Theldrick

E Evelyn Long, PhD's page

103 posts. Alias of stormraven.


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Hey guys, this is a drive-by post. I apologize for vanishing. Work has increased exponentially in the last month and it looks like I'm going to be almost completely offline until the end of January. That might possibly slip into the first week in February as well.

Feel free to bot my character if that works best. If you'd rather replace my character given the projected length of my absence, that is fine too. I completely understand. Thanks!


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dien wrote:
E Evelyn Long, PhD wrote:
Dien... I may have to marry you... and bear you many fine children. :D
LOL, nothin' like a fine flip of the gender roles up in here.

Hey, I'm nothing if not changeable... though I'm pretty sure my bride would be non-negotiable 'bout me giving up my boys parts for girl parts. She's kind of old fashioned that way. :)

dien wrote:
I acknowledge SW has a huge cultural impact on our SF/space opera landscape...

Yep. I'm not dismissing it's impact or reach, just saying it's not my cup of tea... for a variety of reasons.

What I find interesting about the talk amongst the fan-dom regarding the trailer is the monstrous level of 'reading into' what are no more than two second clips and claiming the sky is falling and that JJ Abrams' treatment of the material is akin to boning Satan anally on your parents' bed in front of your Gram-Grams.

For instance, there is a shot of a Droid that looks like a WWI army helmet riding a soccer ball. In the trailer it is just uh... 'rolling' along. And yet some folks are already calling it the Jar Jar Binks of the new movie.


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Dien... I may have to marry you... and bear you many fine children. :D

I am *ahem* not a fan of Star Wars, especially after the last three films.


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I feel your pain, Gilly. I'm so addicted to HeroLab that updating took a little more time than I would have liked. On that note, Doc is leveled up fully... and I may have solved that pesky 'burned as a heretic for making certain gestures' problem.

I took Expanded Arcana as my feat to get the spell Illusion of Calm which should let me cast relatively unseen.


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Congrats on the new 'familiar'!

1) Overall, we having fun? Any specific thoughts on how I'm running the game or engaging your characters? I crave feedback, positive and negative. I’m having fun writing this game, and always want to know how folks are feeling with it so far. :)

I'm having fun with it. I think your DMing style is fine: You aren't oppressive or railroading as evidenced by how open you are to our leading the game along tangents. You are also adjusting quickly to what the players throw at you. So good on ya there!

2) Looking back at the character-scale combats so far, what rules are working well? What house rules have added something (either mechanically or thematically) that you’ve liked?

I'm not sure I've seen enough of this yet to have a solid opinion. Nothing in the combat has stood out as glaringly bad or awesome yet. Injury/Strain is an interesting system but I don't think I've warmed up to it yet. That's a 'me' thing though, not a statement on the system. I think the guns are working well.

3) What house rules do you feel are getting in the way? Why?

Not sure I'd say "getting in the way" or that it is a house-rule but the need to do magic extremely covertly is certainly adding tactical challenges. I sort of feel like I've got one hand tied behind my back. That isn't necessarily a bad thing and you were quite clear that playing a caster would be a challenge. I suppose the one spot where it may become a problem vis a vis testing out your system is that I doubt I'll ever be in a position to unload so many spells at one time that we'll be able to test the 'pushing magic' rules.

4) Firearms: Are we happy with how they’re currently working? Anything you particularly like? Any thoughts on improvements?

I'm OK with the firearms but I feel like I'm speaking a bit early on that subject and I haven't unloaded on anyone with a duck-billed shotgun.

5) Aerships: Are we happy with how they’re working? Anything you particularly like? Any thoughts on improvements?

I think a map of the ship would be awesome to make it more 'real' and eliminate some of the vagaries in combat. I'm OK with the free-form "2 rounds to get from cargo to top gun" thing but if we ever get boarded, it would be great to have a map. I also think you should mull over the armor level/cannon damage. Much as I like being impervious, having bullets ripping through the ship is just too cool. Also, I'm a big fan of the communication system. It may not be 100% realistic but it adds to the fun with us being able to shout to each other and adjust tactics.


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I haven't updated my character sheet yet but here are the highlights minus the details of my 3rd level feat.

Sorc 2

+1 BAB
+4 HP
+1 Will Save

+1 K:Navigation (free)
+1 K:Geography (free)
+1 Linguistics - Ancient Gulkish
+1 Pilot
+1 K:Engineering
+1 Perception
+1 Sense Motive
+1 Bluff
+1 K:Planes
+1 K:Religion

+1 Cantrip: Ghost Sound

Concentration +6

Feat: Expanded Arcana - 1st Sorc - ?


