Cleric of Brigh

Erik Pavel's page

31 posts. Alias of Fabian Benavente.


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Hey guys,

I'm going to respectfully bow out of the game. Not every game is to everyone's liking and I just can't seem to get engaged in this one.

I wish you all lots of fun.

Thanks.

PS: Of course, do with Erik as best suits your story.


Erik looked at the little robot and the spare parts strewn about. "Hey, this little guy was caught in the explosion and will take forever to fix the panel. I can fix it in a few minutes so let me try that."

He then turned to the console that controlled the locks to the crew lockers, "Wait a minute... I think we hit the jackpot there."

Erik then proceeded to tinker with the console to pop open the lockers, "C'mon gun..."

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knowledge computer systems: 1d20 + 12 ⇒ (1) + 12 = 13
knowledge robotics: 1d20 + 6 ⇒ (12) + 6 = 18
knowledge Security Systems: 1d20 + 12 ⇒ (15) + 12 = 27
anything in lockers?


"You're right Clara. Whatever killed this guy also did a number on the plants. My guess is either some sort of air quality issue like lack of oxygen or poison gas or temperature controls."

He looked at the dead, "Whatever it was, let's not repeat it."

Could Erik figure out what happened with his +12 comp use and security system skills?

-----------

Konrad Seiben wrote:
"Ve shud see if der radio still vorks? Ja?"

Erik took the radio, "We'll just listen in so as to not give away our presence just yet."

He fiddled with the controls trying to hear if anyone was on the airwaves at this time...

anything?


"So we have a little murder mystery. And it seems that whoever killed the fellow on the desk is this guy right here."

He turned to Konrad, "Search him. He may have a gun on him that we can hopefully use."

Erik then looked over the crime scene one more time to figure out if they had missed anything...

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anything else here? if not, what are the possible options?


Erik looked over at the other dead body to try and determine how he fits in to this crime scene.

"Keep your eyes open. There's something very wrong here..."


Erik is cautious as he enters the room. He looks around for anything edible.

"There should be water reservoirs here."

"Comrade, this vvay." He catches himself mimicking the man's accent but continues, "Here through the door."

He then enters the door in the back and looks at the dead body trying to determine what he was trying to do.

-----------------
perception: 1d20 + 4 ⇒ (9) + 4 = 13
knowledge computer system or security systems: 1d20 + 12 ⇒ (12) + 12 = 24


Erik waited patiently by the entrance to the 'garden', "Yeah, let's look in here first. We can always go back and check out the side entrances later."

"Do any of you have knowledge of the ship layout or other info that may help us?"


Erik looked at the door for signs of entry.

"I guess this is the only easy way to continue to investigate. Who knows? We may find something to eat in here. Not that I mind the energy bars."

He looked at this his companions, hefted his wrench, "Ready to go in?"


Clara Grey wrote:

Clara rolls her eyes at Daniel and looks at the unconscious man.

"Any of you guys want this pipe?"

She looks over the crazed man to see if he has anything else useful, then continues to grab the water and bars from the crates.

Erik congratulates konrad, "Good hit, man! And I'm glad you listened because that pole would have knocked you out."

He considered Clara's offer, "Sure, I'll take something. Either the pole or the wrench, whatever Konrad here doesn't want."

"Did you find anything useful?"

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perception: 1d20 + 4 ⇒ (18) + 4 = 22


Erik did not sign for this, not at all.

He stayed away from the man trying to give his wrench-wielding companion a chance to knock this... thing out.

He saw the thing get ready to swing at Konrad...

"Watch out for the pole, friend!"

---------------
aid another, +2 to Konrad's AC
aid another: 1d20 + 2 ⇒ (17) + 2 = 19


Erik was happy about finding the radio and the flashlight, at least it was something.

As he moved to grab the gear, he saw the...

He backed up not really getting a good look at it. Near the door, he asked, "Are you OK there?"


Erik was past holding his breath and just pinched his nose, "I'm not sure I want anything that's in here anyways."

He looked at the others, "Take a quick look around if you want and then we can leave and I can shut the door. There are other places that we can investigate."

------------
propose to get out of cargo bay 2 and head 'south'


Konrad Seiben wrote:

Konrad pauses and shoots back a grin to Erik;

"Min apologies Komrade. I forgot to pack min Mauser-Rostec Kombat Schottgun in this outfit!"

