Game Master S's "Fly Free or Die"

Game Master Chris Marsh

Tactical Map | Campaign Tracker | Story Summary | Handouts | NPCs | Ships | Places | PCs

Quickposts:

INITIATIVE:
[dice=Hostiles]d20+2[/dice]
[dice=Aldo]d20+1[/dice]
[dice=Angel]d20+3[/dice]
[dice=Chip]d20+3[/dice]
[dice=Kaz]d20+7[/dice]

Tactical Tracker
Commerce Tracker


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none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

As they arrive at Absolom STation, Chip addresses the crew.

My friends, I believe we are at a time where we MUST change our ship's name. While we are at it, perhaps we should also come up with a name for ourselves, as a group?

Let's take the in-game time to upgrade, to get those names DOWN guys!! Maybe in Slack, or Discussion thread?


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

For ship upgrades, I would suggest a coil gun, for long range, and an MK2 Duonode computer upgrade.

Cost for these together is 12 BP; the computer upgrade grants two +2 bonuses in combat (if I understand that correctly). Coil gun is long range and does 4d4 damage. Not sure what else to get with our remaining, what, 8 BP?


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Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

"Alright, let me some what easy job we can do."

Diplomacy to Gather Information about a job: 1d20 + 12 + 1d6 ⇒ (1) + 12 + (4) = 17

Savvy Merchant Diplomacy Reroll: 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Aldo pokes around, and while looking, someone else contacts him.... a face pops up on the vid screen. It's a shirren in an ill-fitting suit.

"Greetings! My name is Scarlon Gniz. I'm from the Moonlighters—a company which specializes in making arrangements for one-time jobs with “independent contractors,” including anyone who owns their own starship, such as you! Wondering if you want a SUPER easy freelance job that would get you on the rolls. The way we work is that when we have something come up, we call you. If you get the call, you get the right of first refusal."

Culture DC 12:

Legit company. you've heard of them. Minor stuff, but they're looking to build a bigger operation.


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Culture: 1d20 + 6 ⇒ (17) + 6 = 23

"Greetings, Scarlon. I'm Aldo Cygnaurius. You've got my interest. What types of jobs do you have in mind? Do you have anything lucrative?"


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7
Game Master S wrote:

Aldo pokes around, and while looking, someone else contacts him.... a face pops up on the vid screen. It's a shirren in an ill-fitting suit.

"Greetings! My name is Scarlon Gniz. I'm from the Moonlighters—a company which specializes in making arrangements for one-time jobs with “independent contractors,” including anyone who owns their own starship, such as you! Wondering if you want a SUPER easy freelance job that would get you on the rolls. The way we work is that when we have something come up, we call you. If you get the call, you get the right of first refusal."

** spoiler omitted **

The vesk is intrigued. He is excited about a new job.


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

We must take this opportunity...we MUST have a new ship name, and a group name, before we take this job!

Also, any objection to moving our missile launcher to the port side, and installing the coil gun on the nose?


1 person marked this as a favorite.
Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7
Chip the Android wrote:

We must take this opportunity...we MUST have a new ship name, and a group name, before we take this job!

Also, any objection to moving our missile launcher to the port side, and installing the coil gun on the nose?

Kaz nods in agreement. He also believes we have put off naming their ship for too long. Lets go with FireStorm!


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

"I've got a lucrative job to start, yes. The only thing is.... well... I would never ask you to break any laws. There's a medical research company who wishes to remain anonymous, and they want to transport some complex chemical compounds from someplace near your current location to close by Absalom station.... while avoiding the normal taxes and tariffs such a shipment would incur. Interested? It'd be real easy, and I've arranged terms so that you can dump the cargo before you'd have to pay anyway. The job pays 1,500 credits, with a 25% advance when you agree."


CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

"Sounds pretty straightforward to me. What could go wrong?"


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

"I like nice and easy jobs. We haven't seen those in a while, but we would be willing to try. Where do we go for the pickup and who is our contact?"


