Meyanda

OP-1's page

399 posts. Organized Play character for Revvy Bitterleaf.


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Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Just to confirm; I've received the chronicle

Thanks for running. It as fun (Even though I didn't get to ram a submarine into something - I did get to try ;) )

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

I'm no longer bold in initiative, but since I didn't act yet I'll also take my turn now

OP-1's eyes blink rapidly as he takes in the new battlefield situation

"Shifting targets"

As Ears powers up his weapon he quickly nods his thanks before raising his blaster to fire on the remaining enemy

Trick shot using stealth: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Elec damage if hit: 1d6 + 2 ⇒ (3) + 2 = 5
Supercharge damage: 4d6 ⇒ (3, 2, 2, 5) = 12
Extra trick shot damage: 1d8 ⇒ 7

If the trick attack hit, enemy is flatfooted vs everyone till the start of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Using a conveniently located patch of shadow OP-1 tries to catch it's target unaware

Trick shot using stealth: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (18) + 8 = 26
Elec damage if hit: 1d6 + 2 ⇒ (2) + 2 = 4
Extra trick shot damage: 1d8 ⇒ 7

If trick shot worked, the enemy is flatfooted vs everyone till the start of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Don't worry,it happens

I only asked since it looked like most of the party wouldn't be able to take actions from now on, which just isn't fun. But nobody has died so no harm done.

I'm just glad I get to actually shoot something (even if I'll end up missing due to poor aim) ;)

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

At the last possible second OP-1 snaps out of what ever was causing him to approach the enemy to an unfavorable location and retraces it's steps to where it started from.

"Be warned, second hostile approaching to a flanking position. I advice we take care of the one we are currently engaging before switching targets"

OP then follows up on his own suggest tactics as he shoots

Trick shot using stealth: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 (dc 20+target's CR)
To hit EAC Red(vs flatfooted if trick shot worked): 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Elec damage if hit: 1d6 + 2 ⇒ (4) + 2 = 6
Extra trick shot damage: 1d8 ⇒ 3

If trick shot worked it's flatfooted vs everyone till the start of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Just to check...do we need to continue making these will saves even if we are already next to a creature? Or do we need to move to the other creature if we fail the save again? It seems a bit overpowered that there isn't a once you save you're safe vs this effect unless it's only meant to get us into melee range and forcing us to fight without blasters..which would be sort of interesting.

And because I'm curious does it have any keywords like mind-effecting or poison? Do we know what's causing this? Psionics? Smell nicely? Magnetism? If it's something we're inhaling I'd like to point out that as an android OP-1 doesn't breath (and actually has his environmental protections turned on since we took a swim outside of the submarine).

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Will save: 1d20 + 4 ⇒ (3) + 4 = 7

Tilting it's head to one side OP-1 finally understands what the allure of getting close to the enemy is.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Confused on why The Freeman would move next to the creature in a trance OP-1 says "Don't approach, come back here and fire at them from a distance. It's the tactical better approach"

Will save: 1d20 + 4 ⇒ (9) + 4 = 13

" ...should I join him? .....No, stay here and fire..."

Before following his own tactic

Trick shot using stealth: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (17) + 8 = 25
Elec damage if hit: 1d6 + 2 ⇒ (1) + 2 = 3
Extra trick shot damage: 1d8 ⇒ 7

If hit, red is flatfooted vs everyone till the start of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Fort save: 1d20 + 4 ⇒ (12) + 4 = 16
Will save: 1d20 + 4 ⇒ (19) + 4 = 23

Noticing the enemies appear OP-1 moves to line up a better shot trying to hide behind the rest of the party to catch his target by surprise.

Trick shot using stealth: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37 (dc 20+target's CR)
To hit EAC Red(vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (17) + 8 = 25
Elec damage if hit: 1d6 + 2 ⇒ (3) + 2 = 5
Extra trick shot damage: 1d8 ⇒ 4

If trick shot worked target is flatfooted vs everyone till the start of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Perception even if it's a bit late: 1d20 + 9 ⇒ (8) + 9 = 17 (+2 vs traps and free check within 10 ft)

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 nods as he picks up Freeman's word with his audio receptors

Can't bluff worth of anything, but since we're allowed to assist I'll give it a try

Assist either bluff or diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Overhearing what is being said OP-1 thinks to itself

"...we can't just kill everyone and restore the beacon...can we?.."

while staying quite while the negotiation takes place.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 stands quietly to the side while the negotiations take place trying to appear non-threatening even if he's covered in various weapons

Attempt at aid on Diplomacy: 1d20 + 2 ⇒ (17) + 2 = 19

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Perception: 1d20 + 9 ⇒ (5) + 9 = 14 +2 vs traps

"....seems quite, might not be though" OP-1 comments while looking at the scenery.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 follows after the others

Survival: 1d20 + 2 ⇒ (20) + 2 = 22

"I notice that a group of three medium sized creatures patrolled this shore within the last day."

