Shathbardok

Yargnod Kir'eed's page

206 posts. Alias of EbonFist.


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| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Anyone seen Mordack or cmlobue?


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod wait's patiently for Sefel to provide detailed information about their opponents and their potential strengths and weaknesses, watching both them and him with polite curiousity.

Just kidding. He's pretty much going to do the same thing no matter what they are.

Tossing the disc up, he catches it between both hands, switching it back to the fully formed Justifier and blasts the closest skeleman (Teal.)

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 ⇒ (13) + 13 = 26
Electricity and Fire: 3d12 + 11 ⇒ (1, 1, 6) + 11 = 19


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"But I just got this thing!" Yargnod complains.

Cursing, he gets out of palisade knight and starts stomping, kicking, scratching and tearing at the metal panels and the crack beyond.

Althletics: 1d20 + 14 ⇒ (14) + 14 = 28


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

I was keeping track of loot on THIS SHEET.

I think it's still up to date because we haven't really had any looting, lately (it's all been getting mechs.) It's all pretty much up for grabs, as far as I'm concerned to buy UPB's.

Maybe Telirix can stay with Mordack in Time Knight.

Sefel can stay in Flame Knight.

Yargnod can take Palisade Knight.

Or Yargnod can stay in Flame Knight and Sefel can move to Palisade Knight.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod watches Sefel get to work.

"Let's get back to the ship and and do complete repairs then we can set out for the last Mech," he says.


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| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

I have no preference over how we organize the piloting of the different Knights. Soonish we'll have all four and we can all ride solo.

For the moment, I think Flame Knight should have the solo pilot, since it's the only one that has a weapon that requires 2 actions, that way, there's no need to coordinate actions and we can each just do our own thing.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod ends up in the new mech, if only because he's got a head start on the people who would have to get out of the ones they're already in to get to this one.

He gives the computer a good jab with the spear on the way out, mostly out of spite.

Then, he scrams, pushing the new mech to its fastest for at least a quarter of an hour before stopping.

His cackling laugh of victory comes over the comes. "That's three! Soon we'll have all four. Now...let's figure out who's going to pilot what."

He opens the hatch but doesn't get out of Palisade Knight. It's quite possible he may never be out of a mech for more than a few seconds again.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod calls down curses from every god he's ever heard of as well as cursing those same gods as he gets close enough to the computer to hack it (40').

He pauses only long enough to turn Justifier back into a pocket dimension disk and slip it into an actual pocket before he starts to find a way to destroy that thing forever.

Computers: 1d20 + 21 ⇒ (16) + 21 = 37


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod continues to curse thoroughly and roundly and creatively. Not least of which because he knows that every second they miss, the damage they've done is slowly being undone.

But there isn't much to do but keep trying (and maybe look for another planet with legendary lost mecha.)

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 ⇒ (10) + 13 = 23
Electricity and Force (Improved Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (3, 5, 4) + 11 + (2, 3) + 11 = 39

Well...THAT's consistency...


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"Are all the targeting systems broken?!" Yargnod growls as this fight starts to look a lot like the one upstairs. Though, this time, he has trusty Justifier involved and he knows the person who built that didn't mess it up.

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Electricity and Force (Improved Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (3, 2, 5) + 11 + (2, 4) + 11 = 38

Then again...it was made out of spare parts he salvaged out of wrecks...


1 person marked this as a favorite.
| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

It was fairly awesome.

We went to the Dallas Arboretum (we live in a suburb) and they had activities and speakers from NASA.

I was a little nervous because it was really overcast in the morning and cloudy for the beginning but it was perfectly clear by the time the real action was going.

I couldn't really have asked for a better experience.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"I've been hitting him!" Yargnod declares, though the defiant part of him takes up the challenge as he continues to blast away.

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Electricity and Force (Improved Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (12, 10, 4) + 11 + (5, 6) + 11 = 59


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |
cmlobue wrote:
Sorry for the posting delay. I went to watch the Sun being devoured, and the hotel did not have the promised wifi (or breakfast! negative three stars!).

