Gulkyn |
Gulkyn has +8 on diplomacy, but will serve as an okay gunner (+3)
Gulkyn sits his bulk down at one of the stations and brings up the weapons controls. "Alright, now all we need is a target."
GM Gustavef |
Fluctuating gravitational tides from the nearby black hole buffet the ship, though the effects aren’t damaging. As the ship nears the coordinates provided by Venture-Captain Arvin, scanners reveal another vessel in the far distance. The enemy starship remains out of weapons range as the distance closes. Suddenly, the Loreseeker’s computer systems indicate an incoming transmission from the Devourer vessel.
The head of a smiling, black-furred creature fills the screen. She steps back and holds a harness stuffed with an eccentric variety of engineering tools and portable scanners. With a big wave of her three right hands she says, “Hiya, nufriends! Hey, what are you doing out here by a big, black hole? My name is Ayoka. I like to take things apart but I REALLY like to put things back together. These Devourer people really like taking things apart. Right now, their ship is pretty much put together, but I’m just waiting for this Drift engine thingamabobber to spool back up. Since I got nuthin’ to do, I suppose I’ll talk to you.”
Your quick impression is that this skittermander isn't that much of a cultist but doing what they do best and "helping" anyone that needs help.
Dr Galen Conway |
Gaelin thumbs the comms button Well .. greetings to you friend Ayoka. Don't suppose you'd be inclined to tell us about that fine ship you're currently in. And I don't suppose I can convince you to leave the Darkness of the Devourer and step into the Light of Sarenrae can I?
diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
GM Gustavef |
The Skittermander seems excited. "Does the light need things fixed as well?"
Dr Galen Conway |
Gaelin nods back to Gus
Oh yes. In fact we're in the process of fixing something really big that your .... cultist associates broke. And it's really important we fix this because the lives of an entire planet depend on it
AMOSU |
AMOSU watches the exchange between the furry creature and the Doctor Captain. "Fascinating..."
GM Gustavef |
“I am the engineer on this ship; the crew calls it the Jagged Maw. Last year, I took the engines apart while moving through the Drift. Let me tell you, taking a ship apart when the captain boss wants to go somewhere is NOT helpful!” All of Ayoka’s arms gesticulate wildly with fists shaking as if she is imitating someone being furious. “The crew follow the Great Devourer. They all like scar tattoos.” Ayoka then motions to her arm and says, “I have scar tattoos, too! But my scar tattoos all grew over with fur.”
“The captain boss lady is a lashunta.” Ayoka wiggles her fingers over her head, imitating antennae. “She likes to yell a lot. Mostly she yells at me to put things together. That’s okay since she always yells at me to do fun stuff! The big vesk—I call him Whomper—says he wants to take every planet in the universe apart. I told him he will need a bigger turret coil gun than this ship has if he wants to do that.”
“You seem like real nice people. Do you have anything on your ship that needs to be put back together? I like your ship. This cult one is hard to put back together, especially since I have to do it every day! These engines are Thaumtech L-Star-6 engines—very hard to work on.” From this information, you know the speed and maneuverability of the Jagged Maw.
Dr Galen Conway |
Captain Conway thumbs the 'hold' button and turns to the engineer If there's nothing that needs fixing on this ship then break something non-vital - like the coffee machine. And I hope someone is taking notes
He then lifts his finger. Actually yes there is. I'm sure our engineer could use some help anyway.
AMOSU |
AMOSU looks at the Doctor Captain dubiously, then shorts out several non-essential systems in the cargo holds. "Confirmed Captain Doctor, cargo bays have multiple systems no longer functioning. Assistance would be. Helpful?" It then peers at the screen to see the skittermander's response.
Gustav, Robot Repairman |
Gus runs to the galley. He'll dump some cartons of packaged food on the floor.
"There-that should take our newfriend at least a little while to sort by color in alphabetical order by food type with the vegetarian food in the left-most bin. . . ."