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Ambrose wrote:
"I ain't condemning the Captain, Doc, just sayin' that there's always a time when something goes wrong. Engine won't start, gun gets jammed, you take that one last drink and heave it up all over the bar. Things happen and you gotta roll with 'em. Captain might bind a hundred daemons and send their twisted souls back to the nether. But if just one daemon gets free, then what? You're a smart man, Doc, and you pulled our asses out of the fire back there. And I know you know your stuff--but your research won't be worth much when that day comes, 'less you got a heavy book to throw at the hell-beasts."

Long listens to Ambrose despite a couple points where he all but jumps in to refute the errant logic. By the end of the pilot's words, the professor is seething. "Well, hell, I guess I know where you and I stand then, don't I? Folksy fear and superstition trumps knowledge and experience... But I'm just a bookworm so what the f+$+ do I know, eh? That's nice." He gives Ambrose a hard look. "Yeah, I think I'm done here."

Doc makes sure Gladys is on his hip and his cane is in-hand as he readies to retire to his quarters. He debates adding a snide jab but thinks better of it, saying to Callum, "At some point, we should chat about how to handle things if an entity gets sent against us. I've got a number of resources you might find useful." He gives the Captain a polite nod and leaves with a scowl.

Feel free to push on, Eben. Doc has said all he has to say on the subject.


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Doc stands silently watching the exchange of words. He raises an eyebrow at some statements, seems to find others slightly humorous, and scowls almost imperceptibly at others. When he speaks, his words are measured and deliberately professorial... a tone the older man rarely strikes up among the crew. His forefinger taps lightly on the small skull that tops his cane.

"I was a professor of Antiquities and Ancient Cultures once. My dissertation and fieldwork was largely related to the ethno-religious and ethno-medical practices of the Diori and ancient Islaani - which includes their magical traditions and practices. As a point of comparison, naturally, I studied our culture's 'take' on the same subjects... looking with a broader and more unbiased eye than the Triune church permits."

He lets his Curriculum Vitae stand for a moment. "What I'm hearing here are some facts, some reasonable concerns, and a good deal of church dogma founded on nothing more 'factual' than ghost stories. We've known Callum long enough to get some measure of his character. If you're going to condemn him, I hope you've got something more concrete to base it on than some hysteric priest's vague warnings when you were eight."

"I know enough about Callum's... interests that they don't bother me much. My field research has found that daemonologists - working within their skill limits - are at little risk of daemon-possession or attack. What I can't speak to is how much of a problem revealing his interests to a small town thug like Geirnig might cause us. He isn't the law and this isn't a major city. And there are ways to cast doubt on his credibility if we need to."


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I'm working on a response but work is kicking my teeth in right now. I'll try to post tonight.


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Sense Motive 1d20 + 5 ⇒ (10) + 5 = 15


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I'd like to play a little more before rendering judgement on some of your questions. I just don't know that I have enough info to give you a solid opinion yet. However, I'll put thought into the questions and try to give you some feedback.


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Doc continues to listen silently, waiting to hear the tenor of the entire group.


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Yeah, who is hurt exactly? Sing out if you need some healing... Doc has talents beyond house de-construction.


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I doubt Eben would mind making this an all crew discussion. Let's assume we have straps to hold the yoke in place for steady flight.

Doc heads down to the commons, already considering what might be said to take this particular pot off boil. He doesn't relish the prospect.


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Eh, just have one of the dogs hold the yoke in place. :)


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Doc trains his gun on the base of the 'bolt hole' and opens up on it with the cannon, shouting over the roar of the gun. "We may not kill him, but he'll have a hell of a headache."


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Doc gets on the horn to the engine-room. "Gilly? You up for ventilating that bastard's house or do you wanna let him go with just a landscaping problem?"


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I say ignore it for aerial combat.


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They had it comin'!


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Doc pops his head from below the deck. "I'd like to make a point we never have to repeat for him or anyone else in that town. Maybe we'll kill him or maybe we'll just level his lair... Either way we demonstrate how far we're willing to escalate the violence when some dumb-rat-f%~&-sum-b&$&! tries to force our hand. I think that's a message worth sending. But it's your call, Callum."


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Captain's call but...

Doc sounds from the swivel turret, below the pilot's feet. "I'm a fan of delivering a decisive message once and only once... Ambrose, why don't you wheel this beast around towards that house for a fly-by? I say we hose it with everything we've got." If the pilot was entertaining a 'kindly old man' impression of Doc, it has been dispelled once and for all.


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Doc watches the Spitfire peel away with an outraged grunt, taking it personally. Some slack-jawed flyboy yokel resisted MY power - no way, no f&!%ing way.