Where did you go to view it?


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Hey guys...I know it probably seems like I never work but I really do most of the time...just a lot of time away lately...

Speaking of...I'm taking Monday off to watch the Solar Eclipse, so I may post again over the weekend but likely won't again until Tuesday.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"Ok, ok, you win! You win!" Yargnod says as the ghost out of the machine hits him yet again.

He withdraws, hoping it will go after a bigger, juicier target, two of which he hides behind.

Like a punk.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod is reminded of a game he used to play with his friends back on Daimalko. It was called "Whose the Punk" and involved two people taking turns hitting each other as hard as possible until one of them gave up.

Well, Yargnod ain't no punk so he's not going to quit.

"Get ready to shut this thing down and out. When I blast it to pieces, it's going to try to jump into a computer. If we let it, I'm just going to have to blast it to pieces, again," he says.

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 ⇒ (18) + 13 = 31
Electricity and Force (Improved Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (4, 12, 5) + 11 + (3, 4) + 11 = 50


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"Ow! Stop that!" Yargnod says as he gets shocked again.

Knowing that it's incorporeal, he adjusts a couple of settings on Justifier, switching out the flames for something more...forceful.

He steps away from the creature's reach before blasting away again.

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 ⇒ (17) + 13 = 30
Electricity and FORCE(Improved Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (4, 6, 2) + 11 + (3, 2) + 11 = 39

He tries to remember more information about Shocky McShockenstein.

Is it regenerating? If so, how do I stop that? Special Defenses? Special Attacks? Lowest Save?


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"Hey! Don't ignore me!" Yargnod says, though being ignored would actually be a very good thing to be right now.

He steps to the side to keep a good shot at the thing but takes a moment to calibrate his weapon against it.

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 ⇒ (14) + 13 = 27
Electricity and Fire (Improved Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (8, 8, 7) + 11 + (1, 6) + 11 = 52

Identification (Engineering): 1d20 + 21 ⇒ (20) + 21 = 41


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"Oooow! I don't like it when computers bite!" Yargnod snarls.

"I like it even less when they generate avatars," he continues when the machine man pops up.

He's used Justifier so much that it's more than second nature for him to whip it around and take a shot. Although, he takes a step away so that he doesn't get smashed while blasting.

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 ⇒ (12) + 13 = 25 Electricity and Fire (Improved Overcharge): 3d12 + 11 + 2d6 ⇒ (10, 1, 3) + 11 + (4, 5) = 34


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

That makes Yargnod the designated explorer out of Flame Knight.

He hops out and, just to be safe, pulls Justifier out of it's pocket dimension before looking around.

He heads toward the computers, ready to run a diagnostic, if nothing else.

Computers: 1d20 + 21 ⇒ (9) + 21 = 30


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod scowls and grumbles, but then again, that's his default expression so what matters is that he throws in his own skills and assistance while they spend another hour finishing up the repairs on Time Knight.

"Everyone satisfied now or do we need to wrap it in bubble wrap?" he asks, even as he's climbing back into Flame Knight's cockpit.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Let's do the repair to Time Knight. Then, it will have the most HP. It's more aligned for close combat and Flame Knight is more ranged and Time Knight can take point.

Yargnod pats the UPB created plating that has just been put over the gap in Time Knight's armor approvingly and gives a nod to Sefel for a good job.

"Good enough for now," he says and points at the stairs. "I don't know about the rest of you but I want to see the new mech."


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod is too busy cursing this outdated, shoddily made, inaccurate technology to be the first one out of Flame Knight so, by the time he's out and muttering curses, he lends a hand to Sefel's work rather than being the one getting a hand lent to him.

Engineering (Aid): 1d20 + 21 ⇒ (17) + 21 = 38


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Everything seems to be missing, so Yargnod sticks with the thing that does the most damage on the rare occasions when it doesn't miss.

