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
Ship combat Tracker


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| Feuding Faiths | Fly Free or Die | | Ship Roles |

ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
►Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

*******************************************
STARSHIP COMBAT: Round 1
TACTICAL MAP
GM TRACKER
Starship
Bonus Resolve: 0
Critical Damage Table
Critical Skill check results
Options Adjusted for level: No

FireStorm Status:

Captain: Aldo
Chief Mate: Vacant
Engineer: Vacant
Gunner: Kaz
Magic Officer: Vacant
Pilot: Chip
Science Officer: Vacant

HP: 106/140 CT: 11
AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
Speed: 12 Maneuverability: Good (1)
Computer Assistance: +2 for everyone!
Systems Status: P100%
Shields: Diverting amount: 6

  • Forward: 6
  • Port: 22
  • Starboard: 0
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (1) + 12 = 13
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 32/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)

    Systems Status: 100


    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 does her level best to fashion a sky hook.

    Engineering: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33


    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

    "Hook the ship and let's get out of here!"


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Angel strategically breaks off some scrap and loads it up to act as a hook! To use the Pilot will have to try a special HOOK stunt, which uses Athletics to succeed (since you've got to hold the yoke.)

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 11 ⇒ (2) + 11 = 13
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    *******************************************
    STARSHIP COMBAT: Round 1
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 23
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (1) + 12 = 13
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 32/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)

    Systems Status: 100


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Since Chip CAN'T fail initiative. the creature whips around, staying in the storm!

    HELM PHASE:
    ►Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    *******************************************
    STARSHIP COMBAT: Round 1
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 23
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (11) + 12 = 23
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 32/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)

    Systems Status: 100


    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

    In a tense moment, Aldo demands excellence from Chip!

    ”There can only be one choice, you must get in there and hook the ship and it must be now!”

    Intimidation vs. DC = 15 + 1-1/2 times your starship’s tier : 1d20 + 12 ⇒ (10) + 12 = 22

    Success grants +4 bonus to Chip’s athletics check.


    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]

    Affirmative.

    Chip does The Thing...

    Athletics: 1d20 + 7 + 4 + 2 ⇒ (3) + 7 + 4 + 2 = 16 <--assuming I still get a +2 for the ship's enhancements

    well frick


    1 person marked this as a favorite.
    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    ]My bad. My bad. I was mixing this scene with another. The yoke-holding is NOT this scene. This one is the hook PHYSICALLY being tossed from cargo, which means someone needs to take "HOOK" as a job. I'm going to rewind to the START of the Helm phase, which is essentially giving Chip his turn back.


    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 he still get his +4 to a skill check? If it is not athletics, what is it?


    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

    The vesk takes the quickly fashioned hook and steps into the airlock. Now one hand grabbing a railing, he takes a mighty swing and throws the hook.

    Athletics 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24


    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 finesses the FireStorm with as deft a hand as he can manage, to line up the shot for Kaz and the hook.

    I see that Kaz took Aldo's +4, so I'm not taking it

    piloting: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30

    he glides the ship alongside the Wild Magic as if he's tapping into wild magic of his own!


    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 the Android wrote:

    Chip finesses the FireStorm with as deft a hand as he can manage, to line up the shot for Kaz and the hook.

    I see that Kaz took Aldo's +4, so I'm not taking it

    [dice=piloting]d20+13+2

    he glides the ship alongside the Wild Magic as if he's tapping into wild magic of his own!

    Chip gets the ship as close to the target as he can...


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Chip flies the ship DIRECTLY into the storm! It's immediately rougher flying and the energy does a number on the hull and shields! Both ships take DMG: 2d6 ⇒ (5, 4) = 9 spread evenly though shields if you've got them. The wild Magic does NOT. you can see visually that the ship is in trouble, taking severe hull damage. If it's in here much longer, it'll break apart.

    Kaz is free to shoot since you can't reach the ship this round.

    The starbeast immediately changes tack to ram you! But can't yet.

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    *******************************************
    STARSHIP COMBAT: Round 1
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 20
  • Port: 20
  • Starboard: 20
  • Aft: 21
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (10) + 12 = 22
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 32/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)
    Systems Status: 100

    Wild Magic HP 46/55


    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

    With a big toothy grin Kaz holds to the grab bar with one hand while he hurls the hook w/ the other.

    Athletics 1d20 + 9 + 4 ⇒ (4) + 9 + 4 = 17

    Id much rather prefer my first roll from above…


    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

    Posting for real this time

    Kaz sits at the gunnery station. He switches to missiles and lines up a portside shot. With a toothy grin he gently strokes the FIRE button.

