Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Thanks for running and especially giving space to ask a lot of questions of iteration 177. Sorry if my jaded snarkiness didnt make the best of that opportunity. Were there any questions the scenario thought we might ask but we didnt? If so what were those questions?
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Do the other two heralds even have names?
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Ok So we have the bridge Do we flip the Friend and foe markers so the main ship starts firing on the other Jinsuls or just set the self destruct and get the hell out of here? Looks at the console to see what options he has
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon moves into position to fire another trick shot azimuthlaser: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon designates Bette Dhurus as his trick target and moves away without provoking he pulls out his back up weapon shot: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon to no ones great surprise goes for another trick shot pusher: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon decides some distance is required between him and the strange jinsul eyes trick shot: 1d20 + 13 ⇒ (2) + 13 = 15
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
mysticism: 1d20 + 9 ⇒ (14) + 9 = 23 trick shot on red (unless hes down then on to Bette Davis) pistol red: 1d20 + 15 ⇒ (15) + 15 = 30
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon will try shooting his Lord and master Stealthy trick shot cr13
Flat footed for everyone if I trick and hit If I do not trick lose the 4d8 damage
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon continues to try to trick purple
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon turns his attention to purple
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
trick shot on green if still standing purple if not
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Reposting to keep last gm post on current page quoting numbers phaeton_nz wrote:
OWW!
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
will dc20: 1d20 + 10 ⇒ (6) + 10 = 16
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon tries to stealthly shoot green Stealth 33 target of trickshot does not get aoo
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon uses his jump jets to land on the platform and take a trick shot on green stealth 33
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
mysticism: 1d20 + 9 ⇒ (9) + 9 = 18
not sure it should have been 1 roll or two but I rolled twice Also whats the height difference between the platform and where we are. I have not recovered my stamina from the first fight as I don't think we had opportunity for ten minute rest Kadrical the preserver and his herald Dhurus. Why are you out here instead of preserving the scoured stars?
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
acrobatics: 1d20 + 22 ⇒ (7) + 22 = 29
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
I can stealth ahead, I can crawl through crawl space and I can keep excellent watch As a ghost operative I am ideal as scout on option 1 but can help with the other two if we have more than sensible share of clunk clunk clunkers
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
also prototype x-17 would you be shooting the last one rather than the one krara downed Your post landed just as the gm was posting a summary
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon will shuffle down the jinsul wing and try to trick shot yellow stealth 33
and back to the twos
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon continues his duel with red with muttered thank his Jinsul enemies are shooting as well as he is Trick shot stealth 33
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon tries to trick red (or maybe blue) Stealth 33 trick shot: 1d20 + 13 ⇒ (2) + 13 = 15
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Removed my origin from previous turn wasn’t sure how high ships were Move forward stealthily taking ten getting drop on CR13 or lower opponent red pusher pistol: 1d20 + 13 ⇒ (2) + 13 = 15
How much bonus for get em? 2?
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Have we hit some kind of stasis field thinks Gordon Its a funny time of year in a very strange year. Just checking everyone’s posted what they want to post. Not totally averse to this stasis field extending to the new year. Hope everyone is ok and finding some enjoyment in this holiday season
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Plan A use jumpjets to get on top of the jinsul shop Trickshot stealth 33 on purple unmerciful pusher: 1d20 + 13 ⇒ (3) + 13 = 16
Plan b is long range shot at blue then circle round the ship
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Kait'lax wrote: Is this a surprise round, or do we get a full set of actions? Drone mechanic gets weird when rounds are not the usual length. True dat Oh for a grenade or 5 Gordon moves in at standard operative speed
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
lets see if I can help pilot aid: 1d20 + 12 ⇒ (8) + 12 = 20
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Yes. Sorry thought our captain had all the charisma skills covered lets take the Kreiholm succeed
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Thats no Rock gunnery: 1d20 + 12 ⇒ (16) + 12 = 28
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon seeing shields fully sorted tries some asteroid shooting gunnery: 1d20 + 12 ⇒ (1) + 12 = 13 They're coming in too fast Dicebot does not want to be my friend
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
(so if I'm reading this correctly we can get 1 success on the piloting and 1 more on the engineering) Gordon assists Kait'lix on engineering engineering: 1d20 + 16 ⇒ (5) + 16 = 21
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
ready to infiltrate the jinsul ship
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon tries to blag he knows more about the corporate world than he really knows bluff: 1d20 + 17 ⇒ (6) + 17 = 23 There are many Dragon Corporations in the pact worlds that will be most interested in proving their tech is ready for such an attack as the jinsul will surely be preparing again
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Well with that many teeth he must surely be interested in eating something tasty I can put you in touch with many businessman in the pact world many keen to demonstrate. sense motive: 1d20 + 17 ⇒ (1) + 17 = 18 trying to get a read on Lieron Apparently the one that really needs schmoozing is mr dice bot
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Spending resolve on the focus fire computers: 1d20 + 16 ⇒ (7) + 16 = 23 +2 to attacks on the moving target Ready for a fly by if we are feeling brave
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Keep them on our port side we have no shields to starboard Gordon unhelpfully states the obvious
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
OK patching with Kait'lax engineering dc 23: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
What do you want me to do.Power the shields, help you out or boost shields and guns not sure the last one is possible but can spend a resolve to do both iirc
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
computers dc22: 1d20 + 16 ⇒ (8) + 16 = 24 Shields rebalanced F40 S12 A15 P 19 Going with swapping starboard and forward rather than 22/21 split
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
you boost the shields I'll balance em and Krara make sure there's no fight left in yellow Other plans are valid but waiting until yellow is out before target locking red seems a decent option to me but fixing that glitch balancing shields also looks tempting Any way you slice it Gordon is heading down the balance shields route this round
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Attempting Target Lock on ship #2 computers: 1d20 + 16 ⇒ (11) + 16 = 27 Dc is 21 (15 plus ship tier) plus any countermeasures so +2 on all attacks on ship 2 this turn (including those from it failed flyby I believe) Resolve point spent
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
So am I pushing the targeting on one ship, or rebalancing shields, or switching to guns Sorry too used to tier 1-4 space combat missed I had option to aid targeting on one at cost of resolve point but if I am not balancing shields may alter engineers plans. bold is my preferred plan
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
As the range closes Gordon will attempt to scan the closest enemy ( of the two we are supposed to be engaging) computers: 1d20 + 16 ⇒ (17) + 16 = 33
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
Gordon moves to the science officer station to start
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
So if I have this right we have Kait'lax in Engineering, Desha as Captain, Krara as gunner. So which one of us is pilot? He enquires of the white gnome with the blue hair dye
Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles
In terms of ships stations I can do gunner science or engineering competently pilot if no one else feels capable I f we don’t have a good pilot then I definitely prefer the drake How do we tell jinsul ships from kreiholm freehold ones A halfling appears from nowhere and adds some thoughts I’m not just a cook |
