Android

Iseph 4's page

70 posts. Alias of Stiehle.


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Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

That's awesome! My daughter is trying to convince me to get a father/daughter tattoo she designed depicting Stephen King's Dark Tower (we are both huge fans of the books... NOT of the movie), but I have a strong aversion to pain. And needles. And the idea of ink being under my skin. I think she's going to have to settle for making me a t-shirt. :)


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Actually, I've been playing pbp for a very long time on the d20 World of Greyhawk board I helped create with a group of online friends about 20 years ago. :) The board has always been small though, and we have dealt with a great deal of attrition over the years so adventures go really, really slowly there. When I found this site shortly after joining PFS at my local game store, I was happy to find a brand new community to join. I still split my time between this one and the other though, I have deep roots on that other board.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Thanks for running the game, GM Master S! I hope your puppy gets better soon!! To the rest of you, it was a pleasure gaming with you. I'm new to the pbp gaming community here at Paizo, and this is the first one that I've completed. So far I'm hugely impressed with the fast pace of the games and how friendly all the other players are. I'm just bummed I didn't discover this place years ago!


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph takes a moment to search the dead ettin, as well as some of the crates (if any of them look interesting) while Quig works on the hatch door.

Perception Check DRR: 1d20 + 9 ⇒ (7) + 9 = 16


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph is unsure of exactly what's happening with the two-headed giant, but tries to take aim at the 'angry side' as he pulls the trigger on his laser pistol.

Static Arc Pistol Ranged Attack DRR: 1d20 + 7 ⇒ (20) + 7 = 27 vs EAC = Critical Hit!
Static Arc Pistol Damage DRR: 1d6 + 2 ⇒ (5) + 2 = 7 Electrical
Critical Hit 'Extra' Damage DRR: 1d6 + 2 ⇒ (6) + 2 = 8 Electrical [No 'Arc' effect, as no targets within 5']
Trick Attack (Stealth) DRR: 1d20 + 18 ⇒ (12) + 18 = 30 vs DC 20+CR
Trick Attack Damage DRR: 1d8 ⇒ 6 additional & off-target if successful

Not sure if I can actually do that, but will try to aim for the violent head of the ettin. Of course, after I posted this action I noticed I got the critical hit, so maybe I can nail the bad guy head after all? :)


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Glad for the brief respite from the two-headed giant's laser rifle, Iseph sticks his head out and takes another shot.

Static Arc Pistol Ranged Attack DRR: 1d20 + 7 ⇒ (18) + 7 = 25 vs EAC
Static Arc Pistol Damage DRR: 1d6 + 2 ⇒ (1) + 2 = 3 Electrical
Trick Attack (Stealth) DRR: 1d20 + 18 ⇒ (13) + 18 = 31 vs DC 20+CR
Trick Attack Damage DRR: 1d8 ⇒ 1 additional & off-target if successful

Wow. Minimum damage. But at least that ettin is off-target with his next shot! Also, Iseph is still taking cover from the crate for any further ranged attacks aimed against him.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

This time, the two-headed giant's laser blast catches him in the chest, taking his breath away as he slumps back against the wall. But the creature is still up and looks to be quite dangerous and he hears Navasi's voice break through the pain that hazes his mind. They need to put it down fast! He is unsure of what to make of the strange and disparate expressions on the two faces of their opponent, but he pokes his head out again and takes another shot.

Yikes! Though at least Navasi's action came before the damage, correct? So Iseph's Stamina went up to 17 just before he was hit for 15 damage. Still no HP damage if that's the case, but now his stamina is back down to almost non-existent (at 2). Again, utilize cover, and take a trick shot with arc pistol.