By the way, can I be scanning the enemy ship while this is going on? Here's a computer check just in cast I can.
computers (scanning): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
GM Gustavef |
"Ooo lighted Fixing. I will be right over"
The comms go dark and after a few moments you see an escape pod launch from the cultist ship.
It seems the ship realizes what has happened with their engineer abandoning ship. So it begins to turn around and its turret swings in your direction.
distance: 3d6 + 5 ⇒ (2, 3, 5) + 5 = 15
Facing: 1d6 ⇒ 3
Piloting - Cultists, Init: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Piloting - Gulkyn, Init: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 unless I missed someone with higher piloting
Everyone can take/roll their actions. Gunners put their attacks in spoilers then I will resolve everything at once. Gulkyn, or who ever wants to be the "mover" will need to move yourship (red) first
Gustav, Robot Repairman |
On turn one I will act as a science officer. I will likely move to one of the guns on turn two (hopefully we can keep port or starboard pointed at the enemy ship so we can use both guns).
scan (computers + ship bonus): 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Gulkyn, remember to take that +1 from the ship's duonode computer when you take your shot with our turret.
Gulkyn |
The Analog Affair has a +8 to piloting, so no change in init.
Coilgun (w/computer): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage: 4d4 ⇒ (4, 3, 3, 1) = 11
AMOSU |
"Since we have yet to sustain any damage, I will divert all available power to our weapons systems."
Engineering Action/Divert to Weapons: DC 10+1.5*Ship tier: 1d20 + 10 ⇒ (5) + 10 = 15
Dr Galen Conway |
"Make it so. Could someone keep tabs on that escape pod please.
Gaelin then paused as the enemy ship turned to attack.
Here we go. Red Alert. Shields Up. Initiating battle music. Gunners. You have power, I'm sure you know what to do with it"
diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15 to encourage
The Analog Affair-12 |
The Analog Affair says, “We’re closing on them now.”
piloting maneuver DC18: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Ouch. So, if I understand, that means the ship moves straight ahead 10 hexes.
Gulkyn |
Maneuver doesn't have a fail condition, so you can move as usual with a turn of 1, rather than the turn of 0 you would have gotten on a success.
GM Gustavef |
There is no down side. So you could have turned, but right now it would not have mattered since you need to move first.
The Loreskeer Closes as the Jagged Maw comes around
Gustav learns the folowing:
Jagged Maw TIER 1
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 10
Shields Basic 20; forward 5, port 5, starboard 5, aft 5
Attack (Turret) coilgun (4d4)
Piloting Evade: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Sciences Target: 1d20 + 6 ⇒ (5) + 6 = 11
Gunner, Turret: 1d20 + 6 ⇒ (9) + 6 = 15
Coil Gun Dmg: 4d4 ⇒ (3, 2, 1, 3) = 9
There coil gun hits but does not break though your shields.
However Gulkyn hits and your guns cut though the cultist shields, causing damage to the hull
Space Combat
Loreseeker : Shield F 10, P 10, S 1, A 10Jagged Maw : Sheild F 0 , P 5, S 5, A 5 -- Hull 6
Piloting Initiative, Jagged Maw: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Piloting Initiative, Loreseeker: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20With the shot on their hull, Jagged Maw looses its edge, then flies along side the Loreseeker.
They have moved
Gulkyn |
We had power diverted to weapons last round, so my 1 damage would become a 2, right? New total of 12
"See if you can get back in front of them! With their engineer in space, they most likely won't be getting much out of their shields."
Coilgun (w/computer): 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage: 4d4 ⇒ (1, 1, 1, 2) = 5 Now we really need that diverted power...
AMOSU |
"I shall attempt to re-route power to shields."
Engineering Phase/Divert Shields: DC10+1.5*Tier: 1d20 + 10 ⇒ (3) + 10 = 13
I think that worked for 7 shield points... If so all points to starboard please.
Are the Loreseeker's stats posted? I think it's close to the Pegasus-class but not sure what's different.