Erik replied, "Oh no, not a shotgun. Those things have a hell of kick to them..."

He then realized that the heavily-accented man was joking, "Ah good one. Sure, go ahead and take advantage of a man in a desperate situation. How many times have you been stranded in the middle of space?"

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GM, please don't let me hold up the game for perception check on my account. You are free to roll anything and everything for my PC to move the game along.


Konrad Seiben wrote:

Konrad hefts his magma-wrench and moves forward into the bay;

"Let me take point. Da?"

- his movements are well rehearsed and fluid, as he surveys the area:

Erik wrinkled his nose at the stench of rotting meat.

He follows closely behind hoping to find out more information about their predicament or obtain resources.

"Any of you have a gun I could borrow? I have a feeling we'll be needing one soon."


GM Fiendish wrote:
Erik: Bypassing a secured door would be a security systems check. The best knowledge (computer systems) would get you would be confirming the lock is part of a secondary security network that is hardened and distinct from the main computer pathways. The ship's core computer could initiate a door close (a safety override for instance), but if the security system locks a a door, it stays locked without the proper passkey, be it biometric or smartcard. In this case the lock is smartcard-coded. You either need to find the appropriate level of keycard, or find some lock-cracking gear to enable the lock to be bypassed.

Is my '+12 Security Systems' any good here?


Erik acknowledges the newcomer, "I hope the defrost cycle worked better on you than on the poor sod over there."

He extends his hand, "Erik, by the way."

He then frowns as he realizes that the north door would not be opened without any power but he started working on bypassing the mechanism for the east door.

"Give me a second and I'll get this opened..."

-----------
take 10 on computer systems for a total check of 22


Erik quickly looks at the display on the pod, "Oh s%&!. The power appears to be failing on this unit. Whoever is in there will die if the wake cycle is not initiated shortly."

Already feeling bad for the floater they had to let go, he does not ask anyone's opinion before he gets to work to set the wake cycle in motion, "At least we can save this person."

--------------
take 10 on computer systems for a total check of 22


Konrad Seiben wrote:

Konrad shakes his head;

"Neit. It looks like ve may haf been attaked..."

Erik nodded, "I think you are right but why?"

He turned to see if there was anything useful left in the pods or room and then asked, "I can get the pressure door opened. Shall we go and find out what happened?"

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I'm assuming the pressure door gets us 'inside' the ship.
Do we only have three players?


Erik timidly waves good bye to whoever drifted out into the void, Hopefully, it was just an empty suit.

He then takes a big gulp of the stale air, "Nothing like a lungful of the stuff to wake you up from cryo eh?"

This was Erik's first time in cryo but he didn't want to seem inexperienced.

The tech looked at the flashing panel, "Now that we have time, let me see if I can establish communications here and let people know about our mishaps."

He looked about, "Anyone know what happened?

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take 20 on knowledge computer systems to establish communications? if so, then total check is 32


"Clock's ticking people. We're running out of air!"

After explaining the situation almost without pause, the man made up his mind, "I don't like risking my neck more than necessary and I certainly have no love for the corpse floating out there. Heck I don't even know that person."

He then added, "I'm going to close the outer doors so whoever is out there will remain out there."

He shook his head, "Once the doors cut the rope, he'll probably just drift on."

Erik looked at his companions, "Any issue or heartburn? Quickly people, we don't have much time!"


GM Fiendish wrote:
additional info...

Ah, much better. Thank you very much.

I'm sure I'll have more questions to help flesh out this world but let me digest the info you already provided.

One question now:

Are we all going to the same destination by choice? If so, where?

Or did we just need to 'get away' without caring where we ended up?


Erik lets out a sigh of relief, "Out of the frying pan and into the fire."

He nods to wrench wielding man with the heavy accent, "Good job."

He continues to look around while he greets the newcomer, "I'm Erik BTW but it's not going to matter unless we figure out a way to stop the air leak."

Erik focuses his effort on the airlock door to see if can get it to shut.

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knowledge computer systems or security systems: 1d20 + 12 ⇒ (13) + 12 = 25


GM Fiendish wrote:

Thanks Clara for posting :)

As the last gameplay update was 2 days ago by me, I was going to post tonight to ask if all is ok with everyone? If the game isn't what you thought it would be or if you have run in to any issues affecting play then please let me know, I can't fix things if I don't know what's broken!

