Stewards Infiltrator

Paeon Tel'domah's page

292 posts. Alias of Polz.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Could.. alternatively use other "challenges" for the crew to complete that replaces starship combat.. ie holodeck style stuff where we end up fighting a dinosaur or having to solve a strange problem that's time sensitive. Would all be.. illusionary of course and succeeding means success in the starship fight or failure etc...

I guess I would relate it to Picards encounters with Q ..

Would let you run something fun and creative without us losing the encounter totally.. i dunno!


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Seems like starship combat was supposed to be something fast paced and anxiety inducing at a table. But in pbp it seems like a huge pain like others have eluded to.

I cant think of many options that make it better without removing player automomy. :(


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I think i am in range, 5hexes to atack with the flak thrower

After deflecting the assualt Paeon lines up to fire again,

Pew: 1d20 + 3 ⇒ (10) + 3 = 13
hit?: 3d4 ⇒ (4, 4, 1) = 9


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon will just chill until we are in range to fire again


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Would a hard turn action from the chief mate help us get into a better position?


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Flack Thrower: 3d4 ⇒ (4, 3, 4) = 11
Flack Thrower: 3d4 ⇒ (3, 2, 1) = 6

Thanks noah!


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon with not much to do at the moment takes control of the gyrolaser (front arc?).

Shootem: 1d20 + 3 ⇒ (20) + 3 = 23

dmg: 1d8 ⇒ 6
dmg: 1d8 ⇒ 8

Critical Damage Effect?: 1d100 ⇒ 1

I'm a little lost at the moment, are we in the gunnery phase if so.. action as above? If not.. i guess just ignore it all? Also i have no idea what way our ship is facing, figured toward the enemy so chose the front arc weapon.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I think anyone with high dex or piloting, noah? or nipper?.. paeon can't even succeed here or help with chief officer actions..


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I can man a gun as well


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Attempting to help Noah perform a "Hard Turn" as Chief Mate.. dunno if it's useful or not for this situation.

Athletics: 1d20 + 8 ⇒ (13) + 8 = 21

DC = 14, 10+1.5xship level.. 3

As Ed shouts Paeon also begins shouting and bashing almost frantically at the ships console as alarms blare warning at the crew,

'Let's see, just turn those that way, turn off those alarms..

One final smash of the console as a calm falls over the bridge, alarms silenced (aside from Ed),

'There ya go Noah, that should do it.. Oh by the way.. HOLD ON'

Hard Turn:
You manually adjust additional thrusters and bypass safety systems, shouting for your fellow crew members to brace themselves for a stomach-turning tactical maneuver. This bit of risky co-piloting might overtax the starship’s turn radius, but it can also help the pilot get significantly more maneuverability out of the vessel when the crew finds itself in a lurch. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed, the pilot can make one turn during the round as though the maneuverability of the starship were improved by one step. This has no effect on a ship with perfect maneuverability. If you fail your check by 10 or more, you overheat and temporarily degrade the effectiveness of the starship’s maneuvering thrusters, causing the ship’s maneuverability to worsen by one step for the rest of this round.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

@ GMBD .. absolutely much more enjoyable :) . The only alternative here is we join the Corpse Fleet and try to unravel the Pact Worlds... which seems fun (and paeon could be interested) :) but not sure that's our crews direction.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Well, my(Paeon's) opinion isn't that we are going to get a better bargain with these guys. We are threatened and should engage them. Kill or be killed.

Paeon transmits to the crew,

Doesn't seem like there's anything to be gained, and they aren't letting us get away. Ed, what's your call? I think we have to fight.

To the Corpse Fleet,

'Ksshhh, coordinates are as fo--ows. Kshh, krsshh, alp-a...---ro, ksshh.... -err...........'


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

We could give them the coordinates, and allow them to get ahead of us.. and hit them from behind for a surprise round? would give us the advantage of starting from behind them? To clarify, Eox is part of the pact worlds, but the corpse fleet is a rogue extension of Eox? Would attacking this ship be against pact world ... treaty? or is this corpse fleet as well?


