SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Seeing that Gryggax and Blacklock are choosing to abandon Breaker to face the charging akata alone and instead rush past him to shut the bridge door, Boris shouts back at them. "Don't waste yer time shutting the door, ya' yellow bellied cowards! We gotta kill these damned things anyways if we're gonna get to the bridge. Me and Digdig can hold 'em off in the doorway, you two keep that thing off Breaker!"
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
For the people that seem to be worried about it, its pretty unlikely anything important in the room will actually be damaged by a feeble Mk I frag grenade. And if something was damaged...well we have a mechanic and a technomancer on board. Just sayin'. Page 409: Hardness: Each object has hardness—a number that
represents how well it resists damage. Each time an object is damaged, its hardness is subtracted from the damage. Only damage in excess of its hardness is deducted from the object’s Hit Points. On average, a sturdy piece of equipment (such as a weapon or a suit of armor) has a hardness equal to 5 + 2 × its item level. Any other piece of equipment has a hardness equal to 5 + its item level. Hit Points: An object’s Hit Point total depends on its item level and is modified by additional criteria. On average, a sturdy piece of equipment (such as a weapon or a suit of armor) has a number of Hit Points equal to 15 + 3 × its item level. Any other piece of equipment has a number of Hit Points equal to 5 + its item level. Any item of level 15th or higher receives an extra 30 Hit Points. Very large objects may have separate Hit Point totals for different sections. Objects do not have Stamina Points. Damaged Objects: A damaged object remains functional (though it has the broken condition; see page 273) until the item’s Hit Points are reduced to 0, at which point it is destroyed. Damaged (but not destroyed) objects can be repaired with the Engineering skill or a number of spells.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris cautiously pulls a frag grenade from his belt and tosses it into the room. Grenade attack: 1d20 + 4 ⇒ (1) + 4 = 5
Frag grenades have a 15 ft. radius blast and deal piercing damage
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris slings his doshko over his shoulder and puts his trusty buzzsaw blade into his hand with a flick of his wrist. "Alright, here goes nothin'," he says as he opens the door to the bridge.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Physical Sciences: 1d20 + 8 ⇒ (18) + 8 = 26 "That ore ya found there is Noqual. It's a sky metal that's got innate anti-magic properties. Pretty valuable if we sold it, but I could probably make some golem busting bullets out of it when I got some spare time. I might even be able to forge a small blade out of what ya' got right there." Boris is ready to open the door at any moment, but I think he is waiting to see if Breaker is planning on joining us.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris will move up to the door to the bridge when everybody has caught up and carefully examine it for any malfunctions. If it seems safe, he will then listen closely at the door to see if he can hear anything on the other side. Perception: 1d20 + 7 ⇒ (4) + 7 = 11
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
The room just fought the Akata's in looks like it might be the power core. I don't see anything else on the map that looks like a power core. Boris will take a quick look at the power core (or whatever that blue glowing thing is) is to make sure it's not ready for an immeninent melt down and then move on. Engineering: 1d20 + 10 ⇒ (3) + 10 = 13 "Those look like airlocks down the end of those hallways. If there are survivors, that's probably where they'd be. But you wanted to head to the bridge first, Blacklock?" I'm moving Boris down the hall to show where he will end up, but he's not going to move more than fifteen feet ahead of the group, so he'll be waiting until they follow.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
I bumped mine up. The Akata just knocked out a little bit of my SP. "Well, if you say so. If some alien space pup burst out of me belly, I'm holdin' you responsible, Shirren." Boris brushes himself off and looks apprehensively down the hallway. "I think I'm gonna be alright. The beastie just barely scratched my skin."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Fort Save 1: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23 Fort Save 2: 1d20 + 4 ⇒ (18) + 4 = 22 "Great, what'd that thing do ta' me? It didn't put its eggs in me, did it?" Boris mumbles anxiously.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
@Gryggax: I think the wrmyling gland just hits in a cone and they get a Reflex save (10+1/2 your level + CON) for half. No attack role needed. Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6 "Aggadd, I think this varmint just injected something into me!" Is that its attack for the first round or the second? I think it already tried to bite Boris on round one. On his turn Boris orders Digdig to get behind the Akata so they are flanking it on both sides. "Use the buzzsaw blade, Digdig. These things don't burn so good, so we'll see if they bleed!" Digdig Starknife: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d4 + 5 ⇒ (3) + 5 = 8
