GM_Foxy's Incident at Absalom Station (Inactive)

Game Master Foxy Quickpaw

GM_Foxy's Dead Suns AP
Dead Sun Maps

Loot Log
Sunrise Maiden
Sledgehammer


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F Vesk Soldier 5___Init:5 Perc:0___HP:34 Stamina:36___EAC 20; KAC 22 _F/R/W: 6/2/4

"How long as the ship been here? There may be some way to contact the crew."


Kitsune Game Master

Checking the options of the computer/do science officer stuff:
There is no surveillance mounted inside the ship. A scan for comm-units doesn't show anything beyond your own and some inconclusive results from the drift rock.


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

EH-RK does a query to see how many crew served on the Acreon.

There are no options for surveillance inside the vessel Vesk Boreal Typhon. There are also no open comm units within scan distance outside of our own. So, either the Crew have abandoned their comms OR something is interfering with comms outside of a very limited range.

It is highly likely that an inspection of the Drift Rock will turn up more clues as to the fate of the Crew.

Liberty's Edge

Fast 2 Dedicated 1 | +7 2d6 | HP: 22/22 | 27/18/19 | Perc: +2

"And how would we do that? Just space-walk out there and hope for the best? Actually, yeah, that seems exactly like what we're about to do."

We've already established that our armor suits are vacuum-capable, yeah?
Do we need o2 or magnetic boots or anything?"


Kitsune Game Master

Sure. Just check your large calibre weapon has enough ammo to be used as a thruster ;) I guess on the drift rock you only have micro gravity. So walking around wouldn't work. And it's drift ROCK. Not drift iron. So magnetic shoes would be pretty much useless. Item suggestions from the SCRB are a welcome addition here.


Host Shirren Envoy 5 (Icon) | HP: 30/30 SP: 28/28 Res 5/5 | EAC 13 | KAC 14 | Fort +2 Ref +5 Will +5 | Init +1 | Percep +8
CRB, pg. 196 wrote:
Most suits of armor consist of a helmet, gloves, boots, and a bodysuit that offers head-to-toe protection. Unless otherwise specified, the boots include a functionality that can anchor your feet to a solid surface in a zero-gravity environment, allowing you to orient yourself or return to normal footing when needed (for more about moving in zero-g, see page 402).

So CRB seems to state that once we make it to the drift rock we can walk around with some sort of anchoring, appartently non-magnetic.

Liberty's Edge

Fast 2 Dedicated 1 | +7 2d6 | HP: 22/22 | 27/18/19 | Perc: +2

I'm good with that. Tally ho?


Kitsune Game Master

Your turn, to either do more surveillance of the rock, or climb over there via the steel cable it is tied to the Acreon.


Female Kasatha Solarion 1 (Priest of Talavet) SP: 21/21 HP: 14/25 R: 2/3 | EAC: 12 KAC: 13 | F +3 R +2 W +4

I’m good with either.


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

EH-RK calculates the odds of surviving a spacewalk to the Drift Rock

KN:Engineering?: 1d20 + 9 ⇒ (7) + 9 = 16

Humanoids: My algorithm indicates a high probability of surviving a spacewalk to the Drift Rock. It might be the only way to gain access to the crew, if any still live.

GM, how many people served on the Acreon?


Kitsune Game Master

The ship has room for a crew of six. I found five. You can assume to know that info already from the log.


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

EH-RK begins outlining the correct way to move from the Acreon to the Drift Rock. He uses his personal datapad to show arcs of movement, thrust vectors and various scenarios that should be avoided at all costs.

Sounds like Science: 1d20 + 8 ⇒ (6) + 8 = 14

I'm just trying to get us going...if we are gonna go over, are there any rolls necessary?


Kitsune Game Master

And so the group leaves the Acreon to check what is found on the drift rock. You climb along the steel cable - which is really easy in zero gravity - and finally reach the asteroid. The rock is to small to have significant gravity but your suits hold you down on it.

The rock is only a few thousand feet in diameter with an unremarkable, irregular surface.


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

Eric uses his personal datapad to do a rough scan of the area, he's looking for an entrance.

Also Sounds Like Science: 1d20 + 8 ⇒ (18) + 8 = 26


Kitsune Game Master

For some yet unknown reason scanning the drift rock doesn't work as it should. And so it's a comb the desert experience.