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

"Excellent! you just need to rendezvous at your current destination with a vesk cargo ship, the Titanosaurus, and pick up several sealed crates. You then transport the goods to the Pact Worlds, before landing, shove the crates out of the airlock into a prearranged orbit. They will give you a beacon to attach to the crates, which activates after you drop them. You don’t know the crates’ end destination, and the crew that picks them up won’t know where they came from. As a result, when the crates get to their final port, they won’t appear on a manifest as having come from the world the you are on now, meaning they won’t be subject to the normal tariffs. Clean, right?!

Gniz admits, "The scheme seems a tad shady, but there’s no rule against it, and certainly there’s nothing illegal about the part you are asked to play."


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

"Can you assure me that these chemicals are well sealed and that we won't have any leakage problems? I like to run a clean ship you know."


1 person marked this as a favorite.
none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

Chip raises an eyebrow. Fifteen hundred credits for an "easy" job? Considering the easy jobs we've had so far, I would not trust to hope that this will be anything but more of the same. But, we need work, so why not?


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Since there were no objections, I've moved your missile launcher to the port arc and installed a coil gun on the forward arc.

"Chemicals? I actually have no idea what's in these crates. But yes. It sounds like we have a deal.... I've just forwarded you your credit advance! Check your accounts!" Which is out of date as the treasure and split hasn't been updated in a long while.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The Titanosaurus is conveniently parked on Vesk-2, just a few hours’ flight away. Gnix gives you the ship’s transponder frequency and arranges to pick up the cargo through the Titanosaurus’s quartermaster, a gruff vesk named Kroyvutsa....


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

"OI! This is Kroyvutsa of the Titanosaurus. You the schleppers? I've got yer crap. It's a full hold's worth of crates. Get over here, get it loaded, and git yourselves."


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

Chip stays at the FireStorm's helm, but he separates his drone to oversee and assist the loading.

At the vesk's admonishment, the drone gives a jaunty salute, then putters over to the cargo hold.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The cargo consists of one large crate and half a dozen small crates, which will actually take up one cargo hold. All are marked as complex chemical compounds for medical testing (though they do not say what specific compounds). Noticeable warning labels state the contents are “potentially hazardous if removed from packaging” and are “sealed for environmental purity.” Kroyvutsa notes that the shipment’s value is lost if the crates’ seals are tampered with— "if they are, you won’t get paid, savvy?" She also mentions that as long as you sign to indicate the seals are intact when you receive the crates (which they are), she and her crew get paid regardless of what you do with the crates afterward. Finally, Kroyvutsa gives the you the beacon you're supposed to attach to the crates, along with the coordinates for the drop-off.


CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Once we are on board and alone...

"Rhonda, is there any way you can scan those crates to see whether we are about to make a terrible mistake?"


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Rhonda confirms that the interiors are lead-lined. Will take Engineering or Life Science if you're looking to really examine the crates.


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

”Just don’t mess with the seals. We need them intact if we want our pay day.”

Once everything is loaded up, Aldo gives Chip the command. ”Take us out of here.”


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Loaded up, it's time to return home! Thanks to the mysterious power of the Starstone the journey home will take Travel: 1d3 ⇒ 3 Days.

]A quick check in. How are people spending the trip. Let me know if you're just chilling or you want to perform an official Downtime activity.


CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Angel tries to scan the crates, looking for a crack in the the lining or some other way to determine any clues as to their contents, without opening the crates or breaking the seal. She is happy to do this over the course of several days if necessary.

Engineering: 1d20 + 10 ⇒ (16) + 10 = 26


CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

She won't take any risks on actually breaking the seal. Just using scanning technology only.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Angel relaxes a bit outside of checking the crates. She's quite confident that the seals are intact and genuine.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

After leaving Vesk-2 for Driftspace, the party settles in for a relatively short ride back.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

BWAAAAA! BWAAAAA! BWAAAAA! BWAAAAA! BWAAAAA!

