GM-BD’s ΘF DISTΔNT STΔRS & DEΔD SUNS - Δ STΔRFINDER ΔDVENTURE PΔTH (Inactive)

Game Master Black Dow

ΔDVENTURE, INCIDENT & INTRIGUE ΘN ΔBSΔLΘM STΔTIΘN! GΔNG-WΔRFΔRE, CΘRPΘRΔTE CΘNFLICT & ΔNCIENT THREΔTS CΘLLIDE IN THE DEPTHS ΘF PΔCT WΘRLD SPACE.. ΔND BEYΘND…

“The bounties of space, of infinite outwardness, were three: empty heroics, low comedy, and pointless death.” ― Kurt Vonnegut, The Sirens of Titan

CURRENT MΔP: HΘSTILE WITNESSES!

SUNRISE MΔIDEN SCHEMΔTICS


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F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

Hmm, musta rolled a 1 on my perception previously, sorry GM.

Kris continues to dog the Necro craft aft quarter.....

might should have boosted the weapons, my 8 spaces will run us off the map :)


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed's antennae tense up with concentration as he fires at the fleeing foe.
Laser fire: 1d20 + 1 + 2 + 1 ⇒ (18) + 1 + 2 + 1 = 22;damage: 2d4 ⇒ (4, 4) = 8


Despite the Necroglider's evasion attempts Kris deftly pilots the Hippo to shadow the smaller vessel... allowing Ed to strafe their foe with laser!

Blunted Stiletto:

Tiny interceptor
Speed 12; Maneuverability perfect (turn 0)
AC 16
HP -5/30 CT 6
Shields basic 10 (forward 3, port 2, starboard 2, aft 0)
Attack (Forward) gyrolaser (1d8), light EMP cannon (special)
Glitching Systems Engines (Pilot @ -2), Power Core (Engineering @ -2) & Weapons Array (Gunner @ -2)

1d100 ⇒ 99

The small vessel slowly spirals no longer functioning fully... your shuttle's sensor array detecting that Ed's surgical strike targeted the smaller vessel's power-core - which is now malfunctioning badly with its necrotic energy containment compromised.

Engineering @ -4, All other actions @ additional -2 (stacking w/ existing penalties spoilered above)

Unable to evade the vessel drifts through the crosshairs of Retisji...


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+2/W +3 (+4 vs. fear effects)

Coilgun, including computer boost: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Certain that the 'glider was going to keep on its flight vector, the vesk neatly puts a hypervelocity projectile where it would have been.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Smelling blood Noah sends power to the weapons.

Engineering: 1d20 + 9 ⇒ (12) + 9 = 21


We're still in "combat" per say, but MAP has been updated to be more freeform and give you an indicator of what is looming on the scanners and visual ports...


F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

Looking ahead Kris comments to the others.

"Acreon ahead, make sure if you miss you don't shoot the ship we're supposed to investigate."

piloting: 1d20 + 13 ⇒ (18) + 13 = 31

moving to close on the Necroglider Kris tries to place the HIppo, in position to either incinerate the small craft or retrieve Clara's body.

Opening a channel to the other craft
"Clara are you ready to be slagged or would you like to tell us who sent you?".


+2/W +3 (+4 vs. fear effects)

Retsiji gives a sharklike grin. "Take the first choice."


The necroglider slowly drifts through space, slowly rolling on a trajectory that will take it clear of the Acreon but potentially impacting against the tug's payload - Drift Rock...

Kris deftly manuevers the Hippo to shadow the disabled vessel's path, sliding the big shuttle into its wake, whilst allowing her gunners clear shots upon the scarred aft of the interceptor.

The pilot's comms and Retsiji's taunt apprently work, as the Stiletto's pilot replies through cracking static;

"Br-vo. You --ers got l--ky.. <sigh> IF I -pill intel I want assur--ces. What wil- you gr--t m-?"


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

We could not trust this creature long term, but short term it could be more valuable to us alive than dead. Noah offers.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed makes sure the ship-to-ship com is off. "I'd like to know who exactly paid her to kill us! If she tells us all that she knows and swears to go far, far away, I'd agree to let her live."


F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

"Captain.....?" Kris asks


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+2/W +3 (+4 vs. fear effects)

Retsiji shrugs and runs a hand over the gunnery console. "This'd be easier."


F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

"Agreed but infinitely less informative."


As you discuss the merits of either path, the comms crackle once again;

"Let m- guess? N--d some... convincing? Dandy. M- name is -lara 247. My --vourite colour is re-. Favour--- vacation spot i- Cuvacara, V-rces. Hobbies inclu-- spa-e walks, --d long range wet-work--g."

