GM Cwethan's Fugitive on the Red Planet (Inactive)

Game Master Cwethan

Maps & Handouts


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Dataphiles

Female Android Mechanic 6 Scholar Theme HP 40/SP 31/ KAC 18 EAC16 FORT 6 REF 7 WILL 3

Oh derp, I thought she was still on the stage and treated that section completely wrong. Gah!

Boytoy runs up to join gear and enters a defensive posture as Gear looks at the wall of scary shadow.

You good back there? Need any help? I can't quite see to do so... Boytoy's coming in!

Triple move from boytoy to enter the room, construct traits should make him immune to it since it's a illusion but still blocks his line of sight i think?

Wayfinders

Male CG Shirren Technomancer 1 | SP 4/6 HP 11/11 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +2; Will +3 | Init: +2 | Perc: +2, SM: +1 | Active conditions: none

Jakt'chit rushes forward and rubs his three-fingered hands together and chitters magic in Shirren. He summons the magic into his hands and blue sparks begin to fly. As he draws out of the smoke he launches himself at the Ysoki and unleashes the full force of his magic. He apologetically directs a "Sorry!" towards the Ysoki as he does so.

Jolting Surge Touch Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Electricity Damage: 4d6 ⇒ (6, 2, 3, 5) = 16

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

@Gear: Neither the holographic image spell nor the illusion school is specifically mind-affecting, though they are sense-dependent, so they still work on drones. If I remember correctly, mechanic drones explicitly have the same senses as humans. Boytoy should be able to get a will-save to disbelieve just like any other character. @Cwethan, please correct me if I'm wrong here.

Lynn follows after Jakt'chit, letting her song trail off in the process. The creepy black smoke vanishes in the blink of an eye.

If and only if the ysoki is still up after Jakt'chit's jolting surge: She levels her pistol at the ysoki and mutters "Out of our way." before firing at him.

Semi-auto pistol, tactical: 1d20 + 2 ⇒ (17) + 2 = 19
SAP, tac damage: 1d6 ⇒ 1


Murder in Metal City Map Reach of Corruption Map

Lynn's got it re: drones and illusions, but regardless...

Jakt'chit quickly ducks under the ysoki's shot and blasts her into the red sands.

Chirrk doesn't find much on the ysoki, aside from a saliva drenched spare battery, but the shobhad shaman carries a few items of interest: a battle staff, a hunting rifle with 6 rounds chambered, a mk 1 mindlink circlet, and a spell gem of remove condition.

You have directions to Talbot's mine, and it sounds like he's gotten some word that there were people on his trail, so leaving soon might be the best way to make sure you catch him. On the other hand, Maarbadvae is only unconscious, and you could see if she has any more information. After all, there aren't any more locals fixing to start a ruckus - yet.

What do you do?

Second Seekers (Luwazi Elsebo)

Male NG Kasatha Solarian 2 | SP 14/14 HP 18/18 | RP 4/4 | EAC 15; KAC 16 (conditional DR 1/-) | Fort +3; Ref +1; Will +4 | Init: +1 | Perc: +5, SM: +5; darkvision-60’ | Active conditions: None

Chirrk takes the battery and everything from the shobhad, then restrains her as best he can. "Do you wanna wait and question this one after she comes to, or get moving now? I think we can just leave them and be on our way..."

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn holsters her pistol and wanders back to rejoin the others. While they're examining the shobhad, she pops on into the bar's bathroom to change into an unburned set of clothes. While in there she calls out "They attacked us, I doubt they'd change their minds now to help instead. Let's head to that mine quick before any other of these folks think to try to stop us."


Murder in Metal City Map Reach of Corruption Map

A well worn trail leads to the red rock hillside that contains Tasch’s thasteron mine. There don't seem to be any guards posted at the entrance, so it's quite simple to just walk in.