Static Arc Pistol Ranged Attack DRR: 1d20 + 7 ⇒ (6) + 7 = 13 vs EAC
Static Arc Pistol Damage DRR: 1d6 + 2 ⇒ (4) + 2 = 6 Electrical
Trick Attack (Stealth) DRR: 1d20 + 18 ⇒ (8) + 18 = 26 vs DC 20+CR
Trick Attack Damage DRR: 1d8 ⇒ 8 additional & off-target if successful


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph staggers back as the laser blast takes him in the chest, but fortunately his armor is up to the challenge and he manages to escape relatively unscathed. Taking cover behind the crates just to his left, the android whips around and squeezes off a shot at the two-headed giant before taking cover.

Ouch! Still have some Stamina left though, and nothing off the HP just yet. Moved my token to behind that crate so he can have some cover, then take a trick shot with arc pistol.

Static Arc Pistol Ranged Attack DRR: 1d20 + 7 ⇒ (9) + 7 = 16 vs EAC
Static Arc Pistol Damage DRR: 1d6 + 2 ⇒ (5) + 2 = 7 Electrical
Trick Attack (Stealth) DRR: 1d20 + 18 ⇒ (4) + 18 = 22 vs DC 20+CR
Trick Attack Damage DRR: 1d8 ⇒ 1 additional & off-target if successful


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph glances at the others and motions for silence as he slips through the elvator doors, keeping as quiet as possible while he moves down the ramp, using the crates for cover as he advances forward slowly, trying to get to where he can peek around the corner and spot whatever is making that nasty noise...

Moved a total of 50' from original position. Figure Iseph is moving at half-speed, using Stealth to move quietly (so it will take two rounds). If he can get to that square I've indicated with my token, stop there and try to locate whatever is making that noise so he can report back to the others. If he can't see from that square, move to square directly SE of that position (if up is N on the map) to maybe get a better angle.

Sneaking Forward Roll:

Stealth Check DRR: 1d20 + 14 ⇒ (9) + 14 = 23


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph arches one eyebrow. "Sounds like an... interesting crew that Livewire flew with. He and this Bago sound like the only ones with any sense of morality. It is no wonder he asked us to look into his friend's fate. Between his brother and this Snips, the fate of those two sounded grim whether they had crashed or not."


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph keeps watch, letting those more suited to studying the glyphs do the work of trying to decipher them.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph moves through the plume of steam, inspecting the area as he runs his hand lightly along the dark, wet surface of the elevator's southern wall, clearly intrigued by the holographic glyphs. "Most interesting. This is like nothing I've ever seen or heard of anywhere in the Pact Worlds. This is truly of alien design and the engineering seems to indicate that this is an entirely different starship than the hangar bay."

The android tries to touch or otherwise manipulate the glyphs, and if he meets with no success will activate the elevator, if the others indicate readiness. Iseph's laser pistol in his left hand, ready to use in an instant.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph shrugs. "Causing the goblins discomfort has little interest for me. Let's deactivate the other sealed doors and find out what else there is to learn about this moon. Or space station. Or whatever it is."

Some androids have no sense of humor... :) Suggest we check out the doors on the other side of the scrapyard.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph is handy with computers as well, and makes a few suggestions as Raia tries to hack into the system.

Will 'Take 10' on Aid Another if possible to do so. This results in a '20', which grants her a +2.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph moves to the terminal and does what he can to try and fix it.

Engineering Check DRR: 1d20 + 10 ⇒ (5) + 10 = 15


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

I go the impression were were going to the electronically locked North door, but I'm good either way.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph will help Queequig get through the door, if the Ysoki needs assistance.

'Aid Another' Engineering Check DRR: 1d20 + 10 ⇒ (16) + 10 = 26 vs DC 10 = Success!


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

After looking over the others to make sure nobody is down or seriously injured, Iseph holsters his pistol then starts picking over the corpses and other junk, looking for anything useable or valuable. He also takes stock of the area, searching for doors, stairwells, and the like. He takes the time to search the catwalk and the bodies of the goblins up there as well. "Wonder what these goblins were doing here. Just scavenging for parts? Or is this a base of some sort for the creatures?"