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1's right eye slightly buzzes

"Target acquired"

The android uses a convenient patch of shadow provided by the submarine to try hide his next move from his target before taking a shot

Trick shot using stealth: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (10) + 8 = 18
Non-lethal Elec damage if hit: 1d6 + 2 ⇒ (2) + 2 = 4
Extra trick shot damage: 1d8 ⇒ 1

If the trick shot worked he's flatfooted (vs everyone) till the beginning of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Seeing how easily the creature avoided the impact with the sub OP-1 decides to join his companions on the outside.

As he moves he draws his blaster before opening the aft hatch
Rules say it's a move action to exit a vehicle..but I can't find a rule on where you actually exit it, so choosing to exit outside of the creatures reach..though like the rear exit?

As he exits he sees the rest of the party engaged with the creature and aims in it's general direction before pulling the trigger.

To hit EAC: 1d20 + 8 ⇒ (13) + 8 = 21
Non-lethal Elec damage if hit: 1d6 + 2 ⇒ (5) + 2 = 7

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

I was hoping that a huge creature would have a penalty to it's save and we had like a 10-20% chance. A +11 to it's reflex save is a bit more then I hoped for.

Ah well, after this we'll just have to abandon ship and hope that the Society will send something to pick us up in a couple of weeks or so ;)

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"All hands brace for impact! Powering up engines now. Ramming speed!"

Piloting: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20 (+1 from a boon btw, not from get 'em)

well.....that's slightly disappointing ;)

Ram damage in case the reflex save turns out to be a natural 1: 12d6 ⇒ (2, 3, 1, 3, 3, 6, 4, 3, 2, 5, 3, 5) = 40

Our own damage if we hit something: 3d6 ⇒ (1, 6, 2) = 9

OP-1 slowly get's the turbines moving and gently pushes forward through the waters.....

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"Do you think it would be wise to try to ram it away from us? Or do we prefer the tactic of abandoning ship and making a fighting retreat...or maybe engage it and just blow it out of the water"

Before I do anything rash...how do we feel about me trying to ram it with the sub? Or I can just exit and shoot at it, either option is fine by me..I just don't want to deprive anyone from getting to surf on top of a floating submarine while shooting at a big scaly thing while trying to punch it's way through said things outer scales and causing internal bleeding. If we pull it off (should be easy to make the piloting check but the reflex save to avoid is also pretty low) if I'm reading the rules correctly it's 12d6 damage to the creature and we'll most likely deal enough damage to the sub for it to....uhrm..let's say need extensive repairs (3d6 damage to the sub) if we hit

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"Everyone better strap in to their seats. Scanners reveal choppy waters ahead"

Piloting: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34
"Let me avoid that storm uphead, someone give me some intel on where to go"

Piloting: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
"Someone get those fish of our hull"

Piloting: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
"I'm experiencing technical difficulties. Someone please hit some part of the ship with a hammer to reboot what ever is causing these issues"

Piloting: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
"Unknown gravitational shifts are going to make this a bumpy few minutes, prepare accordingly"

Piloting: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
"....that doesn't seem....right"

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Just to confirm, what Patterson said; that's why ;)

Forgot to list slotted boons:

Acquisitives (Faction boon)
Duskmire Allegiance (Ally boon)
Defender of the Fleet (Starship Boon)
Scoured Stars Survivor (Personal Boon)
Marked Field Agent (Slotless Boon)

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Looking outside OP-1 makes sure his environmental protections are in place before joining some of the others for a "stroll" outside.

As an Android I don't actually need to breath...but maybe there's poisoned water or something..so protection activated

Athlectics to swim: 1d20 + 7 ⇒ (8) + 7 = 15

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 looks at his datapad and scrolls around a bit for useful information

Computers: 1d20 + 9 ⇒ (15) + 9 = 24

"Did you know that; Tabrid Minor’s use of Drift travel began a few decades ago. The planetary government has begun focusing on off-planet diplomacy in recent years. Despite this recent appearance in Pact Worlds politics, copaxis began industrial development centuries ago and have advanced technological infrastructure.

and that Industrialization damaged much of Tabrid Minor’s ecosystem and the planet continues to degrade. The coral-like copi, which copaxis have a symbiotic relationship with, have been hit hard by overharvesting and the changing planetary temperature, oceanic currents, and wind systems.