GMBD's binary bones of fickle fate:

1d20 + 8 ⇒ (2) + 8 = 10

As she speaks you all can hear the background collision alert heralding the close proximity of both the Acreon and Drift Rock as the necrofighter drifts past the former and toward the latter...

Shortly thereafter the Hippo's own collision alert kicks in;

<DANGER! DANGER! PROXIMITY ALERT OF QUARANTINED VESSEL... DESIGNATE ACREON. COLLISION NOT PREDICTED, BUT CARE SHOULD BE TAKEN IN FLIGHT PATH. AUTO PILOT ENGAGEMENT IS RECOMMENDED.>

I'll presume you're collectively focussing on the Necroglider rather than scanning/observing the Acreon or Drift Rock at present.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

This creature has tried to kill us twice. Noah reminds as he powers the weapons.

Engineering: 1d20 + 9 ⇒ (5) + 9 = 14

She either surrenders to us or I say we turn her ship to particles.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

{We aren't going to get anything out of her if she is dust.}

Paeon mulls over the crew's chatter. Then opens up comms with the drifting ship.

"We can make no assurances of your long term future, but can assure you that we will not end everything for you now. Give us the information were after and determine your own fate going forward. Should we catch even a fraction of a fraction of a hint that you're still interested in our unlikely collective demise I have a couple gunners over here ready to blow."

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

Can we scan our surroundings? The ship was intentionally headed this way. If she doesn't give a satisfactory reply I say blow her up.


In response to Paeon's ultimatum, there is momentary white noise, then the comms crackle in a broken reply;

"I hear yo- loud -nd clear Tel'dom--. Two-fold off-r. I spill on wh-- I know. You le- me -ive. I'll set this deadersh-- down o- the roc-. Come find m- and I'll -ive you and yours h-rd dataproof... In -xchange for safe passag-. Deal -n b-th or the intel dies- --th me..."

You can scan her ship, the Acreon and Drift Rock if necessary. Let me know which is first (if at all).

@Paeon: She did indeed intercept you guys. Was aware of your intent and also made sure it was far enough out not to spark the Stewards or AB-SEC intervention

Note: Incase its note clear - the disabled necroglider is drifting toward the rock. You guys are merely shadowing its trajectory - keeping the Stiletto's wounded aft in your sights. Neither the Acreon nor the Rock are moving toward you guys - its the opposite :)


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I'd just as soon leave her on the drift and let Desna have mercy on her. Getting information on her employer is pretty important though.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

what do you guys want to do here. Im good with any course of action. We have the chance to get info.. or maybe playing into another trap when she lands. It blow her up


F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

Kris reviews the systems to see if there are grappling lines from the Hippo's previous life for towing cargo.

"We didn't completely destroy the Downside Kings and if Clara had wanted you dead earlier Ed we wouldn't be talking without the use of the necromantic sciences. I say we find out what she has to say."

"besides afterwards if she does something stupid we'll send her to the scrap bin and recycle her soul."

if a tow hook can be located, Kris will maneuver and try to hook the necrocraft up in a towing configuration.

piloting: 1d20 + 13 ⇒ (7) + 13 = 20


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

It seems a waste of resources to kill her. Let us retrieve her AFTER we explore the Acreon. Noah says as he turns the ship's scanners towards their query.

Science: 1d20 + 9 ⇒ (2) + 9 = 11

This console seems to be malfunctioning.


+2/W +3 (+4 vs. fear effects)

"I don't want to leave the ship while she's out there."


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Me either! Ed agrees. What's to stop her from ambushing us and trying to steal our ship?


@All: Interesting conundrum :) Remember IF you explore the Acreon first you'll be docked and therefore she'd not be able to access the Hippo. If she was try to traverse the tow cables - it would likely take her hours, if not days - presuming she does so successfully and can then clamber across the Acreon's hulk and/or access the Hippo. In short if she does crash land on Drift Rock she's likely stranded there unless you provide transport (as per the second phase of the deal)...

Kris notes that any towing capability has been removed in the shuttle modification.

Docking with the necro-craft is also not an option. Your shuttle can dock with larger vessels and stations, but small interceptors are meant to be exited and entered via the cockpit.

As you discuss, the Necroglider and your shuttle drift past the space tug Acreon - behind its silent bulk sits looms the distant Drift Rock.

A quick telemetry check suggests that the disabled necrocraft will likely be wrecked with a crash landing on the rock, but there is a 96.4% chance that the pilot should survive...


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed peers forward at the big rock and gives a shrug. Clara had a chance to make nice. At this point, she can just cool her heels while we investigate and if we still have questions, we'll let her know.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon nods,

{Let her cool off on the rock then. Let's head to the Acreon.}


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

]b]Agreed. We can just lock up before we depart.[/b] Noah says as he tries to scan the Acreon again.

