Julkar

Quig~'s page

50 posts. Alias of Yiroep.


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Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Had a great time. Thanks much! :)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"Yes, Livewire is alive although in a bit of a predicament."

"If you can control your brother we can let you on I suppose."


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Unsure what to do, Quig waits for any resolutions to those questions.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Player Name: Andrew
Character Name: DeathSnipe
SFS: 43439-702
Faction: Aquisitives
Apply to first level please.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"Yowza!" Scout needs to get out of there!

Swift Action
Quig spits out another grenade from his cheek pouch. Isn't that where all Ysoki keep their grenades? ;P

Standard Action
He chucks another one.
Frag Grenade Attack (2nd Range Increment): 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7 - vs. AC 9
Frag Grenade Damage: 1d6 ⇒ 5 - Piercing
Ooo a miss!
Direction: 1d8 ⇒ 6
Distance: 1d4 ⇒ 3
Goes 3 squares towards the NW corner harmlessly.

"Darn it!"

Move Action
He directs the drone to attack and get out of there.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Won't change outcomes, but I meant to put -2 for the 2nd range increment. Not sure why I put -1. Either way, still hit the ground.

"Small doesn't mean worthless, buddies."


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"Ahh! That was a close shot! Time to return the favor."

Swift Action
Quig spits out an Incendiary Grenade from his cheek pouch.

Standard Action
He tries to lob it over the crates at the enemy.
Grenade Attack (2nd range increment): 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17 - vs. AC 5 (5 base + 4 cover, since grenades are always thrown at an intersection)
Grenade Damage: 1d6 ⇒ 5 - Fire, DC 13 Reflex for half

Move Action
He direct the drone to fly up and attack.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig pulls out his weapon once again and the drone starts flying to keep up.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig lands his drone in the elevator. "Big elevator, huh?" I'm assuming we've all hopped in before fooling with it?


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig glares quickly at the glyphs. "Wonder what language it is..."


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"Put the wahoosit over in the thingamabob over there."

Aid Another on that Engineering Check.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"Cer-ton-ly!"

Quig heads up the stairs and checks the door for traps or locks.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

If he finds nothing, he'll open the door.

If it is locked/mechanically trapped:
Engineering: 1d20 + 14 ⇒ (5) + 14 = 19
Engineering: 1d20 + 14 ⇒ (18) + 14 = 32


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Move Action
Quig moves up, still taking cover.

Second Move Action
He remotely gives some commands to the drone.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Standard Action
Quig takes aim at one of the goblins and fires upon it. Going to fire at the Dotted Blue outlined one, but if that one is dead already, the Solid Blue outlined one instead.
Auto-Pistol Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Auto-Pistol Damage: 1d6 + 2 ⇒ (5) + 2 = 7 - Piercing

Move Action
He gives commands to his drone.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

With that info, moved Quig and his Drone up some. BTW, most of the party has very long ranged weapons (as SF weapons tend to have longer ranges) so it should be fine, hopefully.

Quig Stealth: 1d20 + 8 ⇒ (14) + 8 = 22
Drone Stealth: 1d20 + 3 ⇒ (12) + 3 = 15

Quig sends a text message to everyone. "Ready?


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

That is what I thought as well. The more stealthers, the more likely we will be revealed. You might be able to take out a few in a surprise round anyway.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

FYI, for the "Personal Comm Units in Armor" thing, it's on page 430 of the Core Rulebook under the "Planetary" heading.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig sends a text back to Raia from his Custom Rig to her Personal Comm Unit. "Well, we already found goblins. Hopefully we'll figure out if this place is actually a moon or if it's some sort of superstructure."


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig stays behind with his drone, drawing out his semi-auto pistol in preparation.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Link for Armor stuff

The Environmental Protection stuff is under "Environmental Protections" and "Activation and Duration."


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig activates Environmental Protections on his armor before heading down to the surface. No point is having trouble breathing while I'm there.

