
BunkR BustR |

Ack! Sona, my strategy requires large amounts of damage to be sustained in order to use Termination Protocols (which activate at 13Hp and below), followed by Angel of Death during a boss fight. Healing resources should be kept in reserve, rather than used to top up.

MCKhaos |

[dice=Ow]1d4+9
In this situation, running in fear is the better part of valor. Through the wall we go!
(To be precise, whichever wall is away from the swarm)
[dice=Bend Bulkheads, Void Warrenties]2d6+3
Can the bulkhead be peeled open, then sealed shut behind me?
One of the options from your move is: Its as fixable as you want it to be.
You burst through a nearby set of consoles, through the bulkhead, and into a darkened room. You spin, grab each side of the bent metal marking your passage, and force it back into position. Only three of the bots make it through before you close it off. Through the bulkhead, you hear the muffled sounds of pins striking the metallic floor.
The three bots quickly form a triangle around you, moving with you. It appears they are trying to convince you not to move.
What do you do?

MCKhaos |
1 person marked this as a favorite. |

The bots dance around your grasping appendages, and leap in unison onto your chassis. They drill through your armor again and burst. Take 1d4+2 ignoring armor.
As the smoke clears, you find yourself in a long, wide hallway that fades into the distance in each direction. This hallway is wide enough for large vehicles. The far wall had a map not unlike a modern subway map. Engineering is a short distance aft.
What do you do?

Dexter Hyde |
1 person marked this as a favorite. |

We're here to rescue the captives aboard this vessel. If you tell us where they are, you'll be bound and unconscious when we leave. if you don't... well, the vampire is hard to control, and I can't guarantee your safety he offers, hoping Retzy will play along, maybe sniff at their necks or something.
Parley, if that activates it: 2d6 + 2 ⇒ (5, 4) + 2 = 11

![]() |
3 people marked this as a favorite. |

Retzack takes out a black-painted pebble that he keeps in his pocket for just such occasions and tosses it against an empty workstation. A loud clacking noise echos in the room, coming mYSt3R10sLy from a place where THERE'S NO ONE THERE!
From behind them he blows, gently, causing a spooooky breeze to gently caress their skin, causing little goosebumps to pop up on their sweet, tender, juicy, succulent, warm, beating, breathing, tender, sweet, sweet, sweet, juicy, tender bite-able necks.
A1D PArleY: 2d6 + 2 ⇒ (2, 4) + 2 = 8

MCKhaos |

Ok ok! The brig is located on the lower decks about midship.... here. The de facto leader points to a ship schematic displayed on one of the consoles. The fastest route would be to take a transport shuttle down the central corridor, but it has automated defenses you would want to disable. Exit at stop 17 and take one of the elevators to level 6 ... here.
The red shirts drop their weapons.
What do you do?

![]() |
1 person marked this as a favorite. |

Excellent!" says the vampire, a bit too loud, from right next to the half-orc's ear.
"Well, gentlemen," he begins, casual and dapper again, "I can't tell you how very lovely it is that all was settled in a peaceful resolution. You've been most helpful. Now, as a reward, we get to let you live. Ain't life grand?
Alas, as promised, we must bound you. Please do comply and all of this will soon be but a memory."
Retzack has each man sit in different cubicles, facing the wall, so none can easily see each other. He uses their belts to bind their wrists behind them, and then ties their shoelaces together.
"Excellent, excellent. It seems that our time together grows short. Alas, we can't have someone finding you completly conscious, or they'd think that you went down without a fight! And that's bad.
So I'm going to, painlessly, render each of you unconscious. You may feel a slight prick."
In turn, Retzack grabs each head of hair, bends the head back and drinks deeply. But not too deeply. In time five bodies lay snoring.
Two from each give ten blood points total. Two to top off. Three to make his next melee attack Messy, Forceful, and +1d4. The rest go to resisting all his weaknesses for a short time. That leaves one left over. That one...that one's just for the taste of it. =)
Retzack rises smilingly and dabs at his mouth. "Ah. Our host hath lain us a fine, fine table this evening. My complements to the chef."
In an instant the smile is gone and he turns to Dexter, all business . "Let's go. Lower Decks. About Midships."