Boris Starknife: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 271d4 + 5 ⇒ (1) + 5 = 6
If Digdig takes out the Akata, then Boris will instead move behind Gyrgax, getting closer to the action.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
We can draw shapes on the map. I put a rectangle where I thought you *most likely* would have laid the grease down, just as an example. If you hold ALT down while dragging it, you can turn it into a circle. Which might be useful for grenades...or later on...explosive blasts. "Dat's great Breaker, but I left me salt water aquarium back at Absalom Station," Boris quips while struggling to keep the akata's snapping jaws away from him with the shaft of his doshko.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris grips his flame doshko in both fists and a blade of bright red flame bursts out from the end of the weapon. Boris squares his body to face the "space dog" and expertly jabs at it with the burning end. Flame Doshko, Fire damage: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 5 ⇒ (3) + 5 = 8 Digdig whirs to life, his weapon arms spinning around him. "COMBAT PROTOCOL: CLOSE COMBAT. BEGIN." Digdig steps guardedly to the side of the monster attacking Boris and swings the arms wielding the doshko at it. Flame Doshko, Fire damage: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 5 ⇒ (5) + 5 = 10
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Assuming that door can be opened, Boris is going to enter that hallway, on the alert for whatever is going to inevitably jump out of the shadows and turn him into a puddle of glowing green goo.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Armor has some basic environmental protections built right in. You can breathe in space or underwater and you have roughly the equivalent of endure elements from Pathfinder. It also includes a comm unit, so we can talk to each. Boris reluctantly takes the lead; walking side by side with Digdig down the corridor. "Looks like an empty hallway. I'll go see if that door will open." Boris carefully scans the hallway for danger before moving up to the door to examine it. Perception: 1d20 + 8 ⇒ (11) + 8 = 19
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
"Aye, yer a might religious too, eh, Shirren? Never hurts to have another god on our side. I pray to Three-in-One myself." Boris loosens the cargo straps holding Digdig in place, muttering a litany to the drone as he inspects its armaments one last time. Boris loads his buzzsaw shaped starknife into the quick release holder and briefly turns the flamers on his doshko to make sure that it is working correctly. Boris gulps nervously as their transport nears the Acreon. "Well, I guess I'm as ready as I'm ever going to be. Let's get this over with."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Watching the Necroglider fly off into space, Boris cheers, "Fly away in the face of Dwarven fury and don't ya think about coming back here!" After the fight's over, Boris logs in to assist Alpha with scanning the Acreon. Under his breath he mutters, "I don't like the way that ship looks over there, floating all quiet and lifeless."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
It's the GM's call, but the book basically says no. It basically says that most spells and effects won't have a significant effect during space combat. Think about it like this. The best real life analog to what we're doing would be a dog fight between two fighter jets. A modern fighter jet can fly up to 1500 mph, which ends up being around 2,000 feet per second. Even if we were moving only half that speed, then Blacklock would have to maintain a bumber to bumber following distance for at least 12 whole seconds as detect thoughts only reveals the presence of thought on the first round. 18 seconds if you actually wanted to pick up surface thoughts. That would be some pretty intense flying.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
This should be for Round 3's gunnery check. Who is getting the encourage bonus this round? Coil Gun: 1d20 + 6 ⇒ (15) + 6 = 21 Coil Gun Damage: 4d4 ⇒ (4, 4, 3, 4) = 15 "Cap'n, that's a Necroglider we're fighting. With all due respect, whatever they have piloting that thing probably ain't alive anymore. Best thing to do is blast until it stops moving."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
I think it makes the most sense for the captain to be the one communicating with other ships; but technically anyone of us could probably open up comms with them. "Good flyin' Blacklock. Keep it smooth like that. I can actually hit 'em when yer not jerking the ship around like it was a busted junk racer."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
I'm assuming we can each add one of those floating bonuses from the trinode computer to our gunnery checks? Leaving one more bonus for somebody. Boris can be heard whispering over the comms, "Aim ahead of them, half-breath, slow trigger pull. Blessed be the Triune." Coil Gun Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Coil Gun Damage: 4d4 ⇒ (1, 4, 4, 2) = 11 "Ha ha! I think I got 'em!
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris growls over the comms in an irritated voice.