Just so you all know, ALL armor in Starfinder can maintain an environmental mode for 1 day/item level. Yes, that is a very long time, and yes, it is for ALL armor (unless the armor specifies that it doesn't). Light or heavy, even the cheapest armor comes with this feature.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"We rocked them baby! Let's land this sucker!"

Quig goes quiet again, busy diverting the rest of the power needed to shields as they prepare to land, then diverts some power to help out the pilot.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields: 1d20 + 14 ⇒ (20) + 14 = 34
8 Hull points healed, 4 to forward and 4 to starboard.

Quig has clearly gotten the hang of this.
"WAHOO! Just one more to go, guys and gals! Blast em and let's get ready to land!"

Imagining the scene with Luke and Han blasting the tie fighters in my head right now, with fitting music.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields (vs. DC 18): 1d20 + 14 ⇒ (6) + 14 = 20

"Keeping those shields up! Don't want to dip into actual ship damage... that takes too long to repair!"
8 hull points restored, 1 to starboard shields and the other 7 to the forward shields.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Dextereity modifier + (BAB or Piloting ranks, whichever is higher)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields: 1d20 + 14 ⇒ (12) + 14 = 26 - Shields heal for a total of 8, distributed evenly against the ones that are damaged.

"Will try to power these shield up again! We seem to be holding on just fine."

If I'm correct...
Forward Shields: 15/15
Port Shields: 15/15
Starboard Shields: 14/15
Aft Shields: 15/15

We're in fantastic shape right now!

(Edited)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

I'm having a blast with it too. I've only had experience with this from the GM's perspective, not the player's. It's fun!

(I also secretly like playing healers, and Engineers are the healers in Starship Combat)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields (Comm Penalty): 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14

"Blasted thing!"
Quig continues to divert to shields but the ship just isn't having it.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Alright, got some of the shields up. We're doing great right now. Since it's some people's first time with this, strategy-wise, here are some suggestions:

Suggestions:
Science Officers: We could use a science officer to get some more scanning info if possible. This could potentially tell us about our weapons they have and give the Pilot more useful information to work with. An alternative is to try to target a ship to help out the Gunners.

Pilot: We're doing fine here. Just make sure to continue to be mindful of positioning relative to where our guns and enemy guns are.

Captain: Pretty much anything you do is useful.

Gunners: Blast away! It's always good to focus fire on one ship just like it is in normal combat.

Engineering: If other's don't mind, my character is really good at this and I'm just going to continue to mend the shields as best I can. If it starts getting critical I may call for some more to help with system failures, but until then I'm going to stay there.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields (Comm Penalty) (vs. DC 18): 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21

"Shields diminished! I'll see what I can do!"

Quig tries to divert power as best he can, and manages to get some of it.

Forward shields should be restored 8 points back to 10/15.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

No worries. I'm trying to avoid launching into full explanation mode as I absolutely love subsystems in RPGs. (I loved Mass Combat and Group Chases in Pathfinder)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

No, each character only gets one roll per round. (There's some special exceptions when you have a small crew, but that's usually for crews of 1 or 2 so I wouldn't even worry about those rules)

There's also a very unofficial rule by Thursty that droids can't help in Spaceship combat. (One with I greatly agree with, especially in a larger party like 5-6 players)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Just some strategy talk (sorry if I'm talkative in this... but I've worked through a lot of the strategy), the most important part is to make sure we can fire with our weapons which are on every side except Aft (behind us). So having them in our Forward, Port, or Starboard arc is good, and even better if we have some in one arc and others in another for when we have more than one gunner since we can only fire each gun once/round, although we do also have a Turret gun which can fire in any direction.

Secondly, if we can get in an arc where they can't fire upon us, even better. Might not be possible though since they have a turret gun which can fire in any direction.