Blast-O-Tron v3 |

BoT had powered down his arm-cannon and was watching Dexter work. Not for the first time, he was relieved to be safe aboard the Sixes and able to watch this standoff from a position of personal safety.
Too, he was glad that the others couldn't see his face; he didn't want them to see his open admiration of the way that the three of them peacefully resolved the situation. He had to admit that his first instinct was simply to dive for cover and start blasting at them. Their way involved a lot less risk for personal damage.
I could learn from studying this crew, he thinks to himself, not for the first time.
His face goes slightly green when Retzack does his thing. We have strange bedfellows... he double checks the locks on his cabin door.
Speaking up for the first time, Jamee addresses his animal companion bot, R.A.E. The bot's arm telescopes out and the animal companion emerges from its folded-up traveling configuration.
"Engage scouting protocols," Jamee orders, and transmits data from the avian robot's visual processors directly to his HUD. The robotic hawk's eyes begin flashing between green and red rapidly as it takes off and flies ahead of the party.
Scouting ahead to lower decks, midships. Discern Realities using RAE's Cunning score: 2d6 + 2 ⇒ (4, 4) + 2 = 10
What is about to happen?
What here is useful to me?
What should I be on the lookout for?

MCKhaos |

[dice=That's the last straw. Termination Protocols activated.]1d4+2
Ooh a map! 2BR inspects the wall, and if possible, uploads it to the Sixes net.
You have no difficulty uploading the map to the ship's network. The sound of faint pin stompings fades off towards the aft of the ship.
What do you do?
I think you just add an additional 1d6 to each damage roll from Termination Protocol. What is that roll for?

MCKhaos |

BoT had powered down his arm-cannon and was watching Dexter work. Not for the first time, he was relieved to be safe aboard the Sixes and able to watch this standoff from a position of personal safety.
Too, he was glad that the others couldn't see his face; he didn't want them to see his open admiration of the way that the three of them peacefully resolved the situation. He had to admit that his first instinct was simply to dive for cover and start blasting at them. Their way involved a lot less risk for personal damage.
I could learn from studying this crew, he thinks to himself, not for the first time.
His face goes slightly green when Retzack does his thing. We have strange bedfellows... he double checks the locks on his cabin door.
Speaking up for the first time, Jamee addresses his animal companion bot, R.A.E. The bot's arm telescopes out and the animal companion emerges from its folded-up traveling configuration.
"Engage scouting protocols," Jamee orders, and transmits data from the avian robot's visual processors directly to his HUD. The robotic hawk's eyes begin flashing between green and red rapidly as it takes off and flies ahead of the party.
[dice=Scouting ahead to lower decks, midships. Discern Realities using RAE's Cunning score]2d6+2
What is about to happen?
Anyone moving about in the central transit corridor with the automatic defenses activated is going to have a sad day.
What here is useful to me?
The hapless feedbags have security ID cards that provide access to restricted areas of the ship. With a defy danger (dex) you could reprogram them to provide full access.
What should I be on the lookout for?
RAE attempts to chase down the wailing sound, and tracks it source to an empty corridor. It must be magic in nature, and was clearly leading you astray. It's a good bet that the captain knows you're here.

MCKhaos |

Sona stands awkwardly, still holding her matrix jack. "Is it time to... do the computering?"
Seems so. Let's see your initial roll to jack in.

Sona Θ3 |

Sona crosses to a console and acesses the surface systems.
Login: 2d6 + 3 ⇒ (3, 6) + 3 = 12
Looks like this terminal was left logged in, Sona glides past security without any trouble. Her first task is to find door controls and what obstacles stand in their way.

Blast-O-Tron v3 |

"Confirmed, that wailing sound is a lure. The captain's aware of our presence on this ship." he scoops up the ID cards from the unconscious crew members, reprogramming them with swift taps of his remote fingertips:
Reprogramming: 2d6 + 3 ⇒ (6, 4) + 3 = 13
"Full access granted. Easy-mode," Jamee comments through his RAB's vox, right before facepalming in his cabin. Remember, you're pretending you're not a kid, damnit! his thoughts are self-recriminating. "Easy-mode"? They're going to think you're 13! And they won't be far off!

Dexter Hyde |

Great, we have access. What can we do about those defense systems? Dexter asks, disarming the guards, and pocketing anything that looks nice (the rest gets chopped up by his fun new lightsabre)
Also, should I be worried about all these red lights around engineering? he asks, looking at the fire-control board, and tracing 2BR's path of destruction

MCKhaos |

Sona crosses to a console and acesses the surface systems.
[dice=Login]2d6+3
Looks like this terminal was left logged in, Sona glides past security without any trouble. Her first task is to find door controls and what obstacles stand in their way.
Sona, you find yourself in an enormous ballroom, several football fields in size. You look down to find that you appear to be an elegant high elf, wearing the dress you purchased in Shan City. The myriad occupants are dancing in strangely synchronized, yet somehow asynchronized motions to a powerful, slow song.
As you watch, it becomes clear to you that there are central "nodes" where the dancers congregate, before individuals are flung, slowly and gracefully, towards other nodes. There is something oddly familiar about all of this.
Above the crowd float red and blue lights in strange patterns. At unusual intervals they dart down to a dancer, encircle her head for a moment, then dart back into the air.
What do you do?