Doc growls encouragement to Ambrose from the swivel turret, "Stay on that bastard! I'm gonna give him something to remember." He waits for the right moment, anticipating the Spitfire's flight path, and walks a set explosive shells across the fighter's canopy.

STAND: Guns HOT!

Gatling HIT: 1d20 + 2 ⇒ (19) + 2 = 21
Gatling DAM: 4d10 ⇒ (4, 10, 3, 10) = 27

Status:
AC:14
HP Strain: 12 / 12
HP Injury: 12 / 12
Potential (3): xx
Laughing Touch (7):
Arch's Luck (8): xxx
BI (1): x
Spell Effects:
Pilot Aership +3 for 4 min


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Pick whichever one you like. :)


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Doc finishes his spell, trying to send the nearest pilot into the arms of Morpheus and spraying the craft with shells for good measure.

MOVE: Finish casting Sleep targeting whatever pilot I can see.
STAND: Boom?

[ooc]Not sure if I'm allowed to target and shoot in addition to finishing my spell... so DM as needed.

Gatling HIT: 1d20 + 2 ⇒ (17) + 2 = 19
Gatling DAM: 4d10 ⇒ (2, 1, 2, 5) = 10


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Doh! Forgot about that 1 rnd cast time.

CONCENTRATION v DC16: 1d20 + 6 ⇒ (12) + 6 = 18 +4 for Combat Casting (which I don't believe applies here)


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Doc settles into the gun turret and waits for the right opportunity. When it comes, he murmurs a tranquilizing spell over the cockpit of the enemy fighter and squeezes off a few rounds to mask his intent or the result.

READY: Cast Sleep on an opposing pilot

Sleep
RANGE: 100' + 10'/lv ; 10' radius burst
DURATION: 1 min/lv (2)
SAVE: Will DC:17
EFFECT: 4HD of creatures fall asleep

I know, I know... I'm a dishonorable, back-stabbing, stinker. :D ... and damn proud of it!

Status:
AC:14
HP Strain: 12 / 12
HP Injury: 12 / 12
Potential (3): xx
Laughing Touch (7):
Arch's Luck (8): xxx
BI (1): x
Spell Effects:
Pilot Aership +3 for 4 min


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I didn't have an intention one way or another. I figure it's up to you (based on the action stated - so a full boost at the bogeys and then a hard turn) whether we are still over the town.

Doc smiles and slides quickly from the chair with some sense of relief. "The girls were fine. They drool a bit... no wait, that was the Cap'n." Long slides past the navigator chair, sets his boots on the sides of the rungs and slide-drops down into the for'ard gunner position in the swivel-mount. He quickly heats up the gun.

MOVE: Go into Turret
STAND: ???

I've got a couple questions to determine the rest of my actions:
1. I'm assuming the forward gun position (something like a turret) is pretty private... so I imagine I can cast there without being noticed by Ambrose. Let me know if I'm wrong in that.
2. What is the range between us and the nearest ship(s)?
3. Can I see the pilot? If so, can I cast at him/her?


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LOL. It's like a B-17 chasing a Messerschmitt over the fields of Europe. I love it! I'm gonna buy Doc a rakish scarf and bomber jacket if I manage to down Snub-nose. :D


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The +3 was from using Bestow Insight (+3) unless it has expired.

Doc gets on the horn with a trace of irritation, "Unless you're dead Ambrose, get your ass to the bridge! Otherwise I'm gonna be claiming the pilot's cut of any profits." The academic keeps the nose-cannon on the pug-faced fighter and fires off another salvo at the damaged craft.

Pilot (Aership) 1d20 + 7 - 6 + 3 ⇒ (19) + 7 - 6 + 3 = 23
Gatling HIT: 1d20 + 2 ⇒ (18) + 2 = 20
Gatling DAM: 4d10 ⇒ (5, 8, 7, 8) = 28

If Ambrose gets to the bridge, I'll take the second gun (and fire). Otherwise, I'll pilot the Kestrel a bit more and keep firing on Snub-nose.


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Once he gets the word, Doc yells "Strap in!" and throws the throttles forward as he angles the Kestrel directly towards the approaching aercraft. The bulky ship claws her way into the open sky, hurtling toward the in-bound fighters. Doc holds his finger on the cannon trigger until the last possible second and then sends a sheet of lead into the ship directly in front of the canopy - hoping to scatter the fighters like quail or send them burning towards the ground.

MOVE: Ship @ full speed
STAND: Pew! Pew!