Most of therock is jut that: plain rock. But in a small area you find several 'entrances' into the rock. Two of them even look like they are the work of sentient beings doing it with a purpose. As can be seen by the straight walls and tiles and such. All three are about 5 foot wide, high enough to walk upright and lead straight into the darkness.

You got to choose entrance one, two or three.


F Vesk Soldier 5___Init:5 Perc:0___HP:34 Stamina:36___EAC 20; KAC 22 _F/R/W: 6/2/4

"Why would there be three entrances?" Boreal asks suspicious


Kitsune Game Master

As entrances go these don't look as if it was supposed to be that way. More like they were corridors cut off in the middle.


Host Shirren Envoy 5 (Icon) | HP: 30/30 SP: 28/28 Res 5/5 | EAC 13 | KAC 14 | Fort +2 Ref +5 Will +5 | Init +1 | Percep +8

Manteca looks between the different options over EH-RK's shoulder. "Well, the crew left in a hurry - if we're following them, maybe we go in the entrance nearest the Acreon?"


F Vesk Soldier 5___Init:5 Perc:0___HP:34 Stamina:36___EAC 20; KAC 22 _F/R/W: 6/2/4

"Makes sense." Boreal says through the comms of her armor


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

That seems....logical Shirren Manteca Imani. and he will proceed towards the closest entrance.


Kitsune Game Master

1d3 ⇒ 3
You walk into a tunnel that is finished and lined with some sort of polished, metallic plating on the walls, floors, and ceiling. After some fifty feet it opens into a hewn out cavern.

In there you find the ghost of a humanoid who attacks on sight.
Assuming you have either darkvision or some light

init:
Init Boreal Typhon: 1d20 + 5 ⇒ (3) + 5 = 8
Init Manteca Imani, MD: 1d20 + 1 ⇒ (15) + 1 = 16
Init Dame Tannhäuser: 1d20 + 1 ⇒ (19) + 1 = 20
Init Allison: 1d20 + 4 ⇒ (1) + 4 = 5
Init EH RK: 1d20 + 2 ⇒ (16) + 2 = 18

Ghost: 1d20 + 4 ⇒ (6) + 4 = 10


Tannhäuser, EH-RK, Manteca <--
Ghost
Boreal, Allison

Mysticism DC 12:
This is a drift dead. It is incorporeal and undead.


Host Shirren Envoy 5 (Icon) | HP: 30/30 SP: 28/28 Res 5/5 | EAC 13 | KAC 14 | Fort +2 Ref +5 Will +5 | Init +1 | Percep +8

Manteca draws his azimuth pistol as he moves into the room, fearing the more physical needler won't harm a ghost. Enemy incoming! Just seeing one, says the shirren telepathically.

Move into the room (draw on the move), use "Get 'Em!" so everyone gets a +1 to hit.


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

Mysticism, not Science: 1d20 + 5 ⇒ (5) + 5 = 10

EH-RK moves over to Allison and fiddles with her "gun".

I have adjused the geodesic dampeners. It should perform much better now.

Moved to Allison and cast Supercharge Weapon. Allison's next attack with her pistol should deal an extra 4d6 damage.

Liberty's Edge

Fast 2 Dedicated 1 | +7 2d6 | HP: 22/22 | 27/18/19 | Perc: +2

"honey, we don't have time right now for--" Allison starts as Eric's hands move down to her waist with purpose and an assumption of permission. "Oh," she mumbles as he just picks up her hand and messes with her gun. "Oh, um. Thanks."


Female Kasatha Solarion 1 (Priest of Talavet) SP: 21/21 HP: 14/25 R: 2/3 | EAC: 12 KAC: 13 | F +3 R +2 W +4

Mysticism: 1d20 + 7 ⇒ (9) + 7 = 16

”Careful! It’s a spirit, it has no body!” Tannhäuser calls out before sheathing her sword in flame and lunging instantly at the apparition.