Inside a sloping ramp descends to the west, made of hard-packed red dirt that shows signs of heavy vehicle traffic. The ramp opens into a large square chamber with rough walls. A metal track runs along the ground from a passage in the west wall and then turns north, ascending a five-foot ramp. A pair of metal lockers stand in the southeast corner, and a heap of ore is piled to the southwest. A string of overhead lights provides dim light, but if you want more illumination you'll have to provide it yourself.

What do you do?
I know a bunch of you have darkvision and the like, so if you are using a light source, please mention it in your next post.

Dataphiles

Male Android Scholar Mechanic 1| Init +2 Perc +4| EAC 15, KAC 17| FORT +3 REF +4 WILL +0 sheet

Nemzo blinks once and engages his night vision, scanning the area.

Nemzo will scan the area with darkvision before the lights kick in.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Dataphiles

Female Android Mechanic 6 Scholar Theme HP 40/SP 31/ KAC 18 EAC16 FORT 6 REF 7 WILL 3

Gear turns on a flashlight and passes it to Boytoy before turning on one of her own, the other holding her pistol low, finger off the trigger.

Place creeps me out...

She makes a quick motion, and boytoy moves into the open cavern first, slowly scanning the area and sweeping it with his guns.

Second Seekers (Luwazi Elsebo)

Male NG Kasatha Solarian 2 | SP 14/14 HP 18/18 | RP 4/4 | EAC 15; KAC 16 (conditional DR 1/-) | Fort +3; Ref +1; Will +4 | Init: +1 | Perc: +5, SM: +5; darkvision-60’ | Active conditions: None

The solarian can activate his aeon stone to increase the light level in his immediate area, but opts to use the regular mine light rather than have a rotating light source by his head - making him a walking lighthouse to potentially warn others!

Acquisitives

*NEEDS LEVEL UP* Male Akitonian Ysoki Ace Pilot Mechanic/2 (SP 12/12 HP 14/14 RP 4/4 | EAC:17 KAC:18 | F:+3 R:+7 W:+0 | Init:+4 | Perc:+4 Darkvision 60ft | Move:30ft) | ALR +5 (d8 F/Burn d6) Baton +5 (d4-1 B/-) | PH 2/3 DG 1/1 NS 1/1
Skills:
Acro +3 Athl +2 Bluff +0 Comp +9 Cult +4 Diplo +0 Disg +0 Engg +11 Intim +0 LifeSci +4 Med +7 Myst +0 Perc +5 PhysSci +7 Pilot +13 Prof Vidgamer +7 SM +0 SoH +3 Stealth +5 Surv +2
Starship:
Pilot +13 Engineer +11 Science +9 Gunner +6 Captain I+0/D+0/B+0

Abandoned mine. Desperate criminal. What could go wrong?

Naboh examines the lockers.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

He jumps lightly and does a double-somersault in the lighter than usual gravity.

Still, it's nice to be back home in some ways.


Murder in Metal City Map Reach of Corruption Map

The lockers are pretty well secured - probably more than would be needed to protect a lunch pail.

Engineering DC 14 or Strength DC 15:
Inside you find a basic medkit, an engineering specialty tool kit, and a tattered mining suit with an old credstick with a few hundred credits loaded onto it.

Dataphiles

Female Android Mechanic 6 Scholar Theme HP 40/SP 31/ KAC 18 EAC16 FORT 6 REF 7 WILL 3

Gear moves over to the lockers and looks over to boytoy.

Boytoy? Tools.

She then turns to the locker with a wrench...

Engineering: 1d20 + 9 ⇒ (3) + 9 = 12
Assist boytoy: 1d20 + 4 ⇒ (15) + 4 = 19

frustrated at first, boytoy taps her on the screwdriver and passes her a screwdriver. Mumbling something about NOW he acts smart... she quickly pops open the locker and grins.

Some fine tools here, boytoy, put these in the bag... and medical supplies... and I'll never turn down free creds.

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn stuffs her hands in her pockets as she looks out into the depths of the mine. "You're right Gear, I'm getting some real creepy vibes. Think they're holed up somewhere because they got word that we're stopping by?"

She listens in to try to pick out any sounds that may be echoing from deeper in the mine.