The ship's cargo hold alarm stirs everyone from their downtime. Which one of you is in the loo? Alphabetical. On a 5 or 6 it's no one. Taking a leak: 1d6 ⇒ 1 Aldo! you'll need to take a move action or suffer a -1 to your AC because you're.... um.... not sealed up.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

INITIATIVE:
Alarm: 1d20 + 4 ⇒ (18) + 4 = 22
Aldo: 1d20 + 1 ⇒ (12) + 1 = 13
Angel: 1d20 + 2 ⇒ (6) + 2 = 8
Chip: 1d20 + 3 ⇒ (20) + 3 = 23
Kaz: 1d20 + 3 ⇒ (12) + 3 = 15

Round 1:
Chip: Go
Alarm: TBD
Kaz: TBD
Aldo: TBD
Angel: TBD

******************************************
TACTICAL MAP
Location: Aboard the FireStorm - The Drift
GM’s Tracker
Party Conditions: Inspiring Boost: -
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

Chip immediate heads to the cargo hold, separating his drone and drawing his laser pistol on the way


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Also I'm wrong. all doors are a move action to open.

Chip gets up from his chair.

Round 1:
Chip: Move!
Alarm: Done[b]
Kaz: Go
Aldo: Go
Angel: Go

******************************************
TACTICAL MAP
Location: Aboard the FireStorm - The Drift
GM’s Tracker
Party Conditions: Inspiring Boost: -
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

1d4 + 4 ⇒ (2) + 4 = 61d4 + 4 ⇒ (3) + 4 = 7
Crate: -3


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

Pilot's chair is up front, right?

He hustles toward the cargo by. I knew I should have left my drone in there to observe...


CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Angel moves, opens the door and moves again.


CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

"Rhonda! What the hell is going on in the cargo bay! Show me!"


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"Scanning for intruders...."

Terminal Uplink:

You can use your exocortex to stay vigilant. As a full action, you can upload your exocortex into a computer to which you have root access, directing it to monitor that computer. Once your exocortex is integrated, your custom rig alerts you whenever a creature operates or attempts to hack the computer, similar to the alarm countermeasure. Your exocortex upload can be removed from the computer by other users as if it were a module. If you upload your exocortex into a different computer, you lose the benefits of terminal uplink with the first computer, and the exocortex upload on that computer deletes itself 1d10 minutes later.

If you upload your exocortex into a computer with a camera, microphone, or other similar monitoring device, you can perceive the computer’s surroundings with that hardware by using your custom rig, so long as you’re within 100 feet per mechanic level you have of the computer. While observing the computer’s surroundings in this way, you can’t use your exocortex’s memory module, and the number of targets you can track with your exocortex is reduced by one. You must have an exocortex to select this mechanic trick.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Chip, yes it is. I used the annotated map for this scene.

Angel moves quickly, and pulls up Rhonda's view...

Rhonda:

The door to the cargo bay shut just moments before you logged on. Inside the bay you see two vicious bat... things. They're frantically clawing at one of the smaller crates, trying to break it open!

Round 1:
Chip: Move!
Alarm: Done
Kaz: Go
Aldo: Go

Angel: Move

******************************************
TACTICAL MAP
Location: Aboard the FireStorm - The Drift
GM’s Tracker
Party Conditions: Inspiring Boost: -
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

1d4 + 4 ⇒ (3) + 4 = 71d4 + 4 ⇒ (3) + 4 = 7
Crate: -3


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7

Round 1

Kaz jumps up out of his rack and grabs his laser rifle. He sprints into the cargo room and shoots the closest one.

Ranged attack 1d20 + 6 ⇒ (15) + 6 = 21
Laser rifle 1d6 ⇒ 1 balls!


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Aldo pulls himself together and comes running towards the cargo hold drawing his laser rifle as he approaches.

Already on his comm link he asks, "Somebody report in. What the situation?"


CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

"Some sort of bat creatures trying to break into our cargo!"


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Per Slack, Angel opts for the intel over the move in round 1.

Kaz curses, grabs his rifle, and heads below to get to the cargo bay.

Round 2:
Chip: Go
]
Alarm: Done
Kaz: Go
Aldo: Go

Angel: Move Moved already from round 1, so both actions have been taken.

******************************************
TACTICAL MAP
Location: Aboard the FireStorm - The Drift
GM’s Tracker
Party Conditions: Inspiring Boost: -
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

1d4 + 4 ⇒ (2) + 4 = 61d4 + 4 ⇒ (3) + 4 = 7
Crate: -6


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7

Can someone please move Kaz? He has a 40’ movement.

