20 + 12 ⇒ (9) + 12 = 21
Velocity Piloting: 1d20 + 12 ⇒ (16) + 12 = 28
Velocity Piloting: 1d20 + 12 ⇒ (10) + 12 = 22
Velocity Piloting: 1d20 + 12 ⇒ (20) + 12 = 32
Velocity Piloting: 1d20 + 12 ⇒ (4) + 12 = 16
Velocity Piloting: 1d20 + 12 ⇒ (5) + 12 = 17
Velocity Piloting: 1d20 + 12 ⇒ (15) + 12 = 27
Velocity Piloting: 1d20 + 12 ⇒ (18) + 12 = 30
GM Gustavef |
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And They Are Off....
Welcome race fans, and another exciting race here in the Botscrap. Not a cloud in the sky
Bob, we are in a space station there are never any clouds
Right you are SAAL-e. But it does not matter as the races are now up at the starting line under the starters orders.
HOOOOOOOONNNNNNNK!!!!!!!!
And they are off. A few opening shot between Laboni and Ratrod, they hit each other. But Laboni seems to be unaffected and jumps to the lead with Lemgem, who had a nice boost off the line. Continuing down the opening straight, Lemgem and Laboni are trageted by the field, but Laboni pulls further in to the lead. SALL-E, that rookie is having an amazing start.
Yes she is Bob, looks like Ratrod is at the end of the pack, he is having a terrible start. Lets see how her racer handles though the corkscrews.
Good point, and OOOOOH. The whole field targets and Laboni’s racer gets tagged by everyone. And stalls out complete, Nyizin kicks in his afterburners and pulls in to the lead, with Orsis following a few lengths behind. Laboni is able to clear her stall and makes a slow progress to catch up to the rest of the pack, Lemgem takes over first from Nyizin. Ratrod is finally getting his racer in to gear, but Laboni’s heavily armed racer keeps on tagging him.
I have never seen so many guns. It is like a flying procupine out there, but seems like the “Go Fast and Hit Hard” approach seems to be working for the rookie
Nothing like a good offense to settle a score. Now coming around the back alley, Laboni over takes Lemgem as the gnomes thrusters seem to sputter a bit. Orsis is in third. Ratrod, the crowed favorites is still trailing the pack. Even Velocity’s slow but steady craft is beating the Ysoki. Now along the final turn everyone focuses on the rookie again and slows her down. Nyizins afterburners shoot him in to lead position heading down the final strech.
Looks like Ratrod caught up with Velocity, but even with that piloting he has a lot of ground to cover
Does not look like he is even trying. But now everyone targets Nyizin, but those afterburners seem to make him an easy mark and he stalls out after all the hits. Ratrod finally passes and take the middle of the pack, Orsis, Lemgem, and the rookie Laboni close up tight. It is coming down to the wire…..
And LABONI Wins!!!!!! followed closely by Lemgem and Orsis.
Bob, I don’t think I have ever seen such an exciting race. It was all over the place.
Yes SAAL-e. And Ratrod himself goes up and congratulates the winner.
Did not need the results from the 4th gun. Otherwise I would have waited
Julakesh Starfist |
"Haha!" Julakesh exclaims loudly, throwing her fist up into the air. She beats her chest with her scaly fist. "I have done this! I have made Laboni NOT SUCK! HA! This miracle has happened because we are AMAZING!" She finally gestures to her companions near the end, including all of you in her victory.