Assuming we get to take a bit of a rest here, will replenish Stamina. I don't have my book at hand, but as I recall it's 10 minutes and 1 Rep point to replenish all of one's lost stamina?


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Oops! Forgot to roll damage on that hit! Sounds like it didn't really matter though, the trick damage must have done the uh... trick... :)


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Glad that the fire is out on his shoulder, and shrugging off the very minor pain it inflicted, the android again ducks under the catwalk, then jumps back and squeezes the trigger of his laser again, trying to drop the other goblin on the catwalk above. He is peripherally aware that that the goblins behind him surrendered, but they have proven themselves to be chaotic creatures and he doesn't trust them one bit.

Trick Shot Attack (Arc Pistol) DRR: 1d20 + 7 ⇒ (8) + 7 = 15 vs EAC (Goblin w/ red border on catwalk)
Stealth Check (Trick Attack) DRR: 1d20 + 18 ⇒ (17) + 18 = 35 vs DC 20 + Target's CR
Trick Attack Damage DRR: 1d8 ⇒ 8 + Goblin is 'off-target' until Iseph's next action (Debilitating Trick)

Think I'm no longer 'shaken', so dice results above should be correct.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

GM, how much burn damage did Iseph take on his turn, and was the Reflex save high enough to put it out? I think the shaken gives me a -2 modifier to that 14, so it's actually a 12...


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph takes a nasty shot a moment after his own takes down one of the goblins, and the android finds his shoulder is on fire! His face still bland and showing little emotion, the operative turns and shoots the one above him, weaving out from under the catwalk to hopefully surprise him as he tries to douse the flames on his body.

Reflex Save DRR: 1d20 + 8 ⇒ (6) + 8 = 14 vs DC 10 + 'burn' damage
Trick Shot Attack (Arc Pistol) DRR: 1d20 + 7 ⇒ (20) + 7 = 27 vs EAC (Goblin w/ no border on catwalk)-- Critical Hit!
Critical Hit Weapon Damage DRR: 2d6 + 4 ⇒ (2, 5) + 4 = 11 + 'arc' to Goblin w/ red border for 2 damage
Stealth Check (Trick Attack) DRR: 1d20 + 18 ⇒ (15) + 18 = 33 vs DC 20 + Target's CR
Trick Attack Damage DRR: 1d8 ⇒ 6 + Goblin is 'off-target' until Iseph's next action (Debilitating Trick)

Ack! Only fair that I take a crit in return, I suppose. But I'm still one up on them, as it turns out! :) So 17 damage to the one on the catwalk, which I think is the one next to the one that shot me. Was going to cut across the open space, but none of the goblins would have been in range of trick shot, so I'll stay put on this side and fire up at the goblins on the catwalk. I think Iseph is going to take 1d6 damage at the start of his turn this action. I rolled my Reflex Save, but not sure what the DC is...

Oops! Forgot to apply the Shaken penalties, so please do so on all the rolls above. I'd guess the only one that might be a make or break situation is that Reflex save...


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph returns Raia's complement with a nod. "The Pegasus handles nicely. Those goblins really didn't stand a..." Movement catches his eye, and suddenly the android sees a number of goblin scavengers amidst the wreckage ahead. The operative immediately darts forward, drawing his arc pistol as he uses the wreckage for cover and staying low, takes a shot at the nearest goblin!