Scan: 1d20 + 9 ⇒ (13) + 9 = 22


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

docking?


F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

"Clara, scans report you will impart the asteroid but with the skill I know you have, probabilities indicate you will survive. After we investigate the Acreon, we will pick you up. Any aggression will be dealt with severely."

Maneuvering the Hippo, Kris sets up for docking with the space tug.

piloting: 1d20 + 10 + 3 ⇒ (18) + 10 + 3 = 31


As the necroglider continues to creep toward the inevitable impact upon the surface of the hulking asteroid, the comms once again crackle to life in response;

"If thi- pi-ce of sk-- survive- the --pact I'll -e wait---... Enjoy t-- explor---on."

Meanwhile Noah conducts a full scan of The Acreon

Noah:

You find your sensor scans struggling to overcome interference, which you deduce is from the Drift Rock asteroid itself.

Basic information you harvest is that the vessel's power core is outputting minimal energy levels - enough for life support, gravity and emergency lighting. Weapon systems are offline, but the nature of their inactivity cannot be discerned. Life signs cannot be read, though this may also be due to the scanning hindrance being experienced.

You recall from conversations with Duravor on Drift mining that some minerals and materials that originate from the Drift have been documented as having innate qualities which are not compatible with standard Pact World technology. A source as large as the asteroid could explain the Hippo's sensor array having struggling to producing clear readings.

As Noah consults the scanner arrays findings, Kris skims your shuttle around the larger, static vessel allowing all of you to visually observe the lifeless tug.

DC8 Perception Check:

The ship’s aft airlock is open, exposing the interior of the ship to vacuum of space...

As you manoeuvre around the Acreon the Hippo's HUD brings up schematic data on The Acreon (FLOORPLAN MAP displayed under current space one).

The display shows The Acreon is a medium deep space transport/tug. Standard crew compliment is 6. Access is via 3 docking points - located on the Port, Starboard and a smaller one on the Aft. Both the Port and Starboard (marked up as A and B respectively) will allow the Hippo to clamp on and you can board directly. The Aft (marked up as C) is tighter due to the tug's engines and will require an umbilical channel to be attached between the two docking points (most smaller Pact World shuttles and freighters have these and they can be latched on and engaged with relative ease).

Should you go for the Aft it will require a DC7 Engineering check to correctly engage docking grapple and roll out umbilical tunnel. Kris' excellent Piloting will facilitate an easy dock regardless.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

perception: 1d20 + 8 ⇒ (16) + 8 = 24

Ed peers closely at the abandoned space tug. Look there. The rear airlock is open...


F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

" Yeah and it's open" Kris says looking at the docking station. "wouldn't hurt to pull up and close the opening if nothing else, Noah, think you can lock on when I pull up"


+2/W +3 (+4 vs. fear effects)

Retsiji makes sure his gear is ready for a quick advance into the lock, then braces for impact.


Kris easily moves the Hippo into position and the air lock umbilical is ready to be deployed...

Engineering DC7 check please for whomever is engaging the system.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah operates the engineering controls with little difficulty.

Engineering: 1d20 + 9 ⇒ (12) + 9 = 21


Noah's deft skills with the guidance system allows the Hippo to dock successfully with the Acreon's aft.

With the shuttle airlock secure you make final preparations to board this vessel that has taken almost mythic status in your lives. Whether you close the aft lock or enter will be the question...

Noah:

You might want to share some of the spoilered info from your scanning - to help the team prepare fully. :)

@All: Just need to know what the planned course of action is. Nor has charged you with investigating the Acreon. Are you boarding to attempt to close the airlock or using this as your point of entry? You have a schematic of the vessel and some of the fundamentals of its make up and crew numbers.


+2/W +3 (+4 vs. fear effects)

"We don't need air. Let's go in this way, scout it out first, then repressurize if we need to."


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Had posted from the phone earlier. Consider the information shared.

I am reading a lot of interference. That asteroid in tow, its made of something that interferes with my ability to scan. I cannot tell if there are life forms anywhere on it or the attached ship. I can tell the power core is outputting minimal energy levels - enough for life support, gravity and emergency lighting. Weapon systems are offline, but I cannot tell the nature of their inactivity.


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F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

"Entering here gives a bit of space to work, were coming in at the Port and Starboard access points will have anything here able to come at us from two directions. Lets go. I'll lock up the Hippo before joining you. Want to make sure Clara doesn't have a chance to leave without us."

Kris will wait to see what the other do, however if they go in, she'll lock down the Hippo.

Computers: 1d20 + 8 ⇒ (3) + 8 = 11 "Ughhh, what'dya mean access code invalid, you gotta be kidding me. Noah/Paeon have you changed the access codes." Turning to Ed who first sat in the captain's chair. "Edd just what did you touch while you were in the captain's chair."