Sona Θ3 |
1 person marked this as a favorite. |

Sona slowly finds the steps to the dance and makes her way toward one of the nearby nodes. She finds the whole thing pretentuous, but only because she doesn't like games of dexterity. The music almost has her loosing track of what she needs to do here.
If she can find a position near to one of the nodes, she'll try to make sense of the system's candygloss shell and figure out what systems this node might control and how.
Discern Realities: 2d6 + 0 ⇒ (4, 6) + 0 = 10
What should I be on the lookout for?
Who’s really in control here?
What here is not what it appears to be?

MCKhaos |

Sona slowly finds the steps to the dance and makes her way toward one of the nearby nodes. She finds the whole thing pretentuous, but only because she doesn't like games of dexterity. The music almost has her loosing track of what she needs to do here.
If she can find a position near to one of the nodes, she'll try to make sense of the system's candygloss shell and figure out what systems this node might control and how.
[dice=Discern Realities]2d6+0
What should I be on the lookout for?
Across the ballroom, you notice that a single node seems to be "communicating" more frequently than the others, about fifty meters towards the center of the enormous room. You suspect that this is the central security control system. As you watch the pattern a dancer near the security node is inspected by a red sprite. After a moment, the sprite flashes and the dancer disappears.
Who’s really in control here?
You recognize that you are inside the mind of a highly sophisticated artificial intelligence. It is certainly in control for the time being.
What here is not what it appears to be?
The sense of calm is an illusion. In the far distance six dozen dancers move frantically in unison towards a node that you think represents engineering.

Sona Θ3 |

> It's hard to tell what nodes to access until there is corresponding activity in the area.
> 1 can access central security, but the ICE is thick.
> Find a door that needs opening, 1'll see what 1 can do to help pops.
> The map is on the ship computer.
Sona waltzes in the direction of the dancers near engineering. By her estimation, this gaggle of simple executables are accosting or addressing her companion and his destructive actions. The technician, in her high-elf avatar, reaches one of the dancers and scoops them up, taking the lead, and attempting to override their instruction set.
Manipulate Systems: 2d6 + 3 ⇒ (5, 1) + 3 = 9

MCKhaos |

So I think this scene plays out best with the other PCs moving forward while Sona stays in the matrix. The ship will affect the ballroom and vice versa.
2BR, you hear the pins pounding louder for a moment behind the wall, and the stop completely.
What do you do?

Dexter Hyde |

Okay, Sona, I need you to get us there, which means, Retzy, Ears and I have to get going, you can protect yourself, right? Dexer asks, unaccustomed to having teammates, let alone teammates this competent. he kisses the data necklace around his neck, before tucking it into his shirt, and starting toward the transport shuttle, trusting Sona to have it ready for them.

MCKhaos |

Keep moving. Did the map indicate an area with lots of squishy, important, easily breakable ship components/individuals?
The map indicates that the area surrounding engineering includes fabrication labs, a barracks, a rear hangar bay (currently closed). There are also refreshers and a mess hall.
Where is your destination?
Regardless, as you begin moving aft towards the engineering section, a large set of blast doors close across the large central corridor.
What do you do?

MCKhaos |

> It's hard to tell what nodes to access until there is corresponding activity in the area.
> 1 can access central security, but the ICE is thick.
> Find a door that needs opening, 1'll see what 1 can do to help pops.
> The map is on the ship computer.Sona waltzes in the direction of the dancers near engineering. By her estimation, this gaggle of simple executables are accosting or addressing her companion and his destructive actions. The technician, in her high-elf avatar, reaches one of the dancers and scoops them up, taking the lead, and attempting to override their instruction set.
[dice=Manipulate Systems]2d6+3
As you move towards engineering, you notice a flurry of additional activity in the area. The dancers beginning to form a new node a short distance away, and the ICE seems particularly interested in this new group. The activity here is frantic.
What do you do?

MCKhaos |

Okay, Sona, I need you to get us there, which means, Retzy, Ears and I have to get going, you can protect yourself, right? Dexer asks, unaccustomed to having teammates, let alone teammates this competent. he kisses the data necklace around his neck, before tucking it into his shirt, and starting toward the transport shuttle, trusting Sona to have it ready for them.
Retzack, Dexter, and BoT head down the hallway towards a nearby elevator bank. With Sona jacked in, navigation becomes trivial.
The elevator will head directly to nearest terminal for the central shuttle. You understand that it is largely automated, but expect that the area will be guarded given the high alert situation.
What do you all do?