Trick Shot Attack (Arc Pistol) DRR: 1d20 + 7 ⇒ (20) + 7 = 27 vs EAC (Goblin w/ no border) -- Critical Hit!? (I'm guessing yes...)
Critical Hit Weapon Damage DRR: 2d6 + 4 ⇒ (1, 5) + 4 = 10 + 'arc' to Goblin w/ pink border for 2 damage
Stealth Check (Trick Attack) DRR: 1d20 + 18 ⇒ (10) + 18 = 28 vs DC 20 + Target's CR
Trick Attack Damage DRR: 1d8 ⇒ 7 + Goblin is 'off-target' until Iseph's next action (Debilitating Trick)

Oh yeah! I think that goblin is going to be waaaaaay off target next round... So goblin with no border takes a total of 17 damage and (if he survives) is off-target [-2 to attack rolls] during this entire round of combat, the pink border goblin takes 2 damage for the electrical arc on the critical hit.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

I'm not sure I have any suggestions to make that run any smoother, GM S. That starship battle ran great as far as I'm concerned. Well done! :)


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Easily landing the ship near the 'cave', Iseph waits patiently for the others to gather and then slips out of the airlock, trying to maintain a low profile as he edges along the left-hand wall, his eyes searching for trouble and his arc pistol in hand.

Stealth Check DRR:: 1d20 + 14 ⇒ (4) + 14 = 18
Perception Check DRR:: 1d20 + 9 ⇒ (19) + 9 = 28

Iseph can take point when we're out in the open like this, being the sneaky sort - figure usually a bit ahead and off to one side of the main group. In cramped buildings and corridors, we should probably have Altronus out in front - him being our main melee type, I think? Is Navasi a melee-type as well? Iseph can either guard the party's rear in these situations or be somewhere close to the front rank so that he can slip into an encounter unnoticed behind those in front.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Sorry, yesterday got busy for me at work and I had a table-top game yesterday evening.

The shots miss, but Iseph doggedly tries to keep the goblin ships in the sights of both gunners. Piloting (Initiative) Check: 1d20 + 14 + 1 + 2 ⇒ (16) + 14 + 1 + 2 = 33 "Hang on, I'm going to get us lined up with their front arc, maybe their shields are still down." The android pilot pulls a tight roll to the right, and everyone feels their stomachs heave a bit, but a moment later, the nimble Pegasus arcs around, and again the goblin ship fills the viewing screen, but this time they are headed straight for them! Piloting (Stunt - Evade) Check: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31 vs DC 18 = Success! (+2 to AC and TL)

Okay, bad guys are lined up with our forward arc facing theirs, in case they haven't yet been able to bring up their forward shields. Let's take 'em down! Gunners have a floating +2 and the captain's +2, so each gun gets a bonus this round. I guess that Evade didn't matter too much this time around, but they still didn't get through the shields, I don't think.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph breathes easier as his earlier hesitation doesn't appear to have cost them the battle. Not this time, at least. He will have to be more vigilant and focused in the future. Accelerating to close in on the remaining goblin ship, the android pilot locks onto their rear, moving quickly until the ugly scow nearly fills their viewing screen. "Enemy in sight. Gunner clear to fire full forward weapons. Let's end this and see about that moon."

Piloting (Stunt - Evade) Check: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 vs DC 18 = Success!

One more round of +2 to AC and TL for the Evade Stunt. Let's go ahead and give both gunners the ship's two remaining floating +2 bonuses. If the captain can give the turret gunner a second +2 bonus, so much the better!


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph frowns as the direct hit doesn't take out the goblin ship - though at least it looks like it won't survive another blast like that.

Piloting (Initiative) Check: 1d20 + 14 + 1 + 2 ⇒ (1) + 14 + 1 + 2 = 18

His distraction causes the android to react a bit too slowly this time. "Damn. They're getting around us. I'll try and keep them off our rear shields, but they're as nimble as us, and just a bit faster... I strongly advise we divert all power to shields and equalize them on all quadrants - there is no telling where those goblins are going to take their shots."

Piloting (Stunt - Evade) Check: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 vs DC 18 = Success!