Stellar Rush (Bull Rush): 1d20 + 5 ⇒ (18) + 5 = 23
Fire Damage: 2d6 + 1 ⇒ (3, 5) + 1 = 9 Reflex DC 13 for half.
Solar Attunement 1/3

Even if the Bull Rush doesn’t hit it still takes the Fire damage, and I don’t take a penalty to my AC or attack. Do I learn anything else from the Mysticism roll?


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Host Shirren Envoy 5 (Icon) | HP: 30/30 SP: 28/28 Res 5/5 | EAC 13 | KAC 14 | Fort +2 Ref +5 Will +5 | Init +1 | Percep +8

Don't forget your +1 to hit from Manteca! /BardLite


Kitsune Game Master

Tannhäuser runs straight through the ghostly figure but burns it on the way.
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Damage Drift dead: 4

It turns around and claws at Tannhäuser, causing her a gaping wound.
Claw: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 4 ⇒ (1) + 4 = 5


Female Kasatha Solarion 1 (Priest of Talavet) SP: 21/21 HP: 14/25 R: 2/3 | EAC: 12 KAC: 13 | F +3 R +2 W +4
Manteca Imani, MD wrote:
Don't forget your +1 to hit from Manteca! /BardLite

With the way bonuses work you’re more Bard 1.5 :3


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

Eric taps on his datapad and electrical pulses fly at the "Ghost"

Casting Energy Ray

VS EAC: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16

PEWPEW: 1d3 ⇒ 2


F Vesk Soldier 5___Init:5 Perc:0___HP:34 Stamina:36___EAC 20; KAC 22 _F/R/W: 6/2/4

Boreal draws slings the big laser into her hands and fires at the ghost.
Azimuth Lader: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 121d10 ⇒ 5


Kitsune Game Master

Eric adds some damage but Boreal misses.
Damage: 5


Host Shirren Envoy 5 (Icon) | HP: 30/30 SP: 28/28 Res 5/5 | EAC 13 | KAC 14 | Fort +2 Ref +5 Will +5 | Init +1 | Percep +8

Manteca says something nondescriptly inspiring and fires his laser.
Maintaining Get 'Em

Attack: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Laser pistol: 1d4 ⇒ 1

Liberty's Edge

Fast 2 Dedicated 1 | +7 2d6 | HP: 22/22 | 27/18/19 | Perc: +2

Reacting to the Dame's warning, Allison draws her looted laser pistol and fires on the ephemeral spirit.

Attack!: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage!: 1d6 ⇒ 3


Kitsune Game Master

The drift dead is hit by Allison with the laser pistol. But all others fail to hit.
But the undead keeps clawing at Tannhäuser and becomes a serious danger for her health.
Claw: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 4 ⇒ (4) + 4 = 8

Ghost (6)
Boreal, Allison <--
Tannhäuser (13), EH-RK, Manteca <--


Host Shirren Envoy 5 (Icon) | HP: 30/30 SP: 28/28 Res 5/5 | EAC 13 | KAC 14 | Fort +2 Ref +5 Will +5 | Init +1 | Percep +8

"Everyone, you can do better than that! Think how much you'll all miss Tannhauser if she becomes a space ghost too! Tannhauser, don't become a space ghost!" Speaking telepathically to everyone, Manteca tries to inspire Tannhauser.

Maintain "Get 'Em" for the +1 to hit, Inspiring Boost Tannhauser for 6 hp


F Vesk Soldier 5___Init:5 Perc:0___HP:34 Stamina:36___EAC 20; KAC 22 _F/R/W: 6/2/4

Allison needs to add her 4d6 damage


Kitsune Game Master

Bareal, EH-RK and Tannhäuser need to take their actions.


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

EH-RK continues his deadly barrage of electrical pulses.

VS EAC: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Which aren't deadly, or accurate.


F Vesk Soldier 5___Init:5 Perc:0___HP:34 Stamina:36___EAC 20; KAC 22 _F/R/W: 6/2/4

Boreal fires again.
Attack: 1d20 + 4 ⇒ (9) + 4 = 131d10 ⇒ 6


Female Kasatha Solarion 1 (Priest of Talavet) SP: 21/21 HP: 14/25 R: 2/3 | EAC: 12 KAC: 13 | F +3 R +2 W +4

Holding her sword up to guard Tannhäuser takes a careful step back as her allies shoot the ghost.