Perception: 1d20 + 0 ⇒ (1) + 0 = 1

Not hearing anything, she gets an impish smile for a few moments as she seems to be considering yelling out a greeting. Thankfully, better judgement takes over, and she follows after Naboh and Gear to take a look at the lockers.

She puts a finger on her chin as she mulls over their find "Seems weird, in a little town like this, why would they need heavy locks to protect this stuff? Does our pal Talbot not trust the folks here?"

Second Seekers (Luwazi Elsebo)

Male NG Kasatha Solarian 2 | SP 14/14 HP 18/18 | RP 4/4 | EAC 15; KAC 16 (conditional DR 1/-) | Fort +3; Ref +1; Will +4 | Init: +1 | Perc: +5, SM: +5; darkvision-60’ | Active conditions: None

"It makes sense to me, Lynn. In a place where the economy is failing and desperation building, you have to ensure your gear doesn't get 'redistributed.' If I lived here my valuables would be locked AND trapped to dissuade any would-be vagrants." Something about his tone indicates that he speaks from experience...

"Let's get going - sound carries in these shafts and we don't want to give Talbot too much time to prepare. If you can see well in these dim lights, would you take the lead and guide us?"

Dataphiles

Male Android Scholar Mechanic 1| Init +2 Perc +4| EAC 15, KAC 17| FORT +3 REF +4 WILL +0 sheet

Nemzo nods to Chirk. "Kill the lights, my eyes work in the dark and I shall lead the way. The sooner we find this being the better."


Murder in Metal City Map Reach of Corruption Map

To the north the rails continue, but aside from that you can see nothing but a coating of thick trackless dust, and even that requires Nemzo's keen senses, since most of the lights have failed.

To the south is an intersection of several passageways with a large square ceiling support in the middle. It looks like construction was once started on a passageway farther south, but it has clearly been left unfinished.

Dataphiles

Male Android Scholar Mechanic 1| Init +2 Perc +4| EAC 15, KAC 17| FORT +3 REF +4 WILL +0 sheet

Nemzo, rifle drawn, continues to cautiously down the passage south. He checks passages to the east and west before continuing.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Murder in Metal City Map Reach of Corruption Map

A passageway leads east into a rectangular chamber with rough-hewn walls. A metal mine-cart track runs parallel to the passage and enters the room before ending abruptly. A mine cart in an obvious state of disrepair lies adjacent to the tracks. Tools cover a table against the east wall, while a pair of metal lockers stands in the southwest corner.

Nemzo can see that the passage forks once again to the west, but no further details from that direction.

Acquisitives

*NEEDS LEVEL UP* Male Akitonian Ysoki Ace Pilot Mechanic/2 (SP 12/12 HP 14/14 RP 4/4 | EAC:17 KAC:18 | F:+3 R:+7 W:+0 | Init:+4 | Perc:+4 Darkvision 60ft | Move:30ft) | ALR +5 (d8 F/Burn d6) Baton +5 (d4-1 B/-) | PH 2/3 DG 1/1 NS 1/1
Skills:
Acro +3 Athl +2 Bluff +0 Comp +9 Cult +4 Diplo +0 Disg +0 Engg +11 Intim +0 LifeSci +4 Med +7 Myst +0 Perc +5 PhysSci +7 Pilot +13 Prof Vidgamer +7 SM +0 SoH +3 Stealth +5 Surv +2
Starship:
Pilot +13 Engineer +11 Science +9 Gunner +6 Captain I+0/D+0/B+0

Naboh examines the tools and lockers.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

On mobile, someone please move me as appropriate.


Murder in Metal City Map Reach of Corruption Map

These lockers come open with a tug, begging the question of whether they really deserve to be called lockers in the first place.

Philosophical musings aside, they contain nothing of value, just reams of material-safety data sheets for explosives.

The mine cart could probably work again, but it would take a few hours and the right tools - even for a patch job.