Figured my luck had to run out sooner or later! Ah well, I've moved and made the Piloting check to perform the Evade stunt again for +2 to AC and TL this round at least - just barely! I don't think I'm going to be able to keep them from attacking our rear arc though, so we might want to have Quig divert power to shields again. I think that, given the damage our shields took last round, we are currently at Forward (11), Starboard/Port (15), Rear (6). So if Quig's roll is successful, we can 2 points to forward for 13, and the other 7 to rear for 13 there as well.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Botting Keskodai, as the player requested in the Discussion thread:

Keskodai takes aim and fires at the damaged goblin ship (green)

Pew pew!: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 3d6 ⇒ (6, 1, 3) = 10


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Again, Iseph's reactions prove faster than that of the goblins and he brings the Pegasus around in a perfectly executed maneuver so that both of the enemy vessels are again in their forward arc - in line with their most powerful weapons and their rebalanced forward shield. "Fire when ready. Bring that one with the green markings down first, I believe it's nearly done for." The android pilot remarks in his usual calm manner.

Piloting (Stunt - Evade) Check: 1d20 + 15 ⇒ (18) + 15 = 33 vs DC 18 = Success!

Movement done, both goblin ships in our forward arc. I'd suggest we fire on the green one to finish it off, then go after blue. We are again at a +2 bonus to AC and TL. Don't forget turret gun gets the last floating +2 (unless the forward laser gunner wants it - either way is good).


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Heartened by the destruction of the one goblin vessel and the words of the Captain, Iseph continues to outmaneuver the enemy. Their turret and forward weapon were a strong double punch, and with their shields in front at maximum, it was critical that he keep the goblins in their forward arc as much as possible - and the android pilot was doing just that!

Piloting (Initiative) Check: 1d20 + 14 + 1 + 2 ⇒ (11) + 14 + 1 + 2 = 28

Yay! Couldn't lose even with a '1' on that roll! Again using floating +2 because it would be metagamey not to do so (since I can see the GM's roll!) Gobbos go first again.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Botting Keskodai, as the player requested in the Discussion thread:

Keskodai takes aim and fires at the other damaged goblin ship (green)

Pew pew!: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage: 3d6 ⇒ (6, 1, 5) = 12

I believe we had one floating +2 remaining on the computers, so I gave it the Keskodai's gunnery attack and basically gave him the same modifiers that he used with his last attack.

Assuming Raia's Computers check succeeded, I think we are at the following numbers for shields (Forward=24, Port=15, Starboard=15, Aft=6)


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Have fun! I remember those days... :)


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph guns the engines full ahead, then banks hard left to get behind the one goblin scow, lining up all the enemy vessels in their forward arc. "Suggest we re-balance shields full to forward, Captain. If forward shields on that goblin ship out there (red) are still down, that would be an ideal target for our gunners. But the nearer one (green) is also in bad shape. Your call."

Piloting (Stunt - Evade): 1d20 + 15 ⇒ (7) + 15 = 22 vs DC 18 = Success!

We are currently at a +2 bonus to AC and TL for the Evade stunt.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

I was thinking we were concentrating fire on the damaged green ship this round to take it down? I believe that's the only one in our forward arc as well (we fired forward lasers and the turret, I think). It's fine either way, but I'd prefer us take the enemy ships out one at a time, if at all possible.

Iseph guides the ship confidently, heartened that the goblins appear to be losing the battle so far. If they can just continue to stay clear of their weapons...

Piloting (Initiative) Check: 1d20 + 17 ⇒ (13) + 17 = 30

Again used one 'floating' +2 for the Piloting (Initiative) Check, as well as the +1 to Piloting checks from the ship. Looks like the goblins get to move first again!


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

As the goblins again move to surround their ship, Iseph guns the thrusters forward, slewing around to the left in order to bring the damaged enemy ship again into their forward arc. Now if only their forward shields are still down... "Fire all forward, maybe we can take this ugly scow out of the fight." The android pilot remarks.

Since we didn't re-balance shields this round, we'll just let those other goblins have our starboard arc. Move this round was Forward 1 (Turn Left), Forward 6 (Turn Left), Forward 1 (Turn Left), Forward 1 (Turn Left) for a total of 10 movement. I moved everyone 'up' on the map two spaces keeping the same configuration because our movement would have taken us off the map otherwise.