The Analog Affair-12 |
"I am swinging the Pegasus around to get in front of them again. Starboard guns, be ready. We'll be Starboard To," says The Analog Affair.
10 hexes, with a few turns in there, should get us around to the front of the Jagged Maw. I'll move the icon. Please double check I'm doing this right.
Gulkyn |
Looks good to me (matches where I figured we could get to) Going to take any pilot actions? If you don't need any, Evasion is always good to try
The Analog Affair-12 |
((The Loreseeker is a Pegasus class starship))
I hereby rechristen this class of starship a "Loreseeker".
The Analog Affair-12 |
Looks good to me (matches where I figured we could get to) Going to take any pilot actions? If you don't need any, Evasion is always good to try
Good idea!
"HOLD ON! We're going into Evasive Pattern Riker4," says The Analog Affair.
Evade DC18: 1d20 + 8 ⇒ (6) + 8 = 14
Gustav, Robot Repairman |
Gus brings up the controls for starboard light laser cannon and opens fire on the enemy vessel.
Light Laser Cannon damage: 2d4 ⇒ (3, 1) = 4
GM Gustavef |
Piloting Evade: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Sciences Target: 1d20 + 6 ⇒ (16) + 6 = 22
Captain Demand, Gunner: 1d20 + 10 ⇒ (15) + 10 = 25
The Loreseeker comes around and brings two guns to bear on to the cultist's exposed front.
And you shoots damages 1d100 ⇒ 44 their Weapons
Gunner, Turret: 1d20 + 6 ⇒ (14) + 6 = 20
Coil Gun Dmg: 4d4 ⇒ (3, 4, 3, 3) = 13
There coil gun hits but does not break though your shields.
Also one of the "escape pods" is set loose and attempts to look on
Pod Attack: 1d20 + 6 ⇒ (12) + 6 = 18
It locks on, closes and explodes outside your exposed hull
Explosive damage: 3d4 ⇒ (2, 3, 3) = 8
This damages 1d100 ⇒ 39 the Loreseeker Starboard weapons
However Gulkyn hits and your guns cut though the cultist shields, causing damage to the hull
Space Combat
Loreseeker : Shield F 10, P 10, S 1, A 10 -- Hull 13
-- Starboard Weapons GlitchingJagged Maw : Sheild F 0 , P 5, S 5, A 5 -- Hull 15
-- Fore Weapons Glitching
Piloting Initiative, Jagged Maw: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Piloting Initiative, Loreseeker: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12The jagged Maw turns to preset its fresh side to the sartfinders.
They have moved
Gulkyn |
"I'd really like some missiles about now..."
Gulkyn swings the turret around to face the enemy again.
Damage: 4d4 ⇒ (4, 1, 3, 2) = 10
The Analog Affair-12 |
"Hold on, sentients! I'm going to roll her so we can put Port To and fire on them," says The Analog Affair.
Piloting (Barrel Roll) DC13: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
"WAAAAAHOOOO!" shouts the android. "Port side weapons, people!"
AMOSU |
AMSOU continues to monitor the shields, "I shall continue the additional power to shields."
Divert/Shields DC 13: 1d20 + 10 ⇒ (20) + 10 = 30
7 shield points to starboard again.
Gustav, Robot Repairman |
Gus targets the port laser at the pirate vessel.
GM Gustavef |
Piloting Evade: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Sciences Target: 1d20 + 6 ⇒ (2) + 6 = 8
Gunner, Turret: 1d20 + 6 ⇒ (2) + 6 = 8
Coil Gun Dmg: 4d4 ⇒ (1, 1, 3, 4) = 9
----
Although lots of fancy flying, a lot of shots flying nowhere. Gustav's laser hits but dents their port shield. Fortunately with out an Engineer on their side, this still will be useful
Space Combat
Loreseeker : Shield F 10, P 10, S 7, A 10 -- Hull 13
-- Starboard Weapons GlitchingJagged Maw : Sheild F 0 , P 3, S 5, A 5 -- Hull 15
-- Fore Weapons Glitching
Piloting Initiative, Jagged Maw: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Piloting Initiative, Loreseeker: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18The jagged Maw turns to preset its fresh side to the sartfinders.