Blast-O-Tron v3 |

BoT steps inside the elevator and looks for some way to get outside of the elevator car itself. His goal is to use his jetpack to fly down the elevator shaft itself, prying open the doors on the bottom and taking the defenders by surprise, since they'll be expecting the elevator to be coming down first.

![]() |

Retzack assist BoT to get outside the elevator car. He suggests calling the car up, then opening the doors and getting into the shaft.
Once in side the car himself, Retzack stabs out all the interior lights of the elevator.

Dexter Hyde |

Dexter gets in after Retzack, phase sabre clutched in his hand. he presses the down button, and waits for the doors to open I am assuming there are guards who are about to hose us down with energy. if there are no guards, ignore my following actions
Dexter absorbs the initial volley, taking care to shield his companion.
defend Fangs: 2d6 + 2 ⇒ (6, 1) + 2 = 9
Spend my hold to halve retzy's damage
survive: 2d6 + 2 ⇒ (4, 5) + 2 = 11
Halve my damage, +1 ongoing against them
and launches himself at the men, swinging his sabre overhead
H&S against the guards: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Well... this is gonna hurt like hell

MCKhaos |

BoT steps inside the elevator and looks for some way to get outside of the elevator car itself. His goal is to use his jetpack to fly down the elevator shaft itself, prying open the doors on the bottom and taking the defenders by surprise, since they'll be expecting the elevator to be coming down first.
BoT, with Retzack's help you have little trouble getting into the elevator shaft. You fly down to the corridor level without difficulty and trigger an emergency open button.
The door flies open to reveal a squad of four elves in cover positions arrayed around the elevator. Unfortunately for them, they are not mentally prepared for the sudden appearance of a battlemech bursting out of the elevator and taking to the skies in the vaulted ceilings of the terminal area.
You are above them (at your preferred height up to 20 feet) by the time the two closest to the elevator begin training guns on you. The two rear elves begin tracking you with wands. They will be on you in moments.
They are approximately 30 feet from the doorway, and bunched behind cover within a 20 x 20 foot square. The X's are elves. The @'s represent cover.
Terminal Side
-x--x-
-@--@-
x----x
@----@
Elevator Side
What do you do? That didn't line up very well, but I think you get the idea.

MCKhaos |

Dexter, thanks to BoT's quick thinking, you emerge from the elevator to find four elves firing magic bolts and bullets at BoT flying overhead. Keep the Survive roll. Without hesitation you charge the front line only to be blasted sideways by a burst of force magic from a hitherto unseen elf that was hidden in shadows off to the side of the elevator. You crash into the wall with a sickening thud.
Take a debility of your choice that you can narratively justify.
You look up in time to see the elf launch another barrage at you. Defy Danger with your +1 ongoing to overcome the danger before acting again.
You also see a shadowy figure darting from the elevator towards this new elf.
Retzack H&S: 2d6 + 2 ⇒ (1, 5) + 2 = 8
Damage Pierce 1(spending 1 blood to add +1d4): 1d8 + 1d4 ⇒ (1) + (1) = 2
The strange elf pirouettes gracefully, taking the vampire's rapier mostly in his left gauntlet. The elf's right hand lashes out at the Retzack's face, launching the vampire backwards through the elevator door entrance.
Elf Punch - Forceful: 1d8 + 2 ⇒ (1) + 2 = 3
Retzack Bot is at 20/23.
The elf, Melphits, drops backwards into the shadows, disappearing from view.
What do you do?

Blast-O-Tron v3 |

While the new elf is pirouetting, Blast-O-Tron is lining up a shot with his arm cannon. With a high-pitched whine that sharpens to a crescendo, he fires a red laser blast at his position! RAE is close behind, trying to grab and pull the elf's long hair in her android talons.
Volley on Retzack's assailant: 2d6 + 3 ⇒ (3, 3) + 3 = 9
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
If any of the security team below try to blast him, Jamee will attempt evasive maneuvers.
Defy Danger; DEX: 2d6 + 3 ⇒ (3, 3) + 3 = 9

MCKhaos |

Barracks? Barracks sound good to me. Is the blast door something Sona can deal with for me?
Certainly, but I'll admit I thought you would take a more direct approach.