OP-1 shows his datapad to the group
"not to mention this recruitment material for an organization called the Fallen Hand, I just located on the infosphere"

The material opens with a bold header asking, “Do you want Tabrid Minor to survive?” and invites anyone interested to join the Fallen Hand and help heal the planet.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

The android known as OP-1's eyes blink rapidly while receiving the briefing before he opens his mouth and mentions

"Find out what happened to the beacon and do whatever needed to repair it. Bring back samples of any weird stuff found. Mission parameters loaded, ready to proceed"

He then blinks slowly twice before focusing on the rest of the party and joining on the talk about how to approach

"Or maybe the storms are very violent in the upper atmosphere around the area where we are going and will tear a starship apart and the water is a save route?. But I agree with Patterson, stealth might be a factor."

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

A blue tinted android covered in multiple belts from which various weapons (mostly small arms and a rather big knife which looks like it's seem some use) and tools hang looks around the area.

"Reporting for duty, please state the nature of the assignment."

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Hello,

1: OP-1. Android Operative Level 4, might be 5 by the time we start playing
2: 13475-704
3: emdevries @ ziggo.nl
4: Acquisitives
5: No Dayjob

I'm Eric and it seems like most of the people here I started with pen and paper rpg somewhere in the 80's although it took me a few years to transgress from what I was able to find in Europe to D&D and I don't think I played anything even resembling organized play until a few years ago.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Happy with the rp-ending. Thanks for running an awesome game as allways

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Seeing it's party members get blasted and blinking rapidly OP-1 comments

"..we are going to need a minute here" You can't tell for sure due to the robotic sounding voice but you can almost pick up a hint of sarcasm in the androids tone

before addressing the party

"Are you alright?"

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 picks up the wrist band and judging by what happened with the weapons before malfunctioning decides to give them a quick look over

Engineering forcefield: 1d20 + 9 ⇒ (13) + 9 = 22

before putting it on.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Seeing Jack handle the sniper rifle and Sully going for rifle

Do we have anyone other then Sully who could use the heavy weapon with any chance of success?

OP-1 walks past the heavy weapon shaking his head and picks up one of the pistols and shoots it at increasing distances before delivering a report on his findings

To hit 20 ft away: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4
To hit 40 ft away: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
To hit 60 ft away: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7
To hit 60 ft away: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8
To hit 60 ft away: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8

"The Babau’s Kiss is a good weapon for when you have to fight inside a building. But when you are out in an open area such as a grassy field, a dessert or an ice plain and need to fire at long range because you can't get closer to your target under cover it seems to suffer from accuracy issues. I suggest to add a scope or laser targeting system to compensate"

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Do we need to use a weapon each..or can we divide all 8 weapons so that someone has an extra?

I'm not sure everyone could use every variation present..I'd prefer a pistol, but I could use a sniper rifle instead

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Op-1 picks up the pair of pistols one in each hand and checks them out, twirling each to test them for balance before putting one down so he has one hand free to check the one he's still holding for possible ammo jams, trigger speed and if the sight is of any use (and other things you'd check a pistol for)

Take 10 on engineering for 10+9 to check out how well made these are?

"Only 4 ammo seems a bit ...low. Unless these bullets have such a punch that only 1 hit will suffice to win you the fight?"

OP-1 turns to our guide and raises one eyebrow as he asks the question

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"No thank you, please proceed to showing us to the testing grounds location. We are eager to get started"

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"The programming of the sabotaged drone points to a member of the Frozen Trove dragoncorp. I do not know anything more specific than that"

Unless we know the person who's responsible for the code?