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon looks to Ed amused..

Will give a chance for some thoughts.. We can either double cross Nor, or we can try to dispatch with these guys.. If we want to spacefight, i think that we should try to 'lead' them to the dropped package, and then open fire.. hoping for a surprise round?

Replying to Rictus,

'A moment please Captain Kul-Ancs, request to board for medical assistance is denied.'

To our ship...

'Computer! Do you have knowledge of Captain Kul-Ancs? Noah, anything in your database? Is he Eox government?'

To the Rictus,

'If you wish to know what myself and the Commander spoke of, you will have to trade for it, nothing is free. I would also request a moment to confer with colleagues if you will.'

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26

I guess we have the chance to either.. Aid the Eox Government, or Aid the Eox Corpse Fleet (who were.. renegades if i recall?


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

@ Ed , maybe our antennae are in sync. @Nipper, will do, was just making some preemptive rolls based on the dialogue.. was leaving it up to GM to decide if they were necessary..


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon sits up as the commotion around his begins to ramp up,

'Ship, if you wouldn't mind patching me through.. Captain if you would be so kind as to speak in the pact world common language so all those might benefit from our conversation. I am Paeon Tel'domah. Commander Hebiza has informed us that those of the Corpse Fleet are trained in sentient languages. I would advise against boarding at this time, I remain infected by Akata.. '

I LIED: 1d20 + 8 ⇒ (7) + 8 = 15

'Speaking of Commander Hebiza Eskolar of the Corpse Fleet, we met him earlier and our crew jettisoned him when the Hippo was recalled to Absolam station, we couldn't be sure if it was being stolen so we ensured our cargo was safe. Do you travel on behalf of Nor?'

Sense Motive?: 1d20 - 1 ⇒ (14) - 1 = 13

Paeon clears his throat,

'Oh, right.. If we are boarded, Commander Hebiza will be lost to space... forever.'

Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16

'However, if you chose to remain in your craft. We can come to an arrangement. We were promised.. 5. wait, maybe 600 credits for the return of the Commander, each. If you want the coordinates to the Commander now, without Nor's personal command to us, i will sell you the information for 1000credits per crew member. Otherwise, we will continue on our mission.'

Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13

bad rolls for all my charisma :(


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon grumbles as he opens his tired eyes,

'Yes Cap'n'.. SHIP! Patch them through.'

Edit: So currently the hippo was recalled due to security reasons. we found the corpse fleet commander in stasis.. Kris and Retsiji dumped it at coordinates... ALPHA. ZERO. TWO. FOUR. NINER.... So it needs to be recovered either by us or this ship (who we arent sure work for Nor)... We have 500credits each for successful delivery.. Any thoughts on if we should return it?


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

As Ed thinks out loud.. or inside our heads.. Paeon ponders his knowledge of smugglers,

Trying to determine is PAeon knows anything about the Sunrise Maiden, or smugglers that used to run this type of cargo?

SPACE PIRATE ROLL: 1d20 + 2 ⇒ (13) + 2 = 15

DC reduced by 5 for my theme


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I was reviewing my skills and looks like i forgot to do skills for a level.. so given my new space pirate theme.. GMBD i added.. 1 Athletic, 1 Bluff and 2 Culture SPACE PIRATE(things)

Edit: i goofed and forgot to update my character sheet from my level up stuff.. im going to rejig to have those skills in culture if thats ok.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon is an Ace Pilot, but its a dex based check.. and his dex is quite low.. so anyone with a higher dex would make a better pilot... if piloting was charisma or str would be great!

If no one else wants to assume the role I can rejig my skills to have more piloting... which would put still only at max a +4 roll for now.

I think i wasn't doing it because we initially had Kris who had 18dex and ace pilot and skill.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon hurries behind Ed as he makes his was to the hold,

'Ed if they are rare don't eat them all. Let's sell them for profit and then open up our own noodle shop!'

Peoon stumbles as he chases after the hunger driven starlord captain,

'with respect Captain..'