Anyway, hope all is well with you all, looking forward to your posts :)

Just some thoughts. Yes, the game started slow but...

We all agreed to post once per day and we should do so. Ideally some sort of post that either moves the game forward or involves other PCs, hopefully both.

If we all start doing that then problem solved; the game picks up momentum and 'we all live happily ever after in PBP world.'

However, I think the game could use some sort of frame of reference.

GM: I'm sure this is all in your head and you see the scene playing out differently than we do but we know little to nothing about the game setting. There's the blurb in the recruitment thread but we don't know things like: what year is it, is there a timeline of recent events, is pirating a thing in this world, which are the corporations out to get you, what social problems are there, what are the politics like, etc.

While this may seem silly to some, I find that it allows PCs to pull in the 'current situation' and provide them with fears, hopes, motivations, etc. All of this makes for a better character development and a better game.

I mean should my PC be worried about a Firefly style reaver ship?

Is there some group preventing transport to whatever colony we are going? Why? Pirating? Religious?

That sort of thing makes the world come alive, for me at least, and is what is hardest with homebrew worlds.

Feel free to ignore. :)


Erik throws up his hands in exasperation, "If you all can't find me any proper tools to work with then fine. Go ahead. Smash that thing."

He shouted to the person inside, "Move out of the way!"

His internal voice quickly realized his foolish advice. Move out of the way? She's in a pod you dim-wit!"


Realizing that the pod door may be bypassed with the circuit from another pod, Erik started to frantically yell out orders.

"Quickly, find me some tools and I can probably jury-rig the pod to open by scavenging a circuit from another pod."

He looked at the others, "Tools, people. I need tools!"


Noticing that the cargo unit is gone, Erik already starts to miss his 'gadget'. His mind already making plans to make another one even as he tries to open up the last pod that was stuck.

"You in there, can you help out by pushing or something?"

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perception: 1d20 + 4 ⇒ (14) + 4 = 18
craft electronics: 1d20 + 6 ⇒ (11) + 6 = 17
Did we manage to open up the pod?


Konrad Seiben wrote:

"Vait. There is something amiss here..."

Erik shakes his head trying to determine that he was hearing things correctly. When the man continued to talk with the heavy accent, he moved towards the pod.

"I think you're right. The pods are spitting everyone out but this one malfunctioned."

He yelled at whoever was inside half jokingly, "You sure you want to come out? It's not much better here."

tag?

He then addressed the man with the accent, "Here give me a hand. Maybe we can open this." He then groaned as his muscles, stiff with inactivity for who knows how long, ached.

"What day is this?"

tag?


With the initial surprise worn off, Erik started to panic. "No, no, no. This isn't happening..."

He finished spitting out the vile liquids and clearing his throat. "Hello? Anyone else in here?"

Erik jumped down to the metal floor and started looking for a way out. His first instinct was the air pressure door.

He started looking for a way to open it.

He quickly looked back at the other passengers, "Well, any ideas what happened? or better yet, any ideas how to fix it?"


specialist:

BAB +2
HP 14
AC 16
Saves: +2 fort/+4 Ref/+4 Will
2 perks:
- Psychic (machine-empathy): +4 to Knowledge (Computer systems). Machines talk to you.
- Specialised: Add an additional +4 to an existing skill (Security Systems)
Basic weapon proficiency
6 skills:
+12 Knowledge (Computer systems) (+8 and perk)
+12 Security Systems (+8 and perk)
+6 Knowledge (Robotics)
+6 Craft (Electronics)
+4 Diplomacy (can this be like bluff as in fast-talker?)
+4 Perception


Yep, curious about the crunch as well.

You did say that you will use Pathfinder, right?

I have tried to run a game using the Numenera/Cypher system which is very versatile and excellent for sci-fi but had to shut the game down because I lost almost all my players. :(

It's hard to find committed players with newer systems/worlds.

Looking forward to see what we do here.


Checking in as well; thanks for the selection.

Please set up a Gameplay Thread when you get a chance so we may 'dot and delete' and have this campaign show up in our 'home page'.

Looking forward to this.

Game on!