Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Sorry all been a very long weekend for me so just now got to sit down at the computer to look at day job roll stuff. Profession(Mercenary): 1d20 + 7 ⇒ (2) + 7 = 9
I think ship combat is just one of those things that we have to hope is significantly better in 2E. The fact that all the actions are basically locked behind level 7 and up is what makes it feel like a slog of just repeating the same actions ad nausium till someone blows up. Between that and our luck it is what it is and the nature of pbp makes doesn't help but to exacerbate the issue further.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Voldresk doesn't immediately answer Lola's jape, instead taking a slow soldier's pan of the room before finally stepping inside, keeping his rifle shouldered. "You were foolish to engage a vastly superior foe in melee. Lucky that you still have limbs for which to count." There is a lengthy pause before the Vesk relaxes ever so slightly. "It is good you have the constitution to prevail however." One might gather that's about as big of praise as they'll get from the aging reptilian. "Sector seems clear, but I warn that you may not survive a similar threat again and we have not the medical supplies to handle such either, let us claim our 'prize' and be done with this place." Sorry all was on vacation I thought I put a post in discussion but may have missed this channel, I'm back now.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Rifle Vs KAC: 1d20 + 3 ⇒ (16) + 3 = 19
Dipping out of cover once more Voldresk zeroes in on the dragon and tries to ward it away from taking anymore bites out of his companions. The heavily modified rifle whirring as it does so.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Rifle Vs KAC: 1d20 + 3 ⇒ (3) + 3 = 6
would really like a hit so I can say a witty one liner.. but these rolls ain't it. Voldresk rolls positions again firing but missing, he really needs to adjust the sights on this damned rifle apparently, but hey the interior will have some nice new pockmarks at least.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Will(dc12): 1d20 + 0 + 2 ⇒ (5) + 0 + 2 = 7
Despite being mildly put off by the dragon's sudden unruly appearance. Voldresk feels comfortable to put a bullet into the dragon's hide. The modified rifle in his hands whining with a charge before an eruptive 'Thwum' sends the slug hurtling towards the creature. He then shuffles behind the safety of the nice sturdy wall.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Ngl forgot we had a map lmao Voldresk moves north and points in the direction, "Perhaps it's something further in this way Lola?" The vesk narrows his eyes looking for anything of import in the interim area.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Voldresk has low-light vision, and just so I'm understanding this right it looks like the only path is the stairs in the center that continues to head down? Since the forcefield is blocking any tunnel access?
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
SD DM wrote: Eight hours rest is required to relieve the fatigued condition. Let's say it took 6 hours to get down here going with gravity. You're on a 24 hour clock if you're in first level armor. :-) 6,8,6 gives us 4 hours of wiggle room, and Idir and I are pretty shot with fatigue
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Voldresk looks over at Idir, then the rest of the crew giving a tired huff. "If I've learned anything in my time as a soldier, it is that you should not go into the unknown exhausted. Let us rest for a while and allow Idir to regain his strength." The vesk would not openly admit that in his age he too would enjoy a moment to sit after such an arduous trek down into the core of the moon, but it's clear from his body language he isn't doing to well either. "Unlikely as it may seem an ambush or an unknown trap could incapacitate us quite easily."
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Rather try with a +3 than a +2 so fort it is lol Fort: 1d20 + 3 ⇒ (14) + 3 = 17 Boldresk, no stranger to the rigors of a long day tries to simply power through the ripping tides of the current, or failing that use his considerable bulk and tough body to break the structures that might impale his squishier comrads.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
engineering: 1d20 + 8 ⇒ (9) + 8 = 17 Voldresk looks at the blocking structure and figures with the right leverage they could probably open a pathway, or potentially collapse it in a safe manner.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Voldresk examines the structure to try and determine how the liquid methane flows naturally and what that might mean for both continued passage ways and any potential safety issues going forward. Phys science: 1d20 + 7 ⇒ (10) + 7 = 17
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
SD DM wrote:
Oh a handhold is a guarentee success? Nice. Kindnof out of ideas with my own limited gear kit, but I'll see if I can think of anything while at work tonight.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Gonna try for another clever here Voldresk realizes as they traverse the terrain that it is becoming less likely that they'll simply be able to cleat their way to their destination. So he holds fast to his allies and begins fiddling with the tow cable of his vacuum rappeler module. It's quick and dirty but maybe just maybe it'll help them cross with less difficulty. Using the now jury-rigged device he steps to the side of the group and manually fires it off to the ground about 40feet forward, pressing a switch the makeshift hook attempts to anchor the ground offering everyone a handhold line to pull themselves across. Engineering: 1d20 + 8 ⇒ (7) + 8 = 15 Again lemme know if this doesn't work, trying really hard to utilize what I can to not make trash rolls cause otherwise i'm deadweight here. I figure given he's a mechanic he could quickly make a quick and dirty rigging for the typically only zero-g device like that.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Man batting 3 for 3 on skills I literally don't have a single investment into. Ummm Voldresk takes a look at the weather conditions outside the ship and shakes his head, taking several minutes to quick-fab some makeshift cleat attachments for his boots to help him widen his footprint and cling to the ground. Engineering: 1d20 + 8 ⇒ (7) + 8 = 15
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Seems a bit silly that all armor comes with water breathing, but hey never said the design team didn't make redundant items. Don't think I've got anything to buy in that case. Especially considering Scuba gear is 2 separate items, and comes buck standard with every armor in the game. Voldresk remains on the ship performing equipment checks and calibrations hoping that they don't get into some stupid space fight again with another unworthy for combat vessel.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Knitter Joro wrote:
Does EV include breathing underwater? Cause by the sound of the briefing we're gonna have to go into the liquid methane core which sounds pretty underwatery...