Wayfinders

Male CG Shirren Technomancer 1 | SP 4/6 HP 11/11 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +2; Will +3 | Init: +2 | Perc: +2, SM: +1 | Active conditions: none

Jakt'chit draws his pistol and moves further into the room, wiggling his antenae this way and that to sense any vibrations in the air.

Jakt'chit will move to the current position on the map. Don't forget he has his blindsense Shirren ability to sense vibrations. Also, I just realized I forgot the +2 racial bonus to Culture and Diplomacy so I updated his sheet. Doesn't really matter, but I didn't want it to be weird if you noticed that he's slightly less awful at diplomacy now (still pretty awful).

Perception: 1d20 + 2 ⇒ (4) + 2 = 6


Murder in Metal City Map Reach of Corruption Map

Jakt'chit can see (and sense) farther down each of the tunnels, but doesn't notice anything else... yet.

Dataphiles

Male Android Scholar Mechanic 1| Init +2 Perc +4| EAC 15, KAC 17| FORT +3 REF +4 WILL +0 sheet

Nemzo takes up position next to Jakt and tries to peer down the passages to the north and south.

perception: 1d20 + 4 ⇒ (1) + 4 = 5

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

"Jeez, where is everyone? Do we have the wrong mine?" Lynn whispers her speculation, clearly uneasy with the lack of any signs of occupation.

She follows after Nemzo and then stops to listen carefully for any echoes from deeper in the mine.

perception: 1d20 + 0 ⇒ (7) + 0 = 7

She points a finger to the south branch of the tunnel and whispers "Any chance that little drone could check things before we walk into a trap? They've got a lot of mining explosives down here. "

Dataphiles

Female Android Mechanic 6 Scholar Theme HP 40/SP 31/ KAC 18 EAC16 FORT 6 REF 7 WILL 3

Gear blinks a few times and looks at boytoy.

[cowering]Are you sure? It looks dark down there!O.O;;[/cowering]

Gear sighs and hits a few buttons.

[b]Hush you over grown junk bot. I've got your core backed up, you'll be fine.

Boytoy starts walking forward, the vidface changing.

[HEROIC!]YES MA'AM! OH WE'RE MARCHING OFF TO WAR!-.-[/HEROIC]

Boytoy marches off down the south tunnel, gear watching nervously.

Acquisitives

*NEEDS LEVEL UP* Male Akitonian Ysoki Ace Pilot Mechanic/2 (SP 12/12 HP 14/14 RP 4/4 | EAC:17 KAC:18 | F:+3 R:+7 W:+0 | Init:+4 | Perc:+4 Darkvision 60ft | Move:30ft) | ALR +5 (d8 F/Burn d6) Baton +5 (d4-1 B/-) | PH 2/3 DG 1/1 NS 1/1
Skills:
Acro +3 Athl +2 Bluff +0 Comp +9 Cult +4 Diplo +0 Disg +0 Engg +11 Intim +0 LifeSci +4 Med +7 Myst +0 Perc +5 PhysSci +7 Pilot +13 Prof Vidgamer +7 SM +0 SoH +3 Stealth +5 Surv +2
Starship:
Pilot +13 Engineer +11 Science +9 Gunner +6 Captain I+0/D+0/B+0

Junk, junk, junk. Useless, all of it.

Naboh takes a small cog and pops it into his cheekpouch.

But you never know, do you?

He moves into a position with some cover to watch both corridors.

Second Seekers (Luwazi Elsebo)

Male NG Kasatha Solarian 2 | SP 14/14 HP 18/18 | RP 4/4 | EAC 15; KAC 16 (conditional DR 1/-) | Fort +3; Ref +1; Will +4 | Init: +1 | Perc: +5, SM: +5; darkvision-60’ | Active conditions: None

Chirrk follows the group, a flashlight in one hand (currently turned off), his pulsecaster pistol in another hand, and his melee weapons in the other two hands. The aeon stone circling his head has the ability to illuminate the area immediately around the solarian, but he also keeps it from glowing.

My post from yesterday seems to have been eaten by the space goblins, but it was only checking the second set of lockers =)


Murder in Metal City Map Reach of