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"I can give it a try"

Computers: 1d20 + 9 ⇒ (13) + 9 = 22

Tap, tap, tap, enter, tap, tap, enter, tap, tap, right click, tap, enter

"It's programming reveals the access codes of the person who sabotaged the drone, pointing to a member of the Frozen Trove dragoncorp"

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"Continuing with our plan to have the enemy in our rear now that we have restored partial shielding to our back"

OP-1 punches the throttle and speeds forward in a evasive pastern

Piloting to evade: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31

Moving forward 6 hexes again

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"I am operating on the assumption that we will get our powerful backwards facing weapon loaded with actual ammunition and continue to fly forward in a straight line for optimal damage potential...also, if someone could fix our rear shields that would be helpful"

Piloting to evade: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30

Moving 6 hexes forward, to avoid running out of map I've moved the enemy ship downwards instead unless there's something that happens when we hit the edge of the map? I don't think it matters

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"Well the drone is behind us like intended, I suggest we stick to the requirements of us appearing to be fleeing"

OP-1 flies forward a bit and zigs-zags a bit to make it look real

Piloting to evade: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35

Move forward in a straight line for max speed (6)

"Can someone scan the drone and tell me what we are dealing with here?"

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 sits down in the pilot's chair and adjusts it's settings for optimal comfort and goes through the pre-flight checks.

Per suggestion in the OOC thread of OP-1 being the pilot. If someone likes being the pilot I'm fine shooting a gun or doing something else instead

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"Is there anything special about these torpedo's? Better targeting locks? More speed? Greater distance?" OP-1 inquires after being told there are torpedos?

"And does the ship have any non torpedo type weapons for armament?"

OP-1 processes some thought

"Actually...can we just get the specs of the ship so we don't have to keep asking you these things?"

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Piloting +16, Gunnery +9, Engineering +9, Computers +9..only thing you don't want OP-1 to do is captain ;)

"Testing out a new model sounds....exciting"

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Seeing Jack take a similar beating to what he himself experienced just a few seconds ago OP-1 rushes back in to help out as the arc blaster he's wielding isn't up to the task.

Trick shot using stealth: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33 (dc 20+target's CR)
To hit KAC (vs flatfooted if trick shot worked): 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25
S damage if hit: 1d4 + 3 ⇒ (3) + 3 = 6
Extra trick shot damage: 1d8 ⇒ 6
If trick attack worked I'll make him flatfooted till the start of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Seeing his shot deliver less damage then expected - or wanted - OP-1 is still too hurt (even with the good doctor telling him to rub some dirt on the wound) to try to go toe to toe again with the creature and tries to pull the trigger once more

Trick shot using stealth: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Elec damage if hit: 1d6 + 2 ⇒ (1) + 2 = 3
Extra trick shot damage: 1d8 ⇒ 1
If trick attack work I'll make him flatfooted till the start of my turn again

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Seriously hurt by the creature OP-1 reevaluates his tactics and decides to put some distance between him and the creature

Not provoking due to uncanny mobility

before firing with the blaster he had in his other hand

Trick shot using stealth: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Elec damage if hit: 1d6 + 2 ⇒ (6) + 2 = 8
Extra trick shot damage: 1d8 ⇒ 2
If trick attack worked I'll make it flat footed till the start of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 grunts from the impact of the tendril slamming into it.
Focusing on the enemy the android decides that not being near this thing will be a good thing before hearing Jack shout out to keep it distracted

OP-1 tries to use a patch of shadow to obscure it's action as it spins around and tries to stick a knife into the creature using Jack distracting the creature from the other side to it's advantage

Trick shot using stealth: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 + 2 + 1 ⇒ (14) + 8 + 2 + 1 = 25
S damage if hit: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Extra trick shot damage: 1d8 ⇒ 2
If the trick attack worked I'll make it flat footed till the start of my next turn

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 picking up signs of casting double times it to the general area he picks up the noise

double move

Mysticism to identify what spell?: 1d20 + 3 ⇒ (3) + 3 = 6

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"I feel that I need to point that neither myself or Quig's drone are "breathing". Maybe you would like to come out and discus the finer points of your statement and entertain yourself that way?"

OP-1 comments as he moves forward a bit as to spread out just in case the unknown body behind the voice is in the possession of grenades or other types of area explosives as he tries to locate the source of the voice.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16 +2 vs traps (and an extra free check if I walk to within 10 ft of a trap)

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Assuming it's a reflex? save for half damage: 1d20 + 2 + 9 ⇒ (20) + 2 + 9 = 31

"Watch out the pipes are about to...."

OP-1 dodges out of the way of a steam pillar

"..blow"

Assuming it is a reflex save, 0 damage due to evasion. If anything else 10 damage

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 is paranoid enough to turn on his environmental protections when he thinks it's needed - also just in case it comes up thanks to trap-spotter I'd get a free perception check if I wander within 10 ft of a trap - I think leaking pipes with strange glowing lights qualify

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