Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Way to get punched in the face Darshe. Keep it up!" offers Artemis as a complement. It's clearly a joke however, and it makes Darshe feel somewhat better.
Heal 5 SP Darshe.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Artemis will Demoralize the creature currently in combat with Darshe.
Intimidate: 1d20 + 1d6 + 8 ⇒ (20) + (4) + 8 = 32 DC is either 10+total Intimidate bonus or 15+1.5 xCR, whichever is higher. If I succeed, I make it shaken for 1 round, +1 round for every 5 by which I beat the DC.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Artemis starts moving in that direction.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Then pick a direction and let's get moving." says Artemis as he sheathes the dogslicer.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Moved as requested.
Aretmis will scoop up the dogslicer and give it a few test swings.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Artemis will also investigate the body, trying to determine how it died.
Perception, since I don't have Medicine: 1d20 + 6 ⇒ (5) + 6 = 11
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"We should probably try and discover how it died." says Artemis as he moves towards he body.
queue the scene from Aliens where the android gets an alien queen tail shoved through his midsection.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Artemis moves up behind Krevlor, then waves the rest of the group into the airlock so he can cycle it.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"We should be able to call up a ships schematic on the bridge. It is why I attempted to set us down nearest to it." said Artemis as he unbuckled his harness once the ship was docked.
He then proceeded to strap on a bandolier with a series of pockets on it, about half of which seemed to be full.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
We'll go with the Starboard side then.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
No worries Darshe. I know that long combats can get frustrating, and that can be exacerbated in this format.
Going to stay Envoy for now. I get the following things from levelling to 2:
+6 HP/+7 SP
+1 BAB
+1 Ref and Will
one rank in the following skills: Athletics, Bluff, Culture, Diplomacy, Intimidate, Life Sciences, Piloting, Perception, Sense Motive.
The Inspiring Boost Envoy Improvisation.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
I'll take whichever one is closer to the bridge.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Okay, hang on while I dock us." said Artemis.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Where to first? The asteroid or the ship?" asks Artemis over the comms.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Seems reasonable." says Artemis as he breaks off pursuit and turns the ship back on course.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"You guys want to give chase?" says Artemis over the comms. Will just move in his direction in case they do want to chase it.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Evade Manuever (DC 11): 1d20 + 7 ⇒ (20) + 7 = 27
Now that the controls were responding the way they should, Artemis rocketed the ship in a series of tight turns, jockeying for position.
I have moved the ship.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Starship battles tend to go a bit slower than other parts of the game, and it's compounded by PBP. I think we're doing okay as we are, but having our science officer scan them to see what their ship stats are would be helpful, especially so I can do my best to position us in the location where our shields are the weakest.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Thanks. Given the chance, I always try to set it up so that the enemies have to fly through our ship square; one, cause it can provoke AoOs, and 2 cause if they use flyby, that means they're not evading.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
I will move as long as I make my firk ding blast roll.
Evasive Maneuver (DC 11): 1d20 + 7 ⇒ (10) + 7 = 17
Tired of messing around, Artemis moves his ship until it is nose-to-nose with the other vessel, dodging fire as he does.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Evasive Maneuvers DC 11: 1d20 + 7 ⇒ (2) + 7 = 9
The ship does not respond to his commands, and it takes Artemis precious seconds without moving getting the controls to function properly again.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Continuing the trend of "I don't want to get shot", Artemis lines up the ship to set up the gunners for this round.
Evade DC 11: 1d20 + 7 ⇒ (16) + 7 = 23
I have moved the ship!
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Sorry, I thought I had moved the ship but apparently I haven't.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"We don't have to kill them, just drive them away so we can finish our mission!"
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Piloting: 1d20 + 7 ⇒ (10) + 7 = 17 Holy ACOW, I won! *does Snoopy Dance*
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Artemis continues to evade.
Quick question about the movement if your ship: is it supposed to be able to turn more than 90 degrees on a turn? I ask because looking at your arrows, it's first turn should have only gone to the left front hex face, but you moved it to the left back hex face.
Evasive! DC 11:: 1d20 + 7 ⇒ (14) + 7 = 21
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
That I can do![/dice]
Piloting Initiative: 1d20 + 7 ⇒ (7) + 7 = 14 [ooc]I didn't, but I at least had a chance!
Artemis again takes an evasive maneuver while positioning the ship right in front of the fighter.
Maneuver Check TN 11: 1d20 + 7 ⇒ (4) + 7 = 11
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
My max piloting is 25.
Artemis continues his evasive maneuvers, ending so close that the group can almost see into the other ship's windows.
Evasive! DC 11: 1d20 + 7 ⇒ (8) + 7 = 15
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Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Piloting Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
"<<Hang on!>>" shouts Artemis over the shipboard comms as he begins trying to juke and list lazily to the left.
Piloting vs. DC 12: 1d20 + 7 ⇒ (14) + 7 = 21
Increase our TL and AC by 2 for this round. I've also made my move on the map. Man, our turn radius is amazing!
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
I am getting a "not authorized" message when I click on the Roll 20 link.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
If we don't have a pilot, I am trained, but I only have +5.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"I'll take the captain's chair, assuming that you don't mind listening to me."
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Artemis affixes one of the patches directly to his epidermis.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Cultures: 1d20 + 5 ⇒ (3) + 5 = 8
Not noticing anything out of the ordinary, Artemis boards the shuttle and takes a passenger seat.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Standing, Artemis nods and turns to leave.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Indeed, it might be helpful to know about Chimara in general: her personality and skill sets more specifically."
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Posting this to all my games: Sorry for the lack of posting. For the second time this year, I got the flu, and the internet is out at my house right now (where it has been for the last two days). It should hopefully be resolved by Monday, and if not I'm going to switch ISPs. Please feel free to bot me until I am back up and running, and if I am running your game, I haven't forgotten about you!
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Why don't you start by telling us why you feel you have claim on the rock and the ship?"
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Some freelancers would probably consider stable employment a bribe." offers Artemis.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Cultures: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
True to his word, Artemis says nothing but waits for the others to take the investigatory lead.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Artemis sits calmly and waits for the group to be shown in.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
I am saving up for a forcefield generator that I can install in myself.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Since we are representing someone else, and your group clearly has a history with the Hardscrabble Collective, perhaps I can do the talking when we are there? I have no history with them, thus would have no pre-disposed malice towards them. I would be more than happy to allow one of you to take the lead in the questioning here."
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"We should either talk to both groups or neither one. We don't want to appear partial to one group over the other, after all."
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
Cultures: 1d20 + 5 ⇒ (2) + 5 = 7
Not knowing any better, Artemis signs the contract after reading it and then collects his copy.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Agreed. I look forward to working with you!" as he stands, he offers the ambassador his hand.
Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4
"Very well, we shall hear testimony of the positions of the two factions then head to the Acreon and determine what is happening there, as well as retrieve your package."
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