Replenish Shields: 3d8 ⇒ (8, 6, 5) = 19

PP to Aim

Missile Battery (2 Missiles,Aim): 1d20 + 13 + 2 - 3 + 1d4 ⇒ (19) + 13 + 2 - 3 + (4) = 35
Fire and Piercing: 18d4 + 22 ⇒ (3, 4, 2, 3, 3, 1, 3, 2, 2, 4, 4, 1, 4, 3, 3, 2, 1, 3) + 22 = 70

"Wait...what's this 'flip y axis' setting?" he says, toggling off a setting he just found.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"You're going to pay for that!" Yargnod says as the armor damages his Mech. "Seriously. I'm going to turn you into UPB's and use you to fix that."

Now that he's had a little success, he spams the buttons.

Replenish Shields: 3d8 ⇒ (8, 2, 3) = 13

I'll spend another PP to Aim.

Missile Battery (2 Missiles,Aim): 1d20 + 13 + 2 - 3 + 1d4 ⇒ (7) + 13 + 2 - 3 + (4) = 23
Fire and Piercing: 18d4 + 22 ⇒ (1, 3, 3, 2, 2, 1, 1, 4, 1, 3, 2, 2, 2, 4, 1, 1, 3, 4) + 22 = 62

But, it seems like it was just luck, last time.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod curses and bangs a fist on the console, yet defines insanity by banging his head on the same brick wall.

Replenish Shields: 3d8 ⇒ (4, 1, 7) = 12

I'll spend another PP to Aim.

Missile Battery (2 Missiles,Aim): 1d20 + 13 + 2 - 3 + 1d4 ⇒ (19) + 13 + 2 - 3 + (2) = 33
Fire and Piercing: 18d4 + 22 ⇒ (4, 1, 2, 4, 1, 3, 4, 4, 1, 2, 3, 2, 1, 1, 1, 3, 2, 4) + 22 = 65


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Hello fellows,

I'll be going on vacation today. I'm heading to Austin so I probably will have internet connectivity but probably won't be able to post. Bot me as necessary, please and thank you.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Sorry...Didn't realize I went out of turn.

Yargnod checks the displays. He's not pleased with any damage done to Flame Knight, but it's at an acceptable level.

Time to counter.

Replenish Shields: 3d8 ⇒ (3, 7, 2) = 12

Missile Battery (2 Missiles): 1d20 + 13 + 2 - 3 ⇒ (2) + 13 + 2 - 3 = 14
Fire and Piercing: 18d4 + 22 ⇒ (2, 4, 2, 3, 3, 2, 1, 4, 1, 2, 1, 4, 4, 1, 4, 2, 3, 2) + 22 = 67

The missile launcher is definitely broken.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod curses roundly, pounds the controls with his palm and growls quietly as his missiles go astray.

Still, the tactic is sound, he's sure so he tries it again.

Replenish Shields: 3d8 ⇒ (6, 8, 5) = 19

Missile Battery (2 Missiles): 1d20 + 13 + 2 - 3 ⇒ (4) + 13 + 2 - 3 = 16
Fire and Piercing: 18d4 + 22 ⇒ (3, 4, 4, 3, 3, 4, 4, 3, 4, 4, 3, 4, 1, 1, 4, 2, 4, 4) + 22 = 81

He howls in fury as the missiles go astray.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod's instinct is to give his opponents room, but he knows Time Knight is hurting more than Flame Knight so he keeps his mech between the armor and his robot partner.

First things first, he protects his mech.

Replenish Shields: 3d8 ⇒ (4, 7, 2) = 13

Then, he drops some missiles on Yellow.

Missile Battery (2 Missiles): 1d20 + 13 + 2 - 3 ⇒ (8) + 13 + 2 - 3 = 20
Fire and Piercing: 18d4 + 22 ⇒ (2, 4, 2, 1, 3, 2, 2, 2, 2, 4, 2, 2, 4, 2, 3, 1, 2, 3) + 22 = 65


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

I'm pretty sure that description was for E2 so...