I'm out of town so posting from my phone.. my memory is failing me.. did we jettison the Eoxian pospicle or did he get taken away when the old ship flew off?? I guess we have to answer to them as well as Starfinder society now to tie up these ends??


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

not much to add. Will just sit back and let the captain do his thing..

Paeon settles into the number two chair listening in as Noah translates the conversation while Ed throws quips.

'knew you were the right bug for the job Ed!'

As he relays his closed message Paeon responds,

'gottem Ed, you gottem.'

As the conversation comes to an end Paeon reaches into his pocket and throws a Noodle Doodle Dandy at Ed,

[B]'Found this in the cargo bay Cap'n'/[b]


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I like Ed as captain! As for continued fun and role play scenarios GMBD.. if Ed was too busy cowering to issue an order can first mate do it? Or aid?


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Loot?: 1d100 ⇒ 45
Loot?: 1d100 ⇒ 14
Loot?: 1d100 ⇒ 37


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

PAEON IS happy to be Ed's First Mate if he will promote him ;] .. i think that acrobatics is high for Paeon so the role fits best next to being pilot. Otherwise will man a gun?

After a short rest Paeon has been mulling about the cargo bay,

I know this is a lost ship but they must have had some cargo. Paeon is lookin for anything that may be of value to our crew?

As the comms come through the lashunta groans and begins making his way to the bridge,

'what now....'


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

A bit of an overhaul GMBD.. I think i hit it all though with the level up.. took space pirate as a secondary theme.. seemed to fit with my shady dealings...

I don't think i've been playing him to his potential.. but i think that will change hopefully a bit more now.

Also spending the level to change paeons mote from a 2h, to a one handed weapon.. and will likely take an offhand gun / throwing weapon for when i can't make it into melee.

Level Up:
Level Up - SP Increased to 21 .. HP Increased to 25.. BAB +3, Gained +1 Ref Bonus.

To hit - +3 Str. +3 BAB, +1 (Focus), -2 (Deadly Aim) = +5
Damage - 1d6+7; +3 Str, +1(Deadly Aim), +3 (Weapon Spec) = +7

Dropping Heavy Armor Proficiency.

Taking Weapon Focus Feat (Level 1) - Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

Taking Deadly Aim Feat (Level 3) - When you take the attack or full attack action with weapons (including a Solarian’s Solar Manifestation, but not Spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

Gain Weapon Spec. as Bonus Feat - Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Gain Sidereal Influence - To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute

Graviton - Bluff
Photon - Diplomacy

Skills +1 Bluff, Intimidate, Diplomacy, Pilot
Alternate Theme - SPACE PIRATE - You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Will do calculations on Armor Class when we get some cash and a chance to shop.. will have to drop heavy armor for a light armor.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Just got back from a a mini vacation so will delve into everything before the weekend hits. Haven't had any chance to look into second theme for my lashunta.. Ace pilot still seems to be the best fit for melee solarion so will have to find something that compliments what i've done so far in the campaign..


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Yup will be trudging along with everyone, i'll take a look at what's out there but likely staying solarion.. dunno if there are variants now or something to change..

Glad everyone is staying, Happy there will be more Ed, i truly enjoy your character!


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon flops down as the goop covers him. He turns to his crew mates having the conversation with Clara,

'A deals a deal, record what you have to say, provide us with the proof and I will make sure you are free. You looking for work? I know a guy that might just have need for your skill set... ever heard of King Kurney?'

Inferring about dropping her off at Kurney's for safekeeping / future contact.

'Cap'n Ed, does this ship have record of its owners? Is there a way to uhhh, change it so we are the owners.. you know.. star-port authority and what not.''


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Queue sad music...

Paeon lurches forward after the blasts attempting to strike home with his solar blade,

Slash: 1d20 + 5 ⇒ (1) + 5 = 6

The lingering electricity seems to have disoriented the Lashunta...

:'(


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon backs off as a grenade is handed to Ed...