    Gunnery 1d20 + 8 + 2 + 4 ⇒ (5) + 8 + 2 + 4 = 19 Not the best rolls lately


    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

    Damage 4d8 ⇒ (3, 6, 3, 2) = 14


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Kaz shoots and scores! A missile slams into the star beast's flank.

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    ►Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    *******************************************
    STARSHIP COMBAT: Round 2
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 20
  • Port: 20
  • Starboard: 20
  • Aft: 21
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (16) + 12 = 28
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 18/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)
    Systems Status: 100

    Wild Magic HP 46/55


    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

    "Nice shot, Kaz! Now, let's hook that ship and get out of here!"

    "Angel, If you don't keep this ship together, I am going to have Kaz sit on you!"

    Demand:
    You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.

    Intimidate Check: 1d20 + 12 ⇒ (1) + 12 = 13

    Aldo unsuccessfully demands that Angel improve his performance!


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    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    In a zone such as this, the Engineer can also harmonize the shields to defend against the damaging features. It's a DC 16 Engineering check in this case.


    1 person marked this as a favorite.
    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 does her best to harmonize the shields against the environmental hazards.

    Engineering: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Angel works on the shields, finding a harmony that protects it from the storm!

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 11 ⇒ (7) + 11 = 18
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    *******************************************
    STARSHIP COMBAT: Round 2
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 20
  • Port: 20
  • Starboard: 20
  • Aft: 21
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (11) + 12 = 23
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 18/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)
    Systems Status: 100

    Wild Magic HP 46/55


    2 people 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]

    Initiative: 1d20 + 13 ⇒ (20) + 13 = 33


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    The beast turns around and prepares to ram!

    HELM PHASE:
    Captain (Aldo): Gone already
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    *******************************************
    STARSHIP COMBAT: Round 2
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 20
  • Port: 20
  • Starboard: 20
  • Aft: 21
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (20) + 12 = 32
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 18/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)
    Systems Status: 100

    Wild Magic HP 46/55


    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]

    since I can't see the map from work, and tend not to check PbP from home (sorry), I need some help. I'd like to get close enough to the Wild Magic to give Kaz his shot, then immediately move away from the beastie to the closest edge of the disturbance that's away from it.

    Can we do a Spring Attack move like that?


    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:

    since I can't see the map from work, and tend not to check PbP from home (sorry), I need some help. I'd like to get close enough to the Wild Magic to give Kaz his shot, then immediately move away from the beastie to the closest edge of the disturbance that's away from it.

    Can we do a Spring Attack move like that?

    Kaz believes in you


    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]
    Kazador Agudo Garrez wrote:
    Kaz believes in you

    and so do I...

    Chip starts hitting console buttons with great speed and calls out on the Comm (with his voice going a bit breathy and slow on the last two words)

    Kaz, be ready with the hook...wait for the...Opportune Moment!

    Fly Through: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Chip flies through!


    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

    Kaz moves from his gunnery station and into position to manually throw a jury rigged hook. opportune moment? The vesk makes a growly hiss and does his best.

    Throw/athletics 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Kaz just barely misses! The storm takes its toll. Thankfully Angel has the FireStorm shields calibrated to handle it, but the Wild Magic does not.

    DMG: 2d6 ⇒ (1, 1) = 2

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    ►Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    *******************************************
    STARSHIP COMBAT: Round 2
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 20
  • Port: 20
  • Starboard: 20
  • Aft: 21
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (6) + 12 = 18
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 18/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)
    Systems Status: 100

    Wild Magic HP 44/55


    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 will continue to calibrate the shields to protect from environmental damage.

    Engineering: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22


    1 person marked this as a favorite.
    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

    "We cannot lose this ship. Kaz, I need you to focus, take a deep breath, and hook the ship. You've got this!"

    Encourage (Diplomacy) vs. DC 15: 1d20 + 15 + 1d6 ⇒ (5) + 15 + (2) = 22

    +2 Bonus to Kaz


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Assuming the ship will stay in the storm, Angel keeps altering the harmonics. Aldo gives Kaz a little pep talk!

    HELM PHASE (Initiative):
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 11 ⇒ (14) + 11 = 25
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    *******************************************
    STARSHIP COMBAT: Round 2
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 20
  • Port: 20
  • Starboard: 20
  • Aft: 21
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (1) + 12 = 13
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 18/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)
    Systems Status: 100

    Wild Magic HP 44/55


    2 people 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]

    pilot: 1d20 + 13 ⇒ (20) + 13 = 33


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    The massive space creature whips around and chases the ]FireStorm!