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
May be a good idea for us to pick up scuba gear by the sounds of it, Voldresk can hold his breath for 240rounds, but even then I can't imagine swimming to a hidden archive in a methane planet will be easy. Only 25 creds by the looks of it too. Thoughts?
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
readied shot: 1d20 + 3 ⇒ (18) + 3 = 21
Vildresk's planeted spot near the table makes an excellent anchor point to take a shot from at the enraged Bogdin. "Do not let him escape now. One who is willing to begin a foght should be willing to die in that fight. As these two bravescales knew."
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Move action to recalibrate on Bogdin Rifle Vs KAC: 1d20 + 3 ⇒ (1) + 3 = 4
Voldresk adjusts his aim as the other Vesk goes down, taking his eye away from the tiny scope to check the room he notices that the other guard is well and truly surrounded so he peers towards the man in the back. His weapon whirrs as it builds up power and then shorts causing him to need to fix the jam before he can fire again. 9/12
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Move action to enhance my firepower against Blue Rifle Vs KAC: 1d20 + 3 ⇒ (11) + 3 = 14
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
SD DM wrote:
Fine with where i'm at.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
SD DM wrote:
Ngl not cool that you just moved me back there but whatever we're here now. Guess I'll have drawn my rifle since we can't avoid this fight. Move up to the high-ground/railing there should provide low cover to anyone further than 30ft, then take a shot at the vesk guard on the right Rifle Vs KAC: 1d20 + 3 ⇒ (9) + 3 = 12
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Voldresk points to the northern hallway, "Looks like trouble might be closing in on us." He pulls out his pistol, as the rifle won't do well to quell the crowd, nor in confined spaces. As he pushes forward he tells people to hunker down in the room on the opposite end of the hall. "We'll handle these criminals we're trained professionals, move."
Move, draw weapon and hide if possible using the corner as cover
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Feel like i missed something with 'The pod' i know we caught a glimpse from the outside but if it's called 'The pod' that makes it seem important, can it be altered in a way that would allow people out(because these clubgoers should realize very quickly there isn't an exit back here. Which breaks ALL SORTS of safety codes for this establishment. Voldresk muscles his way deeper into the hall and keys his communicator. Team channel"Sounds like we have company. Terrible security guards, laylow find what we're after, if we need to engage I'll do so, but try to keep out of sight till we get what we came for. Idir, try to find us another avenue of egress. I would not have our backs against the wall." stealth: 1d20 + 2 ⇒ (11) + 2 = 13 Guessing we can't remotely link even if we have rough sight to terminal, via the doorway i'm standing in?
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Voldresk shoves through the crowd trying to 'get out' sticking with the group. "Quickly now, before this place clears out. Spread out find what we're after, I will see about disrupting security feeds." good idea to look around for cameras, also sorry for the huge absence life has been a whole lot recently.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
I feel like plan b is brute force, but given our rolls and the fact this is supposed to be at least mostly nonlethal. I don't know if that's viable. Should we check the outside to see if we find another entrance?
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
oooh my goooooood
Suppose it also doesn't help that the AP is rated for levels 1-4 which happens to be before anyone gets any decent abilities, but hey that'd be okay if we could roll above 10 one out of 15 times.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Stealth: 1d20 + 2 ⇒ (15) + 2 = 17
Voldresk slinks around very uncharacteristically and begins messing with the sound and light system. "Be ready."
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Voldresk huddles near one of the bars and orders something tall and stout, not that they'd likely have anything other than fancy liquor here but hey maybe he'd get lucky. Comms"Wait Lola, I think I may.. dishonorable as it may be, be able to get near enough to the stage to cause a fault in the sound equipment, that should provide you and Thundergun distraction enough to get the doorways open. Wait for my mark." After downing the beverage he looked around for a way to access the sound or light system.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Lola Izis / Lulz 1515 wrote:
The post I was working on did involve either causing a ruckus or soing something to the sound system, part of why I asked who the folks in the center of the room were.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Real quick who are the folks in the center, trying to come up with SOME way for voldresk to help, but the fact that you can't remote hack(in the super sci-fi setting feels funny) and also he has actually zero social skills to help cause a distraction lmao. Like man this section of the AP just feels really bad without playing someone who's a socialite and makes me think I may need to rebuild him with at least one charisma skill afterwards. Granted that was kind of the jist of the build and concept so tracks that I'm not gonna be well suited to what's going on.
Male Vesk Mechanic 1 HP 12/12 SP 7/7 RP 4/4| K/EAC: 13(13) CMD: 21| F+3 R+4 W +0 | P:+4 Sm:+0 | Speed 30ft| Active conditions:
Voldresk will start asking about the layout and proprietors of the club to some workers, stating that he heard it was run by some hot shot. Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7
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