Computers: 1d20 + 8 ⇒ (4) + 8 = 12 <sigh> Noah, wanna take a look at this? Doesn't seem to want to lock the system down very well."


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

It helps to connect the datapad to the console. Let me give you a hand.

Computers: 1d20 + 9 ⇒ (13) + 9 = 22


F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

"True, true, must have come loose during the fight with Clara." Kris says levelly


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon remains eased into the captains chair,

{Cant say I was much use during all that crew.. you all performed beautifully.}

Paeon pats the armrest on the captains chair,

you did great too girl

{Ready to move when you all are.}

The lashunta stands with a stretch and makes his way to the airlock.

ready to proceed when the ships in place


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I didn't do it. Ed relays defensively. Let's take a look. I'm ready. I don't need a space suit. Desna protects me from the vacuum of space.


Between Noah and Kris... (well mostly Noah) the umbilical lock is successfully engaged.

You prep and ready, knowing there is no atmosphere but little else of what awaits onboard the silent hulk.

Paeon gives a final look to you all then opens the Hippo's airlock...

Through the plasti-membrane tunnel you collectively gaze beyond: Flickering emergency lights do little to dispel the darkness inside the derelict ship, and the sense of abandonment is only heightened by the apparent lack of any movement or life inside its airless corridors...

Presuming you'll be boarding - can you make any last minute preparations and give me a marching order please gang.

Inside the Acreon there is no atmosphere and standard gravity is in effect. The ship’s corridors and rooms are lit with emergency lighting, providing dim light. Ceilings are 8 feet high throughout the ship.

Dim Light:

In dim light, you can somewhat make out shapes, but you can’t see precise details well at all. Dim light includes moonlight outside at night and bright starlight, or a starship’s emergency backup lights. An area just beyond the range of a light source has dim light. Creatures within an area of dim light have concealment (20% miss chance; see page 253) from creatures without darkvision or the ability to see in darkness. Because dim light is not ideal for observation, if you’re in an area of dim light, you can attempt a Stealth check to conceal yourself from creatures without low-light vision, darkvision, or blindsight. Dim light does not affect creatures with low-light vision, which can see in dim light as if it were normal light.

No Atmosphere/Vacuum:

The void of space is effectively empty of matter, and this vacuum is perhaps the greatest danger of outer space. A creature introduced to a vacuum immediately begins to suffocate (see Suffocation and Drowning) and takes 1d6 bludgeoning damage per round (no saving throw). Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum. Sound doesn’t travel in a vacuum.

Decompression occurs when a creature suddenly transitions from a pressurized environment to a vacuum, such as by being flung out of an airlock or being inside a sealed structure that becomes heavily damaged. Such a creature takes 3d6 bludgeoning damage (no saving throw) in addition to any suffocation damage.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Apologies if a foolish question. Do we have space suits? Or what do we need to safely travel in the vacuum?


Sorry meant to say. In SF most suits of armour consist of a helmet, gloves, boots, and a bodysuit that offers head-to-toe protection. See below for parameters of that protection:

ᐒ Unless otherwise specified, all armors protect you from a range of hazards to ensure that you can survive for at least a few days if you must make emergency repairs to the hull of a Starship, explore an alien world, or endure exposure to an environmental breach in a space station. Some armors do this through an environmental field (a minor force field specially attuned to pressure and temperature that does not reduce damage from attacks), while others can be closed with helmets and airtight seals.

ᐒ Additionally unless 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.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah has both low light and dark vision. While in armor he can exist in vacuum without suffering too many consequences as well. He shoulders his Crossbolter and takes the second rank. Perhaps we can get inside, shut the doors and re-establish the atmosphere. But until then I guess we will be pretty quiet. he says through the com.


F Android Operative [Outlaw] 2 | 16/16 HP 14/14 SP 5/5 RP | Speed 30' | Init +5 | Perception +6 [Darkvision 60'] | Stealth +12 | Acrobatics +12 | SOH +11 EAC +15 KAC +16 CMAC +24 | Fort +1 Ref +7 Will +3 | Trick Attack Damage 1d4 |
Other Skills:
Piloting +10, Computers/Culture/Engineering/Medicine +8

Kris will move forward to scout, Darkvision 60' pistol hanging loosely by her side.

stealth: 1d20 + 12 ⇒ (1) + 12 = 13
perception: 1d20 + 6 ⇒ (2) + 6 = 8

However getting to the first corner is an exercise in frustration as the grav-boot function seems to be catching, could be she's not rolling off right. It's been a while since she went space walkabout. Good thing we're not making noise.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Lead on, Paeon. Ed encourages as he glides along at the rear like a beautiful butterfly. An irridescent field surrounding him and sustaining him as he explores in the airless void.

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