Boris pivots the coilgun around, preparing to get a good bead on the darting the Necroglider. Quick little bugger.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris levels the Hippocampus's coilgun at the enemy starship and begins to fire. Turret gun: 1d20 + 5 ⇒ (4) + 5 = 9
Dang nabbit! They're moving faster than I thought. I need to lead them a bit more. @ Breaker; targeting a specific system is a computer science officer action. Since we're getting a free gunnery check on our forward arc, maybe it would be worth doing next round, but I think you used up your action with the scan this round.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
The good thing is that the gunnery phase after helm and piloting, so we can kind of anticipate for who should be our shooter. And yeah, I agree with you Blacklock, getting a good scan right away is super useful.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
"Shields are up at full strength and all systems are are humming beautiful. Cap'n Gryggax, since everything is going good engineering wise, I'm gonna get ready to link into the turret gun fer now." Boris links into the gunnery and pivots the turret gun around, hoping that he can line up its firing arc with whatever fancy maneuvers Blacklock decides to try out. "Just line us up so I can give 'em a good spray on their broadside."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
@Breaker: Ranks in Piloting count as your BAB if its higher and you have a 16 Dex. Actually, it looks like everyone here has a gunnery bonus of +6; Boris has a lowly +5. Technically, we're all good gunners. But I agree; the bonus from the Captain is a lot more useful than the Engineers ability to divert power to the guns or the science officer's ability to target systems. Gryggax I think you should do captain so that you can provide that encouragement bonus; UNLESS both me and Breaker are busy boosting/re-balancing shields.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
My opinion is that we will want to cycle the Gunner role. So I'll start running right away, but if our shields go down, I'll need to get them back up. If things go really south and we start having a malfunctioning system, then I'll pretty much be a full time engineer doing patching actions. When that happens, you could take over as a gunner.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris straps his drone down with thick canvas straps. "We don't need you running round the ship while we're flyin'. Boris seats himself near the power core, laying out his tools and running some last minute diagnostics. He then familiarizes himself with how to remotely access the various guns on the ship and uses it as an opportunity to make sure that they are properly turning within their arc and that they are properly calibrated. Engineering primary, but prepared to gun.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
I had low expectations going in from some of the reviews I'd read and the news about the directors changing mid filming. It definitely exceeded my expectations. I think critics judge any movie coming out of the whole Disney magic machine harsher than they would if it was from a different studio.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 Boris whispers to the group, "There's somebody watching us. I'm thinkin of sendin' Digdig over there to drill a few holes in 'im."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
I'm going to be out of town starting tomorrow until Wednesday afternoon. I'll try to post, but my post's will probably be a bit more perfunctory. Please bot me as needed!
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
"Yeah, that's my interpretation. Astral Extractions hired the Hardscrabble to prospect for minerals; but that don't necessarily mean that they automatically get all rights to salvage, cause they didn't put that into the contract. Ay' guess we're gonna need to actually go up there and see what's actually up there, since no one's really saying what they actually found on on the damned rock. And I guess we'll hafta talk to the other two, hear about what Astral's side in this is."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris pulls the contract over and carefully pores over it. Boris tries to recall the few contracts he had the chance to see during his days as an asteroid miner. "I ain't no lawyer, but I've seen a couple a contracts. Usually there's something specific in there about salvage rights because ya never know what yer gonna find out in the Diaspora. I've heard a' crews finding crashed ships from the Vesk war out there, with weapons still ready to go. I heard a one crew findin' a live tactical nuke. Still worked. I think they decided to turn that one into the Stewards though. Anyways, whoever wrote this contract up; not putting a line in there about salvage was just down right sloppy." Profession:Miner: 1d20 + 5 ⇒ (13) + 5 = 18 "What do you think about this contract, 83? Do you see anything interesting?"
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris came in, dressed in the professional garb of an asteroid miner. Digdig follows closely behind him, its conical copper hull polished and its weapon arms shining with new grease. Boris looks around the ship, clearly impressed with what he sees.