The Cultist ships seems to be find where it is.
They have moved
Gulkyn |
"Get where we can target their front! I want to make that hole larger."
Gulkyn lets loose with the turret.
Coilgun (w/computer): 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage: 4d4 ⇒ (2, 3, 1, 1) = 7
The Analog Affair-12 |
"Here comes another roll! Get ready port side guns!"
Pilot (Barrel Roll) DC13: 1d20 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15
We are now in front of the Jagged Maw, enabling you to shoot at the front. We have also rolled, allowing us to use Port Side guns, too."
Dr Galen Conway |
Let's have some more good hits like those last ones. Actually .. if we can coax them towards the black hole .. that would be excellent. They can have eternity to contemplate their fate before they get Devoured
diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
Gustav, Robot Repairman |
Gus lets 'er rip again!
GM Gustavef |
Piloting Evade: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Sciences Target: 1d20 + 6 ⇒ (9) + 6 = 15
Gunner, Turret: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21
Coil Gun Dmg: 4d4 ⇒ (2, 3, 1, 4) = 10
---
With Shields mostly full AMOSU diverts power to weapons
Divert/Weapons DC 13: 1d20 + 10 ⇒ (17) + 10 = 27
----
A Much more productive rounds. The Cultist hit but but take out the port side shields. But with extra power to the weapons, the Loreseeker rips though the Jagged Maw
System Damaged: 1d100 ⇒ 57 You damage their turret more
Space Combat
Loreseeker : Shield F 10, P 0, S 7, A 10 -- Hull 13
-- Starboard Weapons GlitchingJagged Maw : Sheild F 0 , P 3, S 5, A 5 -- Hull 28
-- Fore Weapons Malfunctioning
Piloting Initiative, Jagged Maw: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Piloting Initiative, Loreseeker: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21With there damaged guns, the Jagged maw takes some distance and places fresh shields towards the Starfinders.
They have moved
The Analog Affair-12 |
Evade: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
The Analog Affair pilots the ship around the port side of the Jagged Maw until the Loreseeker's starboard side is in front of the enemy ship.
Port side is away from danger. And we're diretily in front of them, so... shoot!
Gulkyn |
"They won't get away from us!"
Coilgun (w/computer): 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Damage: 4d4 ⇒ (3, 1, 3, 1) = 8
Though they might get away from our guns...
GM Gustavef |
Ping anyone else want to shoot
Gustav, Robot Repairman |
Gus blasts the enemy ship with the starboard light laser cannon.
GM Gustavef |
Sciences Target: 1d20 + 6 ⇒ (10) + 6 = 16
Gunner, Turret: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Coil Gun Dmg: 4d4 ⇒ (3, 1, 1, 2) = 7
---
BOTTING
Galen attempts to encourage the Gunners:
Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
AMOSU diverts power to shields
Divert/Weapons DC 13: 1d20 + 10 ⇒ (6) + 10 = 16
Seeing a chance to end this. Gustav tagets their weapons
Target System: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
----
Even with the fancy flying the cultist miss the Loreseeker. But but Galen's encouragement Gulkyn hits the enemy
Targeting their weapons array, you destroy their only turret.
Space Combat
Loreseeker : Shield F 10, P 7, S 7, A 10 -- Hull 13
-- Starboard Weapons GlitchingJagged Maw : Sheild F 0 , P 3, S 5, A 5 -- Hull 36
-- Fore Weapons Wreaked
-- Engines Glitching
With their weapons out, you are able to disable them.
GM Gustavef |
You are free to deal with the Cultist as you see fit. You pick up Ayoka and she helpfully puts your ship back together.