Total Defense and Guarded Step. EAC 16 KAC 17


Kitsune Game Master

Boreal hits the undead and moves between the ghost and Tannhäuser. Drawing the wrath of it on her.
Claw: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 4 ⇒ (2) + 4 = 6
All others please


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

EH-RK taps on the datapad and more electrical pulses flash out at the ghost

VSEAC: 1d20 + 4 ⇒ (9) + 4 = 13
electrical: 1d3 ⇒ 2


Host Shirren Envoy 5 (Icon) | HP: 30/30 SP: 28/28 Res 5/5 | EAC 13 | KAC 14 | Fort +2 Ref +5 Will +5 | Init +1 | Percep +8

Manteca stands steady, trying to give telepathic nudges to coordinate his allies. Stand tall, Boreal Typhon, this is no worse than any of the street thugs!, the shirren telepathically cheers.

Move to use Get 'Em so take your +1s, standard to Inspiring Boost Boreal, so she can regain 6 SP

Liberty's Edge

Fast 2 Dedicated 1 | +7 2d6 | HP: 22/22 | 27/18/19 | Perc: +2

Alison taps her data pad and bolts of electricity from nearby machines zap the ghost in its knee, bum, and cheek. And then she shoots it with a laser gun.

Trick!: 1d20 + 9 ⇒ (2) + 9 = 11
shoot!: 1d20 + 6 ⇒ (10) + 6 = 16
shoot damage!: 1d6 ⇒ 3


Kitsune Game Master

Eric sends another electric shock into the ghost. Allison tries too, but the rock around doesn't give off much electricity and the little she gets from her own device zaps the ground. But her shot connects, the effect on the ghost is saddening though.

Ghost (8)
Tannhäuser(7), Boreal(6) <--
Allison, EH-RK, Manteca


F Vesk Soldier 5___Init:5 Perc:0___HP:34 Stamina:36___EAC 20; KAC 22 _F/R/W: 6/2/4

I healed for 6 so I am at 0 loss
"It is worse! My blade thirsts for it's blood but there is none to spill!" Boreal roars back at Manteca, agitated by the nature of their foe.
Attack: 1d20 + 4 ⇒ (11) + 4 = 151d10 ⇒ 8


Male LN Android Ghost Operative | SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60' | Speed 50ft | Active conditions: None.

EH-RK moves to Allison and supercharges her LASER PISTOL!

Move and cast supercharge weapon. Extra 4d6 damage on next hit. please dont miss


Female Kasatha Solarion 1 (Priest of Talavet) SP: 21/21 HP: 14/25 R: 2/3 | EAC: 12 KAC: 13 | F +3 R +2 W +4

Moving to the side Tannhäuser sheathes her sword in flame before lunging across the hall at the ghost again.

Stellar Rush (Bull Rush): 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Fire Damage: 2d6 + 1 + 1 ⇒ (3, 2) + 1 + 1 = 7 Reflex DC 13 for half.
Solar Attunement 3/3

Even if the Bull Rush doesn’t hit it still takes the Fire damage, and I don’t take a penalty to my AC or attack.


Kitsune Game Master

Boreal shoots the undead again and hits.
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16
The ghost dodges to the side as Tannhäuser runs through it.

Ghost (14)
Tannhäuser(13), Boreal(0)
EH-RK, Manteca
Allison <--
I misread. Corrected and moved healing to Boreal.

Liberty's Edge

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Fast 2 Dedicated 1 | +7 2d6 | HP: 22/22 | 27/18/19 | Perc: +2

Allison's eyes go wide as Eric handles her (pistol) in a way that is both gentle and manly, showing that he really knows how to touch, and how his touch can illicit an electrifying reaction, bringing the inner energy up, up, up, until it BURSTS through in a satisfying display.

She touches her control panel and an invisible imaginary undead turtle trips the ghost a little bit before she shoots it with FRICKIN LASER BEEMS!

Eat Undead Imaginary Turtle Tricks!: 1d20 + 9 ⇒ (12) + 9 = 21
LASER BEEMS!!: 1d20 + 6 ⇒ (17) + 6 = 23
LASER BEEMS are hawt with a capital haw!!: 4d6 + 1d6 ⇒ (6, 5, 6, 5) + (1) = 23

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