MCKhaos |

While the new elf is pirouetting, Blast-O-Tron is lining up a shot with his arm cannon. With a high-pitched whine that sharpens to a crescendo, he fires a red laser blast at his position! RAE is close behind, trying to grab and pull the elf's long hair in her android talons.
[dice=Volley on Retzack's assailant]2d6+3
[dice=Damage]1d8+2If any of the security team below try to blast him, Jamee will attempt evasive maneuvers.
[dice=Defy Danger; DEX]2d6+3
Whats your choice for the 7-9 on volley?
Your shot hits the elf in the shoulder and you are rewarded with a grunt of pain. As Retzack goes flying, you watch the elf dart towards a darkened area. At this moment the elves below get a bead on you. You can either dodge fire from below and lose track of Melphits, or track Melphits and take your hits. What do you do?

BunkR BustR |

Oh. Good point. Well, it's likely that the blast door is going to be super-ultra reinforced. However... it's highly unlikely that the walls nearby are any different to the rest of the ship. Budgeting!
Bend Walls, Cause Structural Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14

MCKhaos |

I'll dodge the fire, but I also choose put myself in a spot!
Melphits disappears from your tracking system as you nimbly navigate the first volleys. Dismayed at the incompetence of his team, one of the rear elves murmurs a few words in an ancient language and you suddenly stop. Your avatar is held in midair like a vice, and is slowly being lowered towards the group despite your jet pack. One of the elves is clearly concentrating intensely on you, with a look of hatred.
The other three flash wicked grins and bring their weapons to bear. They are only a moment from firing.
What do you do?

Blast-O-Tron v3 |

"RAE, GUARD!" shouts the elf-boy over his RAB's vocoder box. Reacting to the verbal command, RAE the android avian dive-bombs the elf that is concentrating on me!
Unmodified roll - not sure what stat to use for RAE to distract the spellcaster: 2d6 ⇒ (4, 1) = 5

Dexter Hyde |

Dexter lands hard against the wall, particularly hard on his head. It's a good thing theres nothing much in there he would snark, were he not to busy thinking Ah da ba wuh huh?. He shakes his head, and gets his sword back up, and launches himself back at the closest enemy.
Cut & cauterize against the nearest Elf: 2d6 + 2 ⇒ (1, 5) + 2 = 8
Damage against said elf. 2 piercing: 1d10 + 1 ⇒ (1) + 1 = 2
bracing for the inevitable counterattack: 2d6 + 3 ⇒ (5, 3) + 3 = 11
I will halve the damage, and ignore any other effects

MCKhaos |

Oh. Good point. Well, it's likely that the blast door is going to be super-ultra reinforced. However... it's highly unlikely that the walls nearby are any different to the rest of the ship. Budgeting!
[dice=Bend Walls, Cause Structural Damage]2d6+3
You burst through the blast door with little difficulty. I know you were thinking of going around ... but you are 2BR!
On the other side a trio of dwarves await you. They shimmer with the telltale signs of personal projectile fields and bristle with melee weaponry and personal armor.
Welcome, ye metal beast. This be the end of the line for ye.
They await your response. What do you do?

MCKhaos |

"RAE, GUARD!" shouts the elf-boy over his RAB's vocoder box. Reacting to the verbal command, RAE the android avian dive-bombs the elf that is concentrating on me!
[dice=Unmodified roll - not sure what stat to use for RAE to distract the spellcaster]2d6
Hmm. I think I'll say DD with quick thinking (INT), but you add RAE's ferocity. So that's an 8.
RAE dives down at the elf. You can choose either to: 1) Keep the elf's attention on you, deal your damage to the elf (+RAE's ferocity), but remain held and take fire from the other three or 2) turn the elf's attention to RAE, free yourself, dodge the oncoming fire, but the elf will blast RAE.
What do you do?

MCKhaos |

Dexter lands hard against the wall, particularly hard on his head. It's a good thing theres nothing much in there he would snark, were he not to busy thinking Ah da ba wuh huh?. He shakes his head, and gets his sword back up, and launches himself back at the closest enemy.
[dice=Cut & cauterize against the nearest Elf]2d6+2
[dice=Damage against said elf. 2 piercing]1d10+1[dice=bracing for the inevitable counterattack]2d6+3
I will halve the damage, and ignore any other effects
Which debility do you choose? Please roll a defy danger +1 (from your ongoing) to avoid Melphits second barrage.
Regardless, you charge the bottom right elf on my map, leaping over the barrier and slicing down through his shoulder. Your blade digs in, but doesn't sever the arm. The elf is quick, and brings the butt of his rifle smashing into your face. Take 1d8+2 damage (halved).
This elf doesn't get to shoot at BoT if the opportunity arises.
Your adversary presses his advantage, kicking out at your knee.
What do you do?