Pilot (Aership) 1d20 + 7 - 6 + 3 ⇒ (11) + 7 - 6 + 3 = 15
Gatling HIT: 1d20 + 2 ⇒ (15) + 2 = 17
Gatling DAM: 4d10 ⇒ (10, 2, 6, 2) = 20


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Sorry for going silent over the last few days. I got sick as a dog while coming back from vacation and I've been bed-ridden since then. I'll try to catch-up with the game and post within the next day or so.


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Ding! Ding! Round 5!

Doc taps the yoke to the side and wiggles the gatling gun a bit to spray bullets near anyone in the house dumb enough to stray from cover... and do a little well-deserved property damage. Then he slaps the ramp-drop lever and tries to slide the Kestrel's ramp toward the rather large hole in the wall. Doc glances at the dogs, and pitches his voice high. "Daddy's coming home! Go wait for him. Go on."

If that piloting roll isn't good enough for the action I'm attempting, I'll settle for crushing the shrubbery in the yard.

Gatling HIT: 1d20 + 2 ⇒ (4) + 2 = 6
Gatling DAM: 4d10 ⇒ (7, 3, 3, 9) = 22
Pilot (Aership): 1d20 + 7 - 6 + 3 ⇒ (12) + 7 - 6 + 3 = 16


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Sorry, Eben. I though you were asking me to roll for holding in place/swinging to aim the gun as my move action and my landing would be this round. I was kind of thinking of trying to pull a Watchman and lay down cover fire, try to hover across from the wall opening, and open the door so the kids can jump in. I'm good with leaving things as is - with me smashing his rose bushes. If you'd rather stick with that then I'll just roll for covering fire.


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Doc swings the Kestrel a little closer, debating his choice of landing spots while hammering a large hole in the wall. There are three choices, all with amusing pros and cons. He flips on the landing lights, and ramp illumination but leaves the pilot's cabin dark.

Pilot (Aership) DC:10 1d20 + 7 - 6 + 3 ⇒ (10) + 7 - 6 + 3 = 14 w/Bestow Insight bonus


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If the team is lacking a good route to the ship, Doc will use his action to blow a nice escape route through the wall or whatnot. IF there is a good escape route, Doc will train the gun on the walls/windows where majority of baddies escaped to and try to blow chunks through the house in those spots and hopefully frag anyone in those rooms.

Doc considers his choice and adjusts the attitude of the gatling gun a bit, and then lay down a sheet of lead, blowing fist sized holes into the structure. He glances at the dogs sharing the bridge with him, unsure whether they would understand or obey his commands, "Go to the ramp and guard, your pack leader will be coming back soon."

Gatling HIT: 1d20 + 2 ⇒ (15) + 2 = 17
Gatling DAM: 4d10 ⇒ (5, 6, 9, 10) = 30

Animal Handling (Untrained) 1d20 + 4 ⇒ (12) + 4 = 16


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Since I'm not in communication with the team and I'm not sure what I can see, I'm going to be a little vague here. Feel free to resolve the action as needed.
With the Trullkin down, Doc looks for targets of opportunity, particularly the bastard hosting this party, and lets loose a stream of lead.

Gatling HIT: 1d20 + 2 ⇒ (12) + 2 = 14
Gatling DAM: 4d10 ⇒ (6, 6, 7, 8) = 27


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:) Fighting fair is a form of insanity... and I'm very very sane.

"Just like a trullkin... bringing a gun to a cannon fight."


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Doc lets the gatling gun speak a second time, this time aiming for the stalky trullkin.

Gatling HIT: 1d20 + 2 ⇒ (12) + 2 = 14
Gatling DAM: 4d10 ⇒ (1, 10, 8, 1) = 20


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Long fires the Gatling gun through the window, trying to turn the one gunman standing away from the rest into a greasy spot.

Gatling HIT: 1d20 + 2 ⇒ (7) + 2 = 9
Gatling DAM: 4d10 ⇒ (2, 3, 8, 9) = 22

I'm outta town so I'm using the notes I had on the gat... The numbers may be wrong.


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*saunters past the loitering figure*


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I'm going to be on vacation for about 10 days starting on Tuesday (7th). I'll try to post but I may not have the opportunity regularly. Feel free to bot me as needed.


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Yikes! Sorry to hear about your wife. I hope everything works out well.


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Wha!? Who let the goblin in here?!


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zzzzzzzzz... *snork* huh what?

:P


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Woot! You're naming her Justine, right?

I'm in... but work is beating my ass right now.


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Health:16 | Strain:0 | Injury:0

I think the obvious choice is to scale down your family. You probably need to trade in two of your kids for a bunch of gaming materials and upgraded ISP bandwidth. :)

On a more helpful note... If you'd rather keep going with 'posts of opportunity', I'm OK with that. Personally, I'd go with the hiatus option and commit to giving us a monthly update so we have some idea when play will commence again.