"Oh...this is going to be useful," Yargnod says, looking around at the workshop. But it's no mech so he turns his mechanical back on it and heads toward the stairs.

Gingerly, he reaches out and tries to slide one of the armored suits out of the way.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"I wonder if those were the last pilots," Yargnod says as he watches the screen.

"Don't expect me to start kissing you," he continues to Telirix.

Seeing that there is nothing else really interesting in the room, he turns toward the remaining door.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"Didn't we see that symbol somewhere else?" Yargnod asks, but he's already moving Flame Knight toward the next door, having little time for gods or mysticism.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |
Telirix Sporestorm wrote:

Probably a good idea to spend an hour or 2 to put some hp back into Time Knight. Unfortunately I've no idea how many UPB s our wealth translates into.

It's a 1-to-1 ratio. So getting Time Knight all the way up to full health will only take about 910 credits but could take as much as 9 hours. I'm going to make a check and see how far along we can get in an hour, then we can decide if we want to risk this being the only guardian and moving ahead or if we want to do more repairs.

After getting the arms working Yargnod pulls out his UPB dispenser and starts manufacturing plates and infrastructure to replace the structural damage to Time Knight.

Engineering: 1d20 + 21 ⇒ (20) + 21 = 41

He does quite well, even if he does say so himself and manages to use up only half the expected number of UPBs and only half an hour.

So...that was 110 credits, half an hour and Time Knight gets back 22 HP. Do we go again or press on? For reference, the TN is 26 (or 27, I can never remember if you round up or down.)


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod hops out of Flame Knight and pulls out his kit. He waves the pilots of Time Knight down so that he can take a look at the limp upper arms.

"Well, there's your problem," he says after a quick examination. "You power couplers are shot. Just need to bypass those."

Engineering: 1d20 + 21 ⇒ (14) + 21 = 35


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod takes another look at the calibration on the missiles. He's going to have to investigate more closely. They would have been invaluable in that fight, if they would have hit.

Then, he looks over at Time Knight. "We should think about doing some repairs. Time Knight's not looking so good and I'd hate to have to rebuild it entirely if we run into more trouble."


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

As he starts to get more accustomed to the targeting interfaces on the mech, Yargnod calls up the missiles again, burning another burst of energy from the engine to improve his Aim.

Missile Battery (2 Missiles, Aim)): 1d20 + 13 + 2 - 3 + 1d4 ⇒ (7) + 13 + 2 - 3 + (3) = 22
Fire and Piercing: 18d4 + 22 ⇒ (1, 3, 2, 3, 1, 1, 3, 2, 2, 1, 2, 4, 2, 1, 1, 4, 2, 1) + 22 = 58


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |
Sefel Q Lamunesh wrote:
apologies, hopefully we can sit tight next round.

Just a little in character inner monologue grumbling. If we were in person we'd be discussing and coordinating more.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Sefel's moving Flame Knight is enough to keep Yargnod from activating the missiles again. So, instead, he sends another blast of the plasma rifle at the golem, pulling up the targeting reticule, again.

Using 1 PP for Aim.

Plasma Rifle: 1d20 + 13 + 2 + 1d4 ⇒ (11) + 13 + 2 + (1) = 27

I'm going to assume that's a hit so I'm going to go ahead and use 3 PP for Devastating Hit.

Electricity and Fire: 6d12 + 11 ⇒ (4, 6, 1, 8, 1, 9) + 11 = 40


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"Hey! Stop that! We just got that!" Yargnod shouts at the golem as it continues to hammer away at time knight and that mech starts looking poorly.

He pulls up the targeting display to lock in on the target.

Using 1 PP for Aim.

Plasma Rifle: 1d20 + 13 + 2 + 1d4 ⇒ (4) + 13 + 2 + (1) = 20
Electricity and Fire: 6d10 + 11 ⇒ (4, 7, 9, 4, 2, 4) + 11 = 41

"I did better with Justifer," he mutters as the shot goes wide.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

With time on his hands, Yargnod looks over the loadout of Flame Knight again.