"I'd be pleased to sit with ye' and have a bite to eat. Ay'd take a cold beer too, if ya' got it. Would ya' mind if I said a little grace to to the Machine Gods before we tucked in? I'm not tryin' to beat my religion over yer head, but the Triune's been too good to me not for me to show them a little gratitude." Unless Otal seems offended by this, Boris will say a short prayer to the Triune before starting negotiations.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
"Ah'm sure if ya dressed up they wouldn't bat an eye. I could probably use a nice church suit meself." You probably would be fine if you just picked up some formal clothes.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
"I don't think we'll be in any danger of betrayal from either of these groups, so I say it might be a good idea to talk to them separately. Hear both their cases." Boris gets ready to head off to see the Hardscrabblers.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris is eager to talk to Otal in his native tongue and agrees to meet with him. "I gotta let ya' know, I think Astral Extractions gonna be reachin' out to one of my crew. We gotta get a consensus as a team; but if was up to me alone, I'd prefer helping you guys out over them scrazzy suits. I'll do my best though to get 'em on your side." Boris calls Breaker up shortly after the call. To Breaker: "Hey, I just got a call from the Hardscrabble. They want us to help them out with their claim to the 'Rock'. My sympathies are always gonna be with the workin' man and I'm gettin' the impression yours might be too. I'm not sure Blacklock cares about much more than the who will pay the most and I just don't know the shirren well enough to make a guess. Do you got any thoughts on what we should do?"
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
"I don't suppose yer gonna tell us what's in that special cargo of yers, are you?" Boris uploads the specs on the ship and looks them over.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
@Breaker: I saw that you bought a quick release upgrade. Do you just want to have the one that we found? I'm expecting to be taking about 100% of the heavy armors and advanced melee weapons we're going to find, so I think maybe you deserve to take this upgrade. @Grygax:You're definitely a good gunner, but I wouldn't discount the bonus you can give people as captain. Its a nice option to have, especially because everyone in the group can gun, but you're really the only one who can reliably captain. If no one wants that other incendiary grenade, I could definitely use it.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
"I'm gonna need to take a look at the ship before we go out. Make sure everything was set up to standards. I'm sure your people did a good enough job, but I share Blacklock's paranoia about flying around in an unfamiliar ship; especially one that's been retrofitted for something outside its original purpose." "I suppose we might as well head out. Don't care to be working for an elebrian bloke, but a job's a job, I guess. Let's just remember to keep our guards up." Future Engineering check: 1d20 + 10 ⇒ (14) + 10 = 24
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris has trouble looking the elebrian in the eyes and stares at his boots while talking. "Why do they call it the 'Drift Rock'? Does it got somethin' to do with drift travel?"
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
I think we should be fine with just four players doing space combat. I kind of like the idea that we might be switching roles at times. @Blacklock: I see you weren't adding your Operative edge into your skill calculations. That would make you our best pilot. I wouldn't worry about never having done it yet. Really, the main stunt you need to do is the defensive one. Most of the other stunts are pretty niche.
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
I was thinking about space ship combat for us and think we should talk about roles. What's kind of tricky is that there are only 4 of us, so after the pilot we can only fill three roles. The good thing is that all of us can do multiple roles, which is nice. From my experience with space combat, I think its usually best to have two gunners whenever possible; a primary gunner to operate the turret gun and someone else manning whatever gun is the arc facing the enemy. I think it is almost always better to make another attack than do one of the Engineering or Science Officer actions. The exception is if we start taking hits...then getting shields back up might be more essential. Boris has the worst Dex in the party, so he's going to be the weakest gunner and pilot. Boris is also not quite as good at Computer Science as Breaker, but he is still pretty strong in this area. He is a good engineer; but unless our shields are down, I think his actions are usually going to be spent doing something more useful. Basically, Boris can do everything except captain and is ready to be flexible and move where he is needed. Do other people have any thoughts on starship tactics?
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
"Aye, I have had some experience with Eoxians before. It is a tale of sorrow and woe. I'll spare yeh the whole saga and just say that I was an unwilling contestant on one of their damnable game shows. A cruel piece of "entertainment" by the name of "Meat Blender." I survived only through the divine intervention of the Triune; but I had to do unspeakable things to earn my life and freedom. All so that some Eoxians could make a few credits and get a few laughs." Boris is quivering with rage but manages to calm himself after a few forceful deep breaths. "I suppose we need to hear the ghoul out but I think it would be best if I wasn't doing any of the talkin'. And heed my warning, if we do decide to work for 'em, just remember what we need to watch our backs, cause they won't have no qualms about sticking a knife in it if they can find a way to profit from it."
SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush
Boris shutters at the mention of Eox. "Damned right its a trap. Ya can't trust any Eoxian...those lifeless fiends don't have souls. Whatever they offer us, they're gonna take far more." Boris paces back and forth muttering to himself, "I ain't going back. Ain't gonna happen. Not going back."
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