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Personal: Formian
Ally: Elite Hireling (Diplomacy, Bluff, Intimidate) +12
Social: Society Solidarity (#2-07)
Starship: Improved Drift Engine
Promotional: Campaign Coin
Faction: Wayfinders

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Still, +2 to gunnery is handy. Especially if you fire two guns.

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Yes, let's use the Aid Token.
We may also want to go ahead and use the level 2 bonus from Celita since we also will get the shot from Gunnz's fly by.

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Sorry for dropping out the last couple rounds. Dh'qa was right to claim that Encourage last round. I was absolutely going to start moving toward "best defense is a strong offense" mode.
As for our next mission, I think we talked about this some before, but I would say we're best equipped for:
Agillae-5 - Recovery Efforts - Investigation mission - Zero-g
Callion-2 - Captive Interview - Interrogation/persuasion mission - Normal gravity
Selfishly, I'm more tempted by the mission on Callion-2, but would also be very happy with (and useful in, I think) the Agillae-5 mission.

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We were going relatively many posts per day, it's okay that you missed some. I'm glad we had a speedy battle instead of letting it drag out.
Yeah, we clearly don't have a good starship crew. I recently played a rather harrowing Zero-G battle with Dh'Qa, I'm half curious how the rematch would go. But I'm fine with the other mission too.

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Shall we go normal gravity first? Get a success then go to zero g just in case?

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Gunnz is normally all about space combat, but I've had one and that is all you normally get in any scenario. Agreed we don't really have an ideal skill mix for another, although I could sit in any role (albeit with less bonus).

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Next time you should let someone else pilot sometimes I think and do some science/engineering to optimise shield placement so we have less critical damage I think.

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The problem with that is that we absolutely need to win initiative to bring our heavy forward guns to Bear. "Normally" I'd want 3 gunners so we can take normal shots instead of expensive broadsides at -2 per gun, a science officer to shuffle around shields and an engineer who can't fail on his divert power checks. We have... less than that :P

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Being a jack of all trades, Gunnz can fill in any role (computers/engineering +10) although not be as good as it as a character specialised in that area.
I tend to agree that winning initiative is the single most important bit of a round. Do that right and you can stay out of the enemies weapons and keep your own facing the right way. That is the reason I try to grab a node for my init checks rather than any other pilot like activity.

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Excellent! Well, friends, shall we boost this one since we used the last one that came our way?

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@Desha - Bump to put your token on the map!

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Woops! Sorry, forgot to do that part! Token is now on the map.

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Guys, not that I don't love a good fight...but in the interest of doing more missions, why don't we just run? We have done what we came to do and this might just end up in chained fights.

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I'm good with running if that is an allowable option. This fight is just burning time and resources.

GM Bret |

It is allowed for you to run since you got the intel you needed, I had double-checked with the overseer.

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Gunnz then happily beats a retreat.

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Desha Doash wrote:Don't you have weapon specialization?Desha continues leading the charge, raising her rifle to fire once again on red.
[dice=Pulse rifle]1d20+6 [dice=Damage (So)]1d10
Part of my archetype (Steward Officer) is that I get weapon proficiency and weapon specialization as bonus feats at 4th and 6th levels. So I’ve got a couple levels here where my damage isn’t super great, especially when I keep rolling 1s, but the decent range and greater damage due makes it even out. Plus, I also have spells to use for real damage. I’m just taking it easy on spells because these specials can tend to be real marathons.

GM Bret |

For this section of skill checks, do people want me to just move us along once there is a success or give each person a chance at the check?
It is a special, so completing missions is important however the whole reason for playing a special is to have fun and participate in a multi-table event. I don’t want to make people feel we rushed right through something that wanted to contribute to.

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Same thing? Give 3 people a chance to do it and then move forward?
I feel like I got a success, hence the question, but happy for others to have a go too :)

GM Bret |
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I was amused that you chose medicine after the series of Intimidation attempts you’ve had.
Asking because it is a total of five checks. Moving forward on the first success probably means it is done in a day or less. Waiting will greatly increase that, but give more people a chance to participate. In person it is fairly easy to do this sort of thing fast, but PbP how you do it can make a huge difference in how long it takes.
That is why I wanted some group consensus on the pacing.
Oh, and I don’t think it is much of a spoiler to say there will be a combat at the end of the skill checks, :)

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I'd be okay with Teddington's suggestion: we hold to our prior agreement to move on once we have a majority of participation.
Also, looks like the troops have already heard my speech before. Whoops!

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I personally enjoy it when we're the table that's doing well and that helps pull up the other tables, so I'd be in favor of going forward as soon as we get a success. But I'm okay with the other suggestions too.

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Yeah, well I'm much better at Medicine ;)
Well happy to change it to 2 instead of 3 for speed.
A happy medium? Plus if we don't even succeed after 2, we need more anyway!

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I'm happy to move ahead as soon as we have a success. This is PBP, and I know my TZ is quite out from eveyrone else, so please don't wait for me.

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Well you're the operative, so we'll probably need you to bail us out a couple of times anyway :P

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Well the Princess and I are in Europe, so our TZ is a bit out from the US as well!

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I've held off doing a perception check as I think Deesha is best at that..

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Does anyone recommend I go towards the steps in case something comes up that way? I mean, we literally outnumber this guy five to one and the picture does not depict a boss.

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I'm expecting either some kind of surprise enemy or for this guy to be stronger than he looks.
You can also just try to keep just behind Teddington, he's got a lot more AC than you so it's okay to let him tank.

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There is not a lot of jinsul art out there :-(
Five to one should hopefully make this quick, but remember, if we bunch up, AOEs can do a lot of damage to us as a group.

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+1 for sky jockey gives us speed 11. We can close, let us hope that means we can finish them off quickly, rather than just get into trouble quickly.

GM Hmm |

I checked in on your group, Bret! I love their in-combat banter!
Hmm

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"You totally should have joined our crew Doom Grrl" grins Gunnz.
"After all...us girls just wanna have fun."