"Oh ho ho...this is gonna be good," he says with evident glee as he cues up the mech's other weapon system.

He flips a couple of switches and grabs the targeting control. Panels open up on Flame Knight's torso, revealing what appear to be red, metallic blisters.

Until Yargnod pulls the trigger and two mini-missiles fly out toward the golem.

Missile Battery (2 Missiles): 1d20 + 13 + 2 - 3 ⇒ (3) + 13 + 2 - 3 = 15
Fire and Piercing: 18d4 + 22 ⇒ (3, 2, 3, 2, 1, 2, 1, 2, 3, 4, 2, 1, 2, 1, 3, 2, 4, 3) + 22 = 63

I'm assuming you just add up the damage from all the missiles launched if it hits?


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod does not like his "baby" being damaged so he pumps some of the spare engine power back into the shields.

2 PP to Replenish: 3d8 ⇒ (1, 6, 8) = 15

Then he lights up the golem with the plasma rifle again.

Plasma Rifle: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Electricity and Fire: 6d10 + 11 ⇒ (1, 2, 10, 3, 10, 1) + 11 = 38


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |
Sefel Q Lamunesh wrote:

Sefel aims another shot from the plasma rifle.

[dice=Plasma rifle attack, E and F damage]1d20+10; 6d10+11

What's the +2 from on attack? (unfortunately this attack roll is tragic)

Unless I'm reading it wrong or misunderstanding it, Flame Knight gives a +1 to melee attacks and a +2 to ranged attacks.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"Scatter!" Yargnod says as it becomes evident that this creature can affect large areas at once. He moves over slightly to avoid the thing smacking them while they're exposed in moving then takes a shot with the plasma rifle.

He also boosts his chance of avoiding the force attack (spending the PP on the Resist action.)
Refl: 1d20 + 11 + 1d4 ⇒ (1) + 11 + (1) = 13

Plasma Rifle: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
Electricity and Fire: 6d10 + 11 ⇒ (8, 2, 8, 4, 4, 1) + 11 = 38


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

"And exactly who are the authorized personnel?" Yargnod asks.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |
Sefel Q Lamunesh wrote:
cmlobue wrote:
As a reminder, a mech with two pilots has either one move and two standard actions, or one full-round and one standard action, per turn. You can decide amongst yourselves how to use them.
Yardnod, being aboard the Flame Knight how do you want to handle this? There aren't specific "copilot" actions like the different roles on a starship and I've been executing the Flame Knight's actions to this point. "Handing off one gun" feels a little restrictive. Other ideas?

I think, in forum play, the easiest way to play it will be "first come, first served." Whoever posts first in the round can take a standard and a move action or the full action and the other person can take the extra standard. If the first person just takes a standard, then the other person can take the full or the move and standard.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

D'oh! I thought I could ask questions OF it rather than questions ABOUT it. Please disregard my nonsensical questions.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

The decorations are real pretty but the fancy writing doesn't mean anything to Yargnod so he doesn't pay them very much attention.

Physical Science: 1d20 + 18 ⇒ (7) + 18 = 25

"Noqual. This will help against a dragon," he says when he recognizes the crystal.

Engineering: 1d20 + 21 ⇒ (17) + 21 = 38

"No, we won't be doing that, we'll be coming in," Yargnod replies. He gets a sense of the golem and carefully subverts one of its subroutines.

"What are the criteria for bypassing you without resorting to combat?"

"What other defenses does this installation hold?"

"Where is the Palisade Knight located?"


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Yargnod hops into the cockpit behind Sefel, Justifier stored in a pocket. He looks around for a few moments then starts flipping switched, pressing buttons and entering command prompts.

He hums a jaunty tune for a while as they move along to the next temple/hangar.

"Nice one!" he says as Sefel handily handles the security computer. Perhaps he is sick. Or possessed. How else to explain his pleasant demeanor?


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Palisade sounds cooler, though I can't figure out the Starmetal...Adamantine?

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