'try to not boom the ship too'

Paeon will head in after grenades are thrown :)


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

As Paeon runs, others is tow a thought dawns on him,

'Ship! Is there any way to contain a Garaggakal!?'


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon rushes to the lifepod bay as quickly as possible in hopes of catching slimer the Garragakal.

hoping to get there in time to catch it?


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

As Paeon prods forward he freezes in step as his antennae stiffen slighty,

'Uhh, this thing feels just like that Garaggakal.'

His mote hovers back toward him as the light fades, his blade appears.

I don't know that jettisoning gear will prevent this from staying on board? Either course of action seems reasonable to me... I vote engage though. Thoughts?


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

'We don't even know what the cargo is! What if it's valuable Nipper? Maybe the ship knows the inventory.'

Not too eager to blow the cargo out just yet.. lets take a look.

Paeon heads toward the sounds, his solar mote gliding out in front of him producing a light source,

The Lashunta projects his thoughts forward, attempting to communicate,

'Hello?'

He looks back at the crew, shrugs, and heads forward.

Looking for whatever nipper hears.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I was waiting on Nipper for action with Clara..

Paeon yells back at Ed as he heads toward the bay,

'Keep us goin home Captain! We are the owners of a beautiful new ship, no way were letting a bit of an infection take it away!'

He arrives as Clara has her rifle aimed at Nipper,

'Easy now, you remember our agreement, no funny business or we jettison you as parts. Scanner picking up a life form in here that isn't any of us. You get bit down there by anything?'

Paeon will try to search around for any critters stowed away

Looky Look: 1d20 - 1 ⇒ (9) - 1 = 8


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

'Easy Ed! Why don't we just go take a look.. we knew Clara was on board..'

Paeon pushes himself up with some effort.

Will take lead heading into the cargo bay to investigate the babygargle.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon settles back in, closing his weary eyes, as Ed chatters in the comms.

'Take us home Ed'


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon turns tail and runs to the maiden!

'Lets gooooo!'


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon looks quickly behind at the ship and ahead past only who he assumes is Clara,

'Nipper, Noah2, ready yourselves... or prepare to run.'

I'm not sure if running is an option here? It can just phase into the ship right..

The Lashunta moves to put himself between the Garagga... and Nipper/Noah2. He draws his solar weapon and prepares an attack.

'Fight or run Clara, but know the choices will determine how we chose to deal with you.'


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon moves up to where Nipper and Noah are.

'Careful now, company...'

Paeon shouts out to the figure,

'That's far enough! Who are you?'

Does paeon recognize the figure after moving closer?


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon grabs the Counteractant and downs it through a shaky arm,

CUrEd?: 1d20 + 4 ⇒ (16) + 4 = 20

Perceptions: 1d20 - 1 ⇒ (20) - 1 = 19

Paeon will also help nipper

After downing the counteractant Paeon moves to help nipper bring in the goods.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

would prefer ed to captain the ship for my own entertainment and his enthusiasm :) Gotta earn him a name somehow!


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Counteractant is a serum? Do we have anyone with a delivery method?

Paeon salutes Ed,

'Searching the ship!'

SEARCHY: 1d20 ⇒ 5

Paeon begins searching the ship for any stow aways are bad baddies!


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon has 18 cha, i think we had him pilot in the last encounter but im not bothered either way who is captain.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon salutes Ed casually as his order is bellowed,

'aye aye!'

He follows Ed to the bridge.

Paeon is ready to get ooouuuuttta here, and find some way to heal this affliction


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

As the baddy disappears Paeon's stellar mote retreats to its usual globe shape. He takes a quick look back at the ship, his comrades and the area.

Too tired this time...

Paeon shuffles his way to the 'safety' of the ship.

'Better get movin before that thing decides to walk straight into this ship with us.'


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Sorry! Saw the post then it slipped from my mind, good thing your dice are hotter than mine


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Will just hold an action until it lands i guess.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Can i aid ED on his mission to find the ON button? Also pilot theme.. but dont have culture starships as a skill?

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