Keskodai, that +2 from computers is basically shared by all on the ship, with two of them used on any given round. I've been using one bonus for Piloting in the initiative roll, the second should go to one of the big guns, IMO. Your forward gun does same damage as turret, so it hasn't mattered thus far.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Based on the modifiers, I believe Keskodai took the second floating +2 - and nice shot, Keskodai! Altronus, feel free to fire away now without that bonus. I'll move us after GM S moves the bad guys, and believe me I'll have that green ship in our forward arc so Keskodai's roll on the forward guns will stand as-is. Actually, being as you're on turret, you can fire at whichever enemy ship you'd like no matter what our facing - though I think we should concentrate fire on the green. Either way, I think you can safely roll now and I'll try to put us in line with the forward shield of the green ship and hope it's still down when we open fire to give us the best chance of crippling it.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

The android flashes a smile at Navasi, the pilot obviously enjoying himself here in his natural element. "I dance not nearly so well as this ship perhaps, but I'm no slouch."

D'oh, I do believe that just misses, as we are a Tier 4 ship.
I'm thinking Navasi has the right idea and we shouldn't worry too much about taking orders ICly. If the player feels they should do something one way, even if another player (whether spoken ICly or OOCly) suggests different, the player who is controlling the character shouldn't feel badly for doing it their way. It's your character, and determining his or her actions should be your decision. That's my two credits anyway.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph's face is grim as he watches their weapons fail to find the mark, and this time the goblins maneuver quickly. Likely trying to surround us, get behind us. The android think as he tries to beat them to the punch.
Piloting Check: 1d20 + 17 ⇒ (11) + 17 = 28 for Initiative

His grin returns as the ship handles beautifully and swiftly, even more nimbly than the smaller goblin craft, despite her relative bulk.

That was close! But goblins move first. Again Iseph took one of the floating '+2' rolls from the computers, so there is one left. I want to make sure that somebody else is using it? I'd suggest the turret gunner take it.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)
Altronus, the Solarian wrote:

presuming we're able to line up a shot again...

Altronus squeezes the trigger again, taking aim at the same ship it possible. Focus. Success in battle is a balance of calm and excitement.

particle Cannon: 1d20 + 4 + 1 + 2 ⇒ (1) + 4 + 1 + 2 = 8 for damage: 3d6 ⇒ (1, 6, 3) = 10

He fired, but missed I think.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

I saw that, Iseph's words were just for flavor. :)


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Seeing Raia's distress, Iseph turns to the Lashunta. "Forward shields to full, Raia - drain power from the aft quadrant to do it, as I doubt the enemy is going to get behind us very quickly. If those goblin ships are going to hit us, the front is where it's going to be." The android pilot states with calm confidence.

Unless the captain belays that, let's boost our forward shields at the expense of the aft shields to give us the extra protection to our forward arc. With Raia's roll, I think we can re-balance shields to:

Forward 24
Port 15
Starboard 15
Aft 6

I'm uncertain if the red ship with its aft toward us can even bring any guns to bear, but in case it can and we wind up taking three hits, we'll be able to absorb 8 damage from each enemy without taking damage to our hull since they are all three in our forward arc. That's my thought, anyway.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)
Raia Dawn wrote:
I think learning that they had no forward shields may have been worth it. Captain Navasi, if you want science to balance the shields you only need order it and Raia will do it. ( your previous order was ambiguous, starting with, "do what you think is best." Both orders are fulfilled with a computer check so it's very easy for me to pre-roll and acknowledge your order...

I agree on both counts. Lets boost our forward shield as much as possible, as I think those ships will be targeting the forward arc of our own.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

As the goblin ships move to surround the Pegasus, Iseph smiles grimly as he maneuvers out of their trap. He slews the nimble ship around in a 180 degree arc over a short distance, and then the cluster of enemy vessels is looming directly ahead of them. "Fire all guns at forward angle, target that vessel with its shields down." He calmly suggests to the gunners.

