Mekuhare

SunneeBoom's page

14 posts. Alias of Neal B.


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Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

Well, I don't have the books, and am currently "in between jobs" atm; but I can try and get the books and then I'd be willing to pick it up as the GM in a few weeks if there is interest in continuing.


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

"Hmm... better make dis one count!" SunneeBoom says as he tries to line up another shot on the one he has been trying so desperately to hit.

Attack, Yellow: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 4d4 ⇒ (3, 3, 4, 1) = 11

Assuming the Captain intends to encourage the shot (since it'd be the last check of the round, and no point not to)... that could have a +2 on the attack?


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

Piloting Bot, if no objections:
Move forward one.Piloting(bot), Evade: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
DC11. AC and TL are now 14


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

SunneeBoom attempts to focus intently on aiming at his yellow target. Closing one eye, squinting really, really hard.

Attack!: 1d20 + 3 ⇒ (11) + 3 = 14
Damage?: 4d4 ⇒ (2, 4, 1, 2) = 9


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

I went ahead and moved us, since our pilot is on bot? I marked an arrow for our original position and orientation if there is a problem with this. I figure we should also bot for an Evasion Piloting check?

If allowed to assist with the botting...:
Choo-bot, Evasion: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17

DC of Evasion for Tier 1 is 11, success. AC and TL are currently 14


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

"One tap! O'tay!"

SunneeBoom tries desperately to target the first array in the order... and settles for shooting at the yellow enemy drone instead.

'This will make Suaco just as happy as that array order!'

Attack, Assisted: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Damage: 4d4 ⇒ (4, 1, 4, 2) = 11

...Sunnee pouts.


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

Sunnee's face scrunches up with concentration, his tongue sticking slightly out of the left side of his mouth...

Gunnery: 1d20 + 3 ⇒ (3) + 3 = 6


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

At some point we should agree on which of our ship's names/transponders is our "legal" identity, and which is our... questionable identity.

Transponders can be turned on and off, but if it's off, we won't be identified as that ship, and people that try to get a hold of that ship won't be able to.

e.g. we have one ID that we use for legitimately docking on Absalom Station, but people trying to get a hold of us via our smuggling ID will not get a message through until we turn that one back on (they can leave a voicemail equivalent).

Means we would have to track who knows us by what IDs, so we don't expose ourselves as having both. As well as not trying to dock somewhere "lawful" while an ID that may have a warrant is active...

That being said, our names and Transponders are as follows:

STORM PETREL / KEUSCHHEIT

Any preference as to which is our ship's "legal" name?


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

"Woh no! Me shoot that one back!"

SunneeBoom's tongue sticks slightly out of the side of their mouth as they focus intently on aiming the coilgun turret.

I assume our Captain may try aiding me, as it seems everyone else's checks have been resolved?

Shoot'emUpBoomBoom!: 1d20 + 3 ⇒ (9) + 3 = 12


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

Suaco could also be a secondary Gunner, for if we ever intend to face things head-on in a round. Fire with the forward gun, and the turret, without penalty.

Otherwise, yeah, she would likely be most helpful in the Captain's chair.


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

*runs fingers through beard, flirtatiously*

"Aww! THANK you! You're quite beautiful yourself!"

:P


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

"Wuh-woh..."

SunneeBoom starts running for the gunnery controls, four arms waving wildly above their head.


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

The ship that won:
.
.
.

STORM PETREL / KEUSCHHEIT (TIER 1)
Medium transport

Speed 6; Maneuverability average (turn 2); Drift 1

AC 11; TL 11

HP 70; DT n/a; CT 14

Shields Basic 30 (forward 8, port 7, starboard 7, aft 8)

Attack (Forward) light laser cannon (2d4)

Attack (Turret) coilgun (4d4)

Power Core(s) Pulse Gray (100 PCU); Drift Engine Signal Basic; Systems budget short-range sensors, crew quarters (common), mk 1 armor, mk 1 defences, basic computer (tier 1); Expansion Bays cargo hold (4), smuggler compartment (dc 20)

Modifiers +1 Piloting

These are JUST the un-manned ship's stats. Our AC and TL will be higher (equal to Pilot's ranks in Piloting) and whatnot.


Skittermander Solarian Attunement 0/1 -mode | EAC: 15 KAC: 17 | SP:7/7 HP 9/9 RP: 3/3 | Fort +2 Ref +2 Will +2| Init: +2 Perception: +4 (Low-Light Vision) | Speed: 25 | Active Conditions: None

SunneeBoom has been practicing their fighting technique every moment of the trip that has not been eating, napping, or boring meetings.

SunneeBoom constantly harasses 'BigFriend' to practice melee fighting. SunneeBoom tries to use all the melee weapons the crew has on hand, but is definitely best with the weapon that manifests from the glowing red speck that follows Sunnee everywhere. In combat it becomes a curved sword, glowing with a red sun's resplendent light; dancing fancifully between SunneeBoom's six hands.

SunneeBoom practices aiming their pistol a few times on the trip, but doesn't fire it. They say it's to conserve ammo...

SunneeBoom also loves listening to stories, and will be actively engaged in anyone telling a tale. Particularly if they tell it while practicing fighting, while eating ice cream, or at the beginning of nap time!