Hissing quietly the vesk moves toward the threat. His rifle at the shoulder ready to fire as soon as possible. Also ready to drop his rifle and go claws on!


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Aldo took a double move.


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

Chip thinks quickly. His drone can move quickly, and can fly--so maybe it will be able to grapple with one of the beasties. He separates it, and opens the door for the drone to fly in!


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Kaz, Aldo, and Chip rush towards cargo, and spy a toothy, bat-like creature. Life Science to ID

Round 3:
Chip: Go

Alarm: TBD
Kaz: TBD
Aldo: TBD
Angel: TBD

******************************************
TACTICAL MAP
Location: Aboard the FireStorm - The Drift
GM’s Tracker
Party Conditions: Inspiring Boost: -
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

1d4 + 4 ⇒ (2) + 4 = 61d4 + 4 ⇒ (1) + 4 = 5
Crate: -6


1 person marked this as a favorite.
none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

life science: 1d20 + 4 ⇒ (1) + 4 = 5

Chip blinks for a moment, dumbfounded at the beastie that apparently apparated into their cargo hold. But he wants to draw its ire from the boxes to the party, so he shouts out HEY! Ass-butt!

he fires his pistol, and the drone also takes a shot.

Laser pistol: 1d20 + 3 ⇒ (17) + 3 = 20
fire: 1d4 ⇒ 4

drone attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage, P: 1d6 ⇒ 5


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Chip and drone both shoot the strange flying creature, but not directly enough to drop it! It flies forward with a hungry bite:
Bite: 1d20 + 9 ⇒ (10) + 9 = 19 for DMG: 1d4 + 4 ⇒ (1) + 4 = 5

Round 3:
Chip (SP: 9/14): Go

??? Life Science: ATK
Kaz: Go
Aldo: Go
Angel: Go

******************************************
TACTICAL MAP
Location: Aboard the FireStorm - The Drift
GM’s Tracker
Party Conditions: Inspiring Boost: -
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

1d4 + 4 ⇒ (1) + 4 = 51d4 + 4 ⇒ (3) + 4 = 7
Crate: -8
Red: 9


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

"What in the five hells is that winged beast doing on our ship?! Take it out!"

Aldo takes careful aim quickly and precisely to fire his Laser rifle directly at the creature!

Azimuth Laser Rifle: 1d20 + 2 ⇒ (20) + 2 = 22
Fire Damage: 1d8 ⇒ 6 <-- x2 for Crit plus Burn: 1d6 ⇒ 4


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Aldo's aim is dead nuts! The creature screeches as it catches fire!

Round 3:
Chip (SP: 9/14): Go

??? Life Science: ATK
Kaz: Go

Aldo: Crit
Angel: Go

******************************************
TACTICAL MAP
Location: Aboard the FireStorm - The Drift
GM’s Tracker
Party Conditions: Inspiring Boost: -
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

1d4 + 4 ⇒ (2) + 4 = 61d4 + 4 ⇒ (4) + 4 = 8
Crate: -8
Red: 21, Burn 4


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7

Round 3

The vesk is a little surprised that the small creature is still flying after taking multiple shots. He piles on. Shoulders his rifle, overcharges the battery and gently squeezes the trigger.

Ranged attack 1d20 + 6 ⇒ (11) + 6 = 17
infinity rifle 2d6 ⇒ (3, 6) = 9

If the creature is right up on Chip, Kaz can switch his rifle shot to a claw attack if needed.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Unlike Pathfinder, you can shoot into melee without worry.

Kaz, shocked that this thing is still up, squeezes the trigger on his infinity rifle as the twin barrels weave the laser into a single, overcharged beam.

His shot hits it, and the burning creature, somehow stays aloft, though its wounds are so bad that the flames will likely finish it off any second.

Round 3:
Chip (SP: 9/14): Hit
??? Life Science: ATK
Kaz: Hit
Aldo: Crit
Angel: Go

******************************************
TACTICAL MAP
Location: Aboard the FireStorm - The Drift
GM’s Tracker
Party Conditions: Inspiring Boost: -
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

1d4 + 4 ⇒ (3) + 4 = 71d4 + 4 ⇒ (3) + 4 = 7
Crate: -8
Red: 30, Burn 4

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