As to where to steer or what maneuver to do, I'm not here to tell you what to do. Helm's yours Pilot. :)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

I thought Science Officers ask during the Helm phase, along with the Pilot:

1. Engineering (Engineers)
2. Helm (Pilot/Science Officers)
3. Gunning (Gunners)

... and the Captain comes in when they during one of those phases.

Either way, doesn't matter too much when it comes to scanning. Matters more for targeting.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

From what I'm looking, it looks like these are the best roles for each character (with secondary roles in parentheses):

Navasi: Captain (or Science Officer/Pilot)
Quig: Engineer (or Science Officer)
Taia: Science Officer (or Engineer)
Iseph: Pilot (Iseph is really good at everything, though)
Obozaya: Gunner
Keskodai: Gunner (or Science Officer)


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Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

More than likely Quig won't use it for most checks, but as I found out the last time I did Starship combat, the initial scan can tell the pilot a lot about the tactics they should employ.

Hopefully someone with good computers takes up the Science Officer role. :)

(And for the person that does take on the Science Officer, make sure you are adding your +1 for Computers from the ship AND the +2 that Engineering just gave you)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Engineering (Comm Penalty) (Vs. DC 18): 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17
Diverting Power to Computers

Quig, already in the right place, continues to support the ship through engineering.

"Diverting power to Computers! Scan them! We need to know what we're dealing with so perhaps we can steer ourselves into a blind spot of their weapons!"

So, our ship gives us a +2 bonus to two checks/round. Do we have to decide that before or after we make the check? The rules are not clear, but I would love to get the +2 bonus to make the check if possible.

(Keep in mind our Ship gives up +4 to Piloting Checks and +1 to the Computers skill)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig heads back on the ship and tries to divert any power he can to the drift engines to help out Iseph.

GM:
Just for flavor. ;)


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"Look, I know us Ysoki need our hygiene taken care of. Those non-toxic cheek pouch cleaning swabs are great as well as that moisturizing shampoo, but I also know that 800 credits is quite a bit in a..." Well, better not say "dump" in case one of those things is listening "...prison like this, or anywhere really. We aren't just made of money here. We're willing to help out but we gotta meet somewhere in the middle."

Diplomacy (Aid Another, Keskodai): 1d20 ⇒ 17


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig stands with his drone, and as soon as all the talking starts he begins tinker again until his expertise is needed.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"I thought we were just bonding and becoming friends, haven't we?"

Diplomacy (Aid Another): 1d20 ⇒ 11


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

As an investigator, right... I suppose I shouldn't divulge my stories of hunting people down...

Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6
Bluff: 1d20 ⇒ 1


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig tries not to comment on the place and lets his drone scurry behind him.

"Drones are allowed here, right?"


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig is busy tinkering with some of the panels and gadgets in the ship while the party gets hailed. He lets others take care of the talking in this case and continues to familiarize himself with the ship until it's time to land.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Quig looks upon the ship. "It's what's on the inside that really counts." Quig takes a look inside the day before if he can and starts getting himself familiar with the ship's structure and systems.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

"Prison planet? Doesn't sound pleasant. Hopefully we can in and out of there quickly."


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

A Ysoki is fooling around with a hover drone, tinkering with its knobs and bolts (although admittedly mostly to have something to tinker with than to actually fix something).

"Quig here. And this is Scout. We're doing introductions, right?" Quig continues to tinker with the drone.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

For starship combat, really the most important thing tactics wise for order of things is the helm phase. Getting a high pilot check and going last with movement is a huge tactical advantage. The engineering and gunner phases are also essential, but order of turn between starships doesn't matter as much for those.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Someone pointed out to me that Quig's attack bonus on his pistol should be +5 instead of +4, since he has +2 dex and +3 BAB.

Trip starting soon, so will post when I can on Friday when we start.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Yo! GM Andrew, your mechanic here! Started setting stuff up for myself since it will be hard for me next week to do so. Hopefully my stat line will do.

It's also worthy of note I am GMing this in a couple days, so I will be familiar with the scenario.