"Steve," Orninoh, Torhaa, and Vakim

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Oct 18, 2015 9:30 pm
Steve, noticing some minor damage on the ships entrance proceeds to make repairs in a timely fashion. Once completed Steve walks goes back to Owen and says, "True Fleshy Master Owen, repairs to the High Rollers entrance have been completed, my analysis of the rest of the ship has been completed and the ship is good to go, but more repairs WILL be needed. This One can enter Maintenance mode and fix everything else in transit."
Last edited October 19, 2015 4:47 am
Oct 21, 2015 4:12 pm
"Well done Steve. Now let's get off this dusty planet. Keep an eye on the engine while we're en route, just in case". Owen heads to the cockpit and settles in to the pilot's chair. He flips various switches and presses some buttons, and the ship starts up. He guides it out of the docking bay and up into the sky. Hopefully this trip is uneventful so he can get paid.
Last edited October 21, 2015 4:13 pm

Rolls

Piloting the ship

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Oct 22, 2015 6:11 am
Steve gives Owen a "thumbs" up and says, "Of course Fleshy Master, This One will make sure our eminent demise will not be caused by the engine of the High Roller."

Steve then heads to the Engine Room and begins to make repairs as he finds them and keeps the engine going.
Last edited October 22, 2015 6:12 am
Oct 23, 2015 1:56 am
No need for a piloting check. You are just leaving the spaceport.
Oct 27, 2015 1:16 am
He High Roller climbs high into the sky as you leave the docking port behind, and you begin to make your way away from the gravity well of Tatooine so you can make your jump.

I'll need a 2 purple Astrogation from one of you.
Oct 27, 2015 2:47 am
I will leave all nav checks to owen unless his char asks mine to assist
Oct 29, 2015 4:11 pm
you alive out there oh captain my captain?
Last edited October 29, 2015 4:11 pm
Oct 31, 2015 12:59 am
I'll give Owen till tomorrow before I post for him.
Nov 2, 2015 3:31 am
The ship makes the jump to hyperspace. After a few uneventful days of travel, Steve is back with the engines making some final repairs. Suddenly alarms begin sounding all over the ship as it gets ripped back into realspace. You hear hundreds of small impacts hitting the hull when a loud crash comes from the direction of the cockpit. Air begins rushing out of the engine room as the ship begins tumbling end over end.

Make an Athletics 3 purple check to hold on to something.
Nov 2, 2015 4:11 am
In a rush to grab a hold of something to anchor himself, Steve grabs the nearest thing he can.

"Activating Panic Mode."
Last edited November 2, 2015 4:12 am

Rolls

grabbing something to hold on to

3 Threat

Total: 3 Threat

Nov 3, 2015 2:30 am
Before Steve is able to get a grip on something, one the the new cargo crates slides into him taking them both out the engine room door and toward the gaping hole in the side of the central room.
Take 1 strain and a setback (black) to whatever your next action is.
Nov 3, 2015 5:01 am
Missing the railing on the door, Steve thinks quickly and activates his Climbing Gear to try and get a better grip on the wall.

"Fleshy Master Owen! This One has perceived danger! IS the Fleshy Master fully functional?!?"

please ignore the blue die i hit the wrong button and added a green
Last edited November 3, 2015 7:27 am

Rolls

another athletics check to grab something, let me know if the climbing gear gives me a boost please

3 Failure

Total: 3 Failure

2 Advantage

Total: 2 Advantage

Nov 6, 2015 4:10 am
The last ditch effort to grab on to something fails and Steve is sucked out into space along with all the cargo and most anything not nailed down into an ever widening cloud of debris. Once outside you see the ship must have been pulled out of hyperspace when some large asteroids collided, blocking the path. The same asteroids which tore up the ship so bad.
Nov 6, 2015 4:18 am
Steve looks around to try and find something to get him back to the ship, but also on the look out for danger.
Last edited November 6, 2015 4:23 am
Nov 6, 2015 4:23 am
So you've effectively got access to anything that would reasonably be on the ship, so if you want to be more specific about what you want to look for, you should be able to find it.
Nov 6, 2015 6:57 am
Noticing the old speeder that was in the cargo bay, Steve using his Fusion Cuter to steer himself towards it so that he can get back to the ship and what went wrong and perhaps make enough repairs to make an emergency jump to the nearest planet.
Nov 7, 2015 2:32 pm
As you try to start up the old speeder, it clicks but doesn't start.

It'll be a 3 purple Mechanics to get it running.
Nov 7, 2015 8:12 pm
As the speeder doesn't start, Steve cocks his head to the left a bit and says "Activate Mechanic Mode". Steve gets his Hydro Spanner from his Utility Belt and looks to see what the problem is and fix it.


please let me know if i rolled correctly, 4 intelligence and 4 mechanics.
Last edited November 7, 2015 8:13 pm

Rolls

mechanics check

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

3 Failure, 2 Threat

Total: 3 Failure, 2 Threat

Nov 8, 2015 12:05 am
After you begin messing with the speeder, you realize it's going to take more than what you have available to fix. That being said, you may be able to overload it to give you one push out of it.
Nov 8, 2015 6:00 am
"Hmm. This One will need to overload this speeder to get back..." Steve starts the overload to get back to the ship and make repairs.
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