    HELM PHASE:

    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    [/ooc]

    GUNNERY PHASE:
    Captain (Aldo): +2 to Kaz
    ►Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    *******************************************
    STARSHIP COMBAT: Round 2
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: 100%
    Shields: Diverting amount: 6

  • Forward: 20
  • Port: 20
  • Starboard: 20
  • Aft: 21
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (8) + 12 = 20
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: Shard Diver
    HP: 18/32 CT: 6
    AC: 16, TL: 13
    Speed: 10 Maneuverability: Good (1)
    Systems Status: 100

    Wild Magic HP 44/55


    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 tries to Back Off to give Kaz his shot...

    piloting: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24


    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

    Given a second chance, the vesk tries to make the most of it. He throws the hook.

    Athletics 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Kaz hooks the ship while Chip flies backwards! There's no way for the creature to pursue in a straight line, so it looks like you're home free.

    Indeed, as soon as you're clear of the storm, you get a visual communication from the Wild Magic, "Yee haw! Now that was something I ain’t never done before! Now I’m mighty thankful for the rescue, but without a run of starmetals, I ain’t got no cargo for you and no credits to pay you with. What do you say we use my old nets and some quick engineering to turn your ‘FireStorm’ into a proper stormrunner!” The rescue itself nets the party 800 XP.


    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]

    Saddle up; lock and load!


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Yatraxo has a cheerful and excitable demeanor, currently amplified by the adrenaline rush of surviving a near-death experience. While Wild Magic took substantial damage, its crew remains uninjured. With advice from Yatraxo, the crew can properly equip the FireStorm with Wild Magic’s energy nets, powering them to attract, catch, and contain valuable minerals thrown up from Vesk-5’s turbulent core. A perilous occupation, stormrunning requires cooperation between the ship’s science officer (who detects the minerals as they rise from the core), the pilot (who must guide the ship on an intercept course), and the chief mate (who operates the net then hauls caught minerals into the cargo hold). Stormrunners often wait days or weeks for the right conditions to arise, but with the vortex here, it's possible to haul some RIGHT NOW.


    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 never considered stormrunning, but this sounds like an interesting opportunity. Let’s go fishing! First, could you give us the details on how to use these nets?”


    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]

    DO it. DO it.


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    Scanning the Storm: To find valuable minerals as they drift
    through the storm, the science officer must succeed at a DC 16 Computers check. On a failure, the crew wastes 10 minutes and the ship takes 2d6 damage from the damaging zone. If the science officer fails, they can try again.

    Making the Catch: Once the crew detects a flying mineral fragments, the pilot can intercept them with a successful DC 18 Piloting check. On a failure, the pilot can try again, but the DC rises to 20 as the debris turns to fall back towards the planet’s core. If the pilot fails this check, the crew must begin again with Scanning the Storm.

    Hauling it In: To bring a net full of valuable minerals into the cargo hold, the chief mate must succeed at a DC 20 Athletics check; up to one other character can aid the chief mate on this check. If the chief mate fails by 5 or more, the mineral comes loose from the net and the crew must try Making the Catch again.

    Science Officer up!


    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 know this job is different from what you are use to doing, but let’s see if we can earn ourselves some wealth with stormrunning!”


    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.

    "Scan the storm for booty, Rhonda!"

    Computers: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25


    "'Booty' detected."


    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 cocks his head sideways, glancing at Angel. Kindly stop looking at my booty, you cheeky monkey. ...pause... On second thought, no harm done. Enjoy.

    The 'droid then turns his attention to Making the Catch.

    piloting: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28


    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

    Wondering if Rhonda sees any "booty" on Chip, Aldor decides to keep his opinions to himself.

    "Kaz, can I assist you in trying to haul in the minerals?"

    Athletics to Aid: 1d20 + 4 ⇒ (10) + 4 = 14


    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

    Kaz is feeling slightly out of his element. Yet, w/ his training from the other crew and the strength of his arm his confidence is building. Doing his best he goes for it.

    Athletics 1d20 + 9 ⇒ (20) + 9 = 29


    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

    "Kaz, you are a natural! I think you have been holding out on us. Have you been a miner before?"


    | Feuding Faiths | Fly Free or Die | | Ship Roles |

    The FireStorm soars through the purple skies of Vesk-5, catching chunks of radioactive blue-green abyssium, green crystal noqual, shining siccatite, and even coppery horacalcum that careens up from the planet’s interior. Yatraxo asks you to drag Wild Magic to Quariskt, where she can get repairs. She already has a buyer lined up for the starmetal cargo.

    “We can’t sell anywhere in the Veskarium,” Yatraxo says. “What we just did breaks about a dozen laws, supposedly for our own safety, but we know what’s really goin’ on, don’t we? The Veskarium just wants all this sweet loot for themselves! Anyhow, I got a buyer all lined up for ya at Vartaikam Bazaar on Marixah. Name’s Lindol. He’ll take care of ya, and you can send me my cut.”

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