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Aboard the Kestrel...

Doc drifts the ship in closer by playing the winds, shifting aerum, and pushing his luck. Avoiding the attention of the rooftop sentries is the trickiest bit.

Pilot (Aership) DC:15 1d20 + 7 - 6 + 3 ⇒ (20) + 7 - 6 + 3 = 24 Kestrel & BI - Pool: 9
Pilot (Aership) DC:15 1d20 + 7 - 6 + 3 ⇒ (9) + 7 - 6 + 3 = 13 Kestrel & BI - Pool: 9
Pilot (Aership) DC:15 1d20 + 7 - 6 + 3 ⇒ (18) + 7 - 6 + 3 = 22 Kestrel & BI - Pool: 16 - SUCCESS

Initiative 1d20 + 4 ⇒ (17) + 4 = 21

DM:
I'm casting Bestow Insight (+3) to assist in my Aership rolls. You'll have to give me the stats on weapon damage and range penalties when we get to that bit.

Status:
AC:14
HP Strain: 12 / 12
HP Injury: 12 / 12
Potential (3): x
Laughing Touch (7):
Arch's Luck (8): xxx
BI (1): x
Spell Effects:
Pilot Aership +3 for 4 min


Health:16 | Strain:0 | Injury:0

Doc's Master Plan:
I'm not in a hurry or planning to land immediately. Once Doc finds the group (from a distance), he'll wait until they are in the target house before he moves in. In fact, he'll wait to drop in until after the Trullkin from the pad makes his way to the mayor's place to deliver the news. :D

Here's the gist of what I'm attempting to do:
Make like a hot-air balloon and float in a position to keep an eye on the meeting through binocs while staying in weapon's range - so maybe 200' on the diagonal at a height of 70-90' maybe? You tell me on that. Then I hang there and wait while spying on the meeting.
If the discussion goes well - grand. I'll pick up the team when they leave.
If things look like they may be going downhill - Doc will announce his presence by strafing the fence briefly.
If things get violent - then I blow an exit through the fence and window wall, hammer anyone not on my team (or at least force them to keep ducking instead of firing at my guys), and then drop in for evac when the team is on the lawn.

If I'm feeling particularly naughty... Once the team is on-board, I switch to a turret and slag the house. This will have three effects. First, I'll foster a 'regime change' in Badger Lope and whoever takes over should owe us some thanks. Second, they will know the penalty for screwing with our team. And third, the next mayor will understand the necessity to live in an underground bunker. :)

Aboard the Kestrel

Doc practically hums in the darkened cockpit. It was sort of romantic running without lights, with the gatling guns and engines purring. He gooses the engines for as long as he feels it is safe and then lets the momentum carry the ship forward over the town. He smiles as he sees his team and the escorts entering the house. He bleeds off a tiny bit of aerum, letting the ship lower like a feather, just a touch. Don't want to attract attention yet. He pumps a handle to give the ship a bit of yaw to bring that big plate glass window right into his gun-sight.

It takes Long a bit of time with the binoculars to pick up the Trullkin racing up the hill. He smiles a bit - timing was everything in a job like this.


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I'd be a pretty lousy co-pilot if I couldn't fly her... so, yeah, I meant that to be P:Aership. And I'll stick with my plan. Here is the second roll:

Pilot (Aership) - float it 1d20 + 7 - 6 ⇒ (14) + 7 - 6 = 15 Kestrel
Perception (to spy the team or something that indicates where they might be) 1d20 + 5 ⇒ (12) + 5 = 17


Health:16 | Strain:0 | Injury:0

Long watches the party get escorted away... long enough to see the rough direction they were going. He pats the dogs and slides into the pilot chair, running through a quick pre-flight check and making sure the nose gun was spooled up. Without warning, he fires up the engines and takes off, only adding in a belated and largely unnecessary warning through the loudspeaker, (if there is one) "'Ware the downblast!"

The Ketrel climbs to about 40', pivots on her centerpoint, then takes off South.

Pilot (Small Craft) 1d20 + 7 ⇒ (12) + 7 = 19

Status:
AC:14
HP Strain: 12 / 12
HP Injury: 12 / 12
Potential (3): x
Laughing Touch (7):
Arch's Luck (8): xxx
Spell Effects:

Plan: After going a quarter-mile or so while gaining altitude, turn the Kestrel back towards town and fly her in as quiet as possible - trying to float her over the town. See if I can locate the team - either by finding them on the road or by looking for either a splashy office with lights on (the 'mayor's' office) or some of the most ostentatious homes... figure a guy like this would have an ego and would flaunt his position.