Alain

Dak Kandru's page

30 posts. Alias of Plastic Dragon.


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"Well. I could ask the crew of tha other ship over there, but I don't think they'll be very helpful..." Dak calls back even as he does his best to maintain the 'Pale's course alongside Captain Perry.


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I think it means control them since Dak is on the forward guns...I think.


Dak sways in the co-pilot's seat in rhythm with the ship, surprising himself with his own ability to adapt to the ship's movements. I know I'm a pilot of some sort...not of a ship like this, I don't think. But still, a pilot. This feels too natural. But beyond that and maybe my name...Nothing?

Kandru was snapped back into focus as the ship came out of it's roll, and he got a clear view of the incoming Corvette. Again manipulating the forward-facing weaponry controls in front of him, Dak tries to sight in on the enemy craft and fires the moment it's in range!

Starship Gunnery: 4d6 + 1d6 ⇒ (6, 2, 5, 2) + (1) = 16


No worries, Mister GM-sir. You're travelling, so if you have issues, don't worry, we'll be here.

And yeah, Congrats on the first 100, gang!


Tavin Volker wrote:

@GM - How do you want us to roll the wild die?

I was adding it as a second roll on the same line.
Some are rolling it separately.
Some seem to be doing both. :/
I also saw a roll that added the wild roll to the main roll.

Adding it seemed useful as it gives the total but I didn't know if you preferred everyone use the same format.

I had been wondering about that too. Good question.


Dak rights himself and sits himself on the edge of the co-pilot's seat, anxious to carry out the curious captain's orders and try to finish off the fleeing raider ship. His fingers flutter over the controls, arming the forward cannon, targeting and then firing on the freighter!

Starship Gunnery: 3d6 ⇒ (6, 5, 1) = 121d6 ⇒ 2
Gunnery Wild: 1d6 ⇒ 1
Damage: 4d6 ⇒ (3, 2, 2, 6) = 13
Gunnery Total = 15, Damage = 13

But even as he fires the amnesiatic pilot sees the incoming vessel making it's way to intercept them. "Looks like this party is just getting started, people! We've got an incoming ship, a Corvette, making for our position..."


Good question. I anxiously await the answer as well. :D


Hmmm. I don't know that I can honestly say I've ever had a martini...


As the light freighter soars past the Elysium Pale, Dak blinks comically at the controls in front of him when he realizes that the aft-facing shields are not responding to his input commands. "Gah. Captain, we have a problem. Well, lots of 'em, but this one's big. No aft shields..."

Biting his lower lip, the young pilot pounds his fist once on the panel, scowls when it obviously does nothing helpful, then slides onto the floor and ducks below the control array, sorting through the chaotic tangle of cables and wires to check the connections and fittings, hoping that the problem is simply an issue there and not the shield generator itself.

Starship Repair: 2d6 ⇒ (1, 4) = 5Wild Die: 1d6 ⇒ 5
Total = 10

"Might want to keep 'em off our backside...sir..."


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"She's coming up FAST!" Dak calls out, gritting his teeth with the light freighter grows larger and larger in the viewport as the two ships charge directly at each other!

Nothing new. Just atmospheric and for tension. LOL


Just an OOC observation here: I LOVE the YT-2400's! Wasn't that the ship in the Shadows of the Empire game??
We just might need to board and take it...we need a backup for the Elysium Pale, right? lol

Also, WB Greff!


"Chicken??" A huge grin emerges on the co-pilot's face as the cockpit of the 'Pale flares to life, followed quickly by a flurry of activity flipping switches and checking gauges in rapid succession. "I like how you think, Captain..."

"Board them? I dunno, maybe?" Dak calls back to Warren, still grinning. "I doubt they'd welcome a social visit at this hour. And I don't have a THING to wear."

A slight pause and then he adds, more serious in tone,"Does anyone even know WHY they're trying to kill us??" Dak momentarily considers firing the forward cannons, but then realizes that especially with the two other weapons readied, his efforts would be far better used angling the deflector and modulating the shields...especially if they were indeed about to challenge the other ship head-on!

Shield Controls: 3d6 ⇒ (2, 6, 2) = 10
Wild Die: 1d6 ⇒ 2
Total: 12, with -1d already taken into account

As it is, it takes all of Dak Kandru's concentration and skill to even slightly adjust the ionized shields, much less alter the configuration on the fly. Still, Force willing, it might be enough...


No worries. :D


GM Therenger wrote:


"Crashing? Ha!" retorts Captain Perry. "But we are falling toward the planet without any thrust, so..."

Red Barren, a planet with a name to match it's expansive landscape of rusted desert, looms large through the windows. Dak can't remember entering the atmosphere of another planet like this, but his reflexes and ability to read the controls of the Elyisum Pale inform him that it is not his first time. You actually feel comfortable in the copilot chair - at home. A quick read of the instrument panel, dimly lit by emergency power, indicates that yes, the ship will definitely crash if power is not restored. On the bright side, you might just burn up on re-entry into the atmosphere, which will happen any second now...

Dak give me a Perception check.
-------------------

Perception: 2d6 ⇒ (5, 6) = 111d6 ⇒ 5

16 total

"Huh." Dak mutters to the Captain as if this single word was profound and an adequate response...and perhaps in this moment, to him, it is. His eyes flicker back and forth across the displays and dials, and for a long moment, out the front of the cockpit, while his fingers play over the instruments and controls far more out of some forgotten muscle memory than conscious thought.

"Ok, folks. So no pressure, here." He glances back over his shoulder to where the other abruptly nominated crew members were frantically working to repair or at least jury rig the Elyisum Pale's numerous ailments. "Just keep doing what you're doing, secure in the knowledge that we probably don't need to worry about the other ships out there...because if we can't get the power back up, we'll likely explode in the atmosphere before they can blow us out of the sky..."


GM Therenger wrote:


-------------------

"Crashing? Ha!" retorts Captain Perry. "But we are falling toward the planet without any thrust, so..."

Red Barren, a planet with a name to match it's expansive landscape of rusted desert, looms large through the windows. Tavin can't remember entering the atmosphere of another planet like this, but his reflexes and ability to read the controls of the Elyisum Pale inform him that it is not his first time. You actually feel comfortable in the copilot chair - at home. A quick read of the instrument panel, dimly lit by emergency power, indicates that yes, the ship will definitely crash if power is not restored. On the bright side, you might just burn up on re-entry into the atmosphere, which will happen any second now...

Tavin give me a Perception check.

-------------------

I think you meant Me, not Tavin, yes? I'm going to react as if you did, and if not, well, we can just ignore it. LOL


H0N33P0T wrote:
We're not crashing, we're just... Falling with style.

* grin *


Apologies on being MIA. Surprise OT at work overwhelmed me. Next time I'll pop in from my phone at least to let someone know. Sorry.

Having stumbled his way up to the cockpit during the chaotic repairs, Dak gives Perry a sheepish grin, his adrenaline still pumping after the gunfight. "One co-pilot, reporting for duty. I'm a fair hand with the controls, sir. Whattaya need me to do?"

A slight pause, followed by a frown. "Um, are we crashing?"


GM Therenger wrote:


@Dak, you have 4 Specializations, RAW is 3. Also, for Pilot Starfighters and Starfighter Repair specializations, please pick a specific model.

Apologies. Will adjust.

Also, I'm not hedging on this...I just forgot to PM you on it. Since we don't know what era we're playing in, I didn't know what to pick without seeming to be tryin to get spoilers.
How's this: Could YOU pick which starfighter he's specialized in and let me know when/if it comes up? If you'd rather not, I'll just go with X-Wing and you can let me know how that works out. :D


Dak Kandru blinked his eyes open, shook his head at the rough treatment and said intelligently, "Mrrpphhhllgruf." followed quickly by a cough.

As the Captain moved away, Dak groaned as he sat up, and then swung his legs over and off the edge of the cot. When the blaster pistol was shoved into his hands he tried to stand, wobbled, and ended up down on one knee, wincing."Ow."

Still, this left him as ready as he could be for the utter shock of men...someone...arriving to do them harm.

Frowning, he fired off a shot at the lead intruder!

Blaster Pistol: 3d6 ⇒ (2, 5, 5) = 121d6 ⇒ 4
Action 1: Fire blaster at first person through door. So 5D-1D for dodge. Single die is wild dice

Blaster= 16 total.

Reaction: Dodge= 5D-1D (second action) +1D Energy if applicable
Dodge: 3d6 ⇒ (3, 2, 4) = 91d6 ⇒ 6

Dodge total= 9 vs Non Energy attack, 15 vs Energy Attacks
...I THINK that's right...


GM Therenger wrote:
I like the look of it but I cannot figure out how to move the map - I can only zoom in and out - no scrolling. What am I missing? (No, I didn't read the manual, why do you ask?)

Likewise. Looks cool, though.

Also, as an aside, I changed my avatar at the last minute. Apologies. :D I kinda' dig the idea of a hero with a big nose. lol


Whoops. I'll change mine. Sorry. Missed that.


* chuckles * But just by addressing it, hopefully that will mean players won't try munchkin it. No harm, no foul. :)


I simply wrote down what was listed on the "Brash Pilot" template, but I'm not sure we're actually starting with anything, considering the amnesia angle...


Steffanio wrote:

Oh, here's the links to the 2eREUP rules, as well as other rule docs for the system. The ones we're looking for are pretty far down the page, but they're there.

https://rancorpit.com/forums/downloads/index.html

Thanks!

And Dak is ready to go!


Okie dokey.


Red 5, standing by...


Character building question: Considering the unique plot hook for the game, can we save any Specialization points until we progress a bit, applying them to things as we go?

If not, that's cool, just figured it wouldn't hurt to ask. :D


GM Therenger wrote:

I like them in the sense that they add depth to a character (especially in the absence of a backstory) and can give players a hook to rp around. My biggest concern is that the rp for a disadvantage dominates a narrative to the extent that other players (and the GM) get annoyed with it. However, ignoring a disadvantage that results in a lots of bonus dice is basically cheating, so there is a cost.

Fair warning, but I won't say no.

In tabletop games I've GM'd, I always offer players a warning if they're about to do something obviously dangerous and really reckless..."Do you do this of your own free will?" Usually said casually, that statement makes the entire table go silent while the player in question gets a chance to change their mind. Doesn't always go well for them. LOL

That said, I copied down the Brash Pilot's template on my profile. Need to get a look at the 2e rulebook I just got to see what's what.


Hmmm. My edit didn't take, apparently. So, another post. ;)
I'm thinking to use the human "Brash Pilot" template, possibly with a few tweaks, and possibly end up force sensitive down the road if that becomes an option.


And henceforth I shall be using * this * avatar rather than Reldek...
;)