Sound Warrior

Arika Ladd's page

96 posts. Alias of Vrog Skyreaver.


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HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"Be that as it may, we should keep moving. It's clear that there's no one here."


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

I am back now.

"I can't pick keypads. What about or mechanic?"


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

So I am posting from work:

Apologies about not posting sooner, but I have been down internet wise for roughly a week, and will not have internet back up yet for a week or so.

This means that I haven't had internet for the last 4 days (as we had 4 days off at my work for the holiday).

It's been...an experience where I learned that I use the internet more than I thought I did.

With all of that being said, I will try to post from work as I can, but if I am in your game, please bot me as needed.

If I am running your game, please bear with me while I try to post when I can. Hopefully, sooner than better, but I want to be up front about this issue.

again, I apologize about the delay.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika aims and fires at the other Drone.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (7) + 5 = 12
Damage Roll: 1d8 ⇒ 7f


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika aims and fires at one of the drones.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (20) + 5 = 25
Damage Roll: 1d8 ⇒ 6f
Crit Damage: 1d8 ⇒ 7


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

I am back, btw.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Posting this to all my games, so sorry if you see it multiple times:

This week both my office and I personally are going to be moving. It's been crazy busy and I am not going to be able to post until Monday at the earliest. Please bot me if I am in your game, and if you are in a game I am running, I will get a post up as soon as possible.

Thank you for your patience.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"Just that they travel in patrols like this one." says Arika.

"I'm not sure how they spotted me, or kept seeing me."


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"Well, that could have gone better." said Arika as she reloaded her rifle.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

That's odd that they kept the sniping rules but got rid of the distance penalties to perception. Regardless, I understand.

Not bothering to snipe now that her allies are there, Arika instead just fires.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (10) + 5 = 15
Damage Roll: 1d8 ⇒ 1f


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

It's bee working so far, so Arika sees no reason to change up her tactics.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (15) + 5 = 20
Damage Roll: 1d8 ⇒ 6f

Stealth: 1d20 + 10 ⇒ (3) + 10 = 13


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika continues to shoot then move and hide.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (9) + 5 = 14
Damage Roll: 1d8 ⇒ 3f

Stealth: 1d20 + 10 ⇒ (5) + 10 = 15


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Dang you and your super dicebot rolling skills!

Again, Arika shoots and then hides.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (1) + 5 = 6
Damage Roll: 1d8 ⇒ 3f

Stealth: 1d20 + 10 ⇒ (2) + 10 = 12


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

As I mentioned, I'm going to hold with my current stealth check until discovered or they go away.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Arika is fine with letting them pass and then continuing on her way.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Arika continues attacking and hiding.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (1) + 5 = 6
Damage Roll: 1d8 ⇒ 5f

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Arika shoots then moves and hides again.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (5) + 5 = 10
Damage Roll: 1d8 ⇒ 8f

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Arika is a Halfling; also, did they not see me?


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

lol silly Dicebot!

Arika raises her rifle and fires at the one that spotted her.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (18) + 5 = 23
Damage ROll: 1d8 ⇒ 7f

She then moves and breaks line of sight before hiding again.

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Gm:

And none are wearing helmets?


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

If it's alright and makes things go faster, I'll just take 10 on my Stealth and Perception rolls, for a 20 and 17 respectively. Also, I'll track what information I can about the patrols: size, armaments, frequency, and so on, in case we get comms again.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

I meant section B


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Man, I leave you guys alone for 5 minutes...


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika will scout ahead, confident in her abilities.

Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Perception: 1d20 + 7 ⇒ (1) + 7 = 8


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"Okay, I'm headed to area B. Give me about 15 minutes to get into position before starting anything."


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"I still think that it would be best if I stay out of town; not only does it play to my specialty, but that way if things go south for the assault group, I can come and try to rescue you. Baedjrak, can you pinpoint the source of the jamming?"


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika will test her comms to verify if they are working or not, both the current working set, and the comm unit that she is handing out.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika secures the hunting rifle and ammo, then makes a digital copy of the map, adds a few notes and then sends each group member a copy.

"Okay folks, here is what I am thinking. I'll go get into position to cover you as you are in town. When I move, I'll let you know via comms which section I'm going to move to. If you want to let me know to move to a specific section, just say three words that begin with the same letter in a single sentence, and I'll know to move to that area. Next"

says Arika as she produces a spare personal comm and offers it up to the group before continuing

"Keep this comm open and broadcasting at all times, so I can listen into the conversations you are having. I've set it to a different frequency than the comms we'll be using to communicate, so just set it and forget it. Finally, you" she indicates the native man "is there a place that you can tell your people to gather that they would know by name that the Azlanti wouldn't? If so, which direction is it located in?"


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika looks at the map and starts looking for sniping positions to provide overwatch for the group, while starting to formulate a plan.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

As the others talked to the man, Arika was busy removing and sorting their gear, laid out into neat piles.

As she worked, she asked the man "Can you draw us a map of your town and the surrounding land please, including the new buildings?"


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika aims and fires again.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (17) + 5 = 22 I also reduce cover bonuses from 4 to 2
Damage Roll: 1d8 ⇒ 8f


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"Now, now, no need for..." Arika is cut off by Elthaeron's attack.

Sighing, she moves for a tree to get cover and separation, then draws up her rifle and fires at one of the two hostiles.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (15) + 5 = 20
Damage Roll: 1d8 ⇒ 7f


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Btw, my stealth bonus was not correct. I've fixed it.

"I hate jungles." says Arika as she assembles her rifle.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"You had me at sneak." jokes Arika.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"Can you identify an manufacturer? That could potentially tell us something about who we're dealing with."


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Aiding Gunnery so we can end this!

Diplomacy DC 11: 1d20 + 1 ⇒ (1) + 1 = 2


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Aiding Gunnery again. DC 11: 1d20 + 1 ⇒ (16) + 1 = 17


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Wow, that's some craptastic dice rolling there.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

I can only help with 1 phase a turn, per the rules on page 322, specifically:

Crew Actions wrote:
You can take one action (usually defined by your role) per round of starship combat.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Aiding Gunnery DC 11: 1d20 + 1 ⇒ (8) + 1 = 9


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Going to aid gunnery this round.

Diplomacy dc 11: 1d20 + 1 ⇒ (19) + 1 = 20


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"Impediments in our way have to be dealt with. Trosvod, fire at will. Elthaeron, do your best not to get us shot down . Baedjrak, Go keep our ship from falling apart."


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Sure, I can take the captain's chair, but I can't promise I'll be good at it.

"Fine, I'll command the ship. "

As the ship exits the Drift, Arika is roused by the sounds of the proximity alarms. Sighing, she says "Let's kill them all and be on our way."


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"I can try and fill in whichever role you think I would fit best in, but I've never worked as a ship's crewman before, so I can't say that I would offer much in the way of experience."

That's Arika's way of saying she'll take any role left, since she is about equally as bad at all of them.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Okay, I'll start speccing out something with a medlab, cargo bay, and mixed weapons and I'll get it posted probably Friday/Saturday, if I'm being completely honest.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

I am somewhat familiar with the starship creation rules. I'm fine with taking point on building it.

Couple of quick broad questions for the group to help flesh out our basic starship plans (we'll need to eventually come to a consensus on this, but to start with let's just get everyone's opinion):

Do we want our ship to be fast, or tough?

Do we want more energy or physical weapons?

Do we want/need any specific labs (biological, cybernetic, magic)?

Is there anything specific that we *HAVE* to have on the ship?


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Sense Motive DC 0, Arika doesn't care for the music he's listening to. at all. Hence why she was out of there as fast as she could be.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

What's our level limit for purchasing things?


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

"Sure. I'll go and get started packing. Let me know where the ship is docked."