Piloting: 1d20 + 15 ⇒ (9) + 15 = 24 vs DC 18 to Evade (Stunt)

OK, moved forward one, right turn, forward 2, left turn, forward 4, left turn, forward one, left turn, forward one, left turn, forward one (10 hexes movement) to wind up in current spot. We are again at a bonus 2 to AC and TL. Let 'em have it in those non-existent forward shields!


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Found it here in the official FAQ.

When an engineer diverts power to shields (page 323), what do the rules mean when they say "...putting any excess Shield Points in the forward quadrant"?

The last sentence of that action should instead read, "You can distribute the restored Shield Points across the shield's four quadrants as you see fit."

And I do most of my posts at work. Is that bad? :)


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)
Navasi Pre-Gen wrote:
We've taken a LITTLE shield damage (4, IIRC). Engineering can restore 5% of our engine rating in shield points as an action, but they distribute evenly around the vessel. Science can redistribute the shield points however they choose. So, there are survival-chance-improving actions available at this point. Whether or not they are needed, yet is another question.

I believe that there was clarification on this topic that deemed restored points could be distributed anywhere, to any shield (whether all points going to one shield, or spread out over two shields, or what have you). GM S, let me know if I'm not remembering correctly on this.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)
Game Master S wrote:


Pilot Iseph: WIN! Move
Goblin Pilot Initiative Check!: 1d20 + 10 ⇒ (13) + 10 = 23 if you lose, go ahead and move.

Looking at the tactical map, I think those goblins are in the same spots they were last round - since they go first and I go last I'll wait to move our ship until you've moved them. Or am I overlooking something?


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)
Game Master S wrote:
It did. It spun you slightly (a single shift in facing.)

Aha! OK, I actually did notice that - but I figured it was a byproduct of their failed attempt to use the tractor beam, as I've never faced one of these before. So long as it's not holding us in place or dragging us somewhere we don't want to go, I'll ignore it for now. Can we tell from what 'direction' it came, according to the map, I mean?

GM Turmoil's pregens wrote:
It looks like Raia did scan a ship in the first round but either didn't make the check or we never got the info.

I see that now that you pointed it out, that 15 was probably too low to get information. I'll presume that's the case. Hopefully this time we get better luck on that.

I'll wait until GM S moves the bad guys to maneuver us, and it looks like Queequig got us an additional boost to the engines, so once the enemy moves I'll be able to maneuver our ship up to 12 hexes.

By the way folks, I again used one of those 'floating' +2 rolls for the Piloting check in determining initiative. Hope that's OK with the consensus, let me know if you think I should stop doing so.


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

We win! Speed would be good, but so would a boost to the Science Officer so we can figure out the specs on the goblin ships. Did we do that at all last round? A Science Officer check to scan the bad guys? Or did we use that check for something else? I'm not seeing it.

Once GM S moves the goblins and we decide whether to boost speed or something else, I'll maneuver us on the map. If we find out those goblins are lacking rear guns, I'll see what I can do to get us there.

GM S, that tractor beam didn't actually 'DO' anything to us last round? I take it that 14 didn't beat the DC they needed?

Ah! So Engineer decides on speed (or whatever) first? If that's the case, it doesn't really matter to me how we use it. Speed is fine, if that was our default. I'd still like to get a good scan, though...


Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 | Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Iseph smiles calmly as two of the goblin ships miss their shots, and he ignores the jeering calls of the creatures on the comms. Their sole hit only took a bit off the forward shields. Focusing his mind, the android pilot tries to maneuver around the three ships. "Raia, do we have any idea of the capabilities of these ships we're facing?" Iseph calls out over the ship's frequency. "We're in range of that tractor beam. Doesn't have us yet, but I'd like to take advantage while we can still maneuver."

Piloting: 1d20 + 17 ⇒ (18) + 17 = 35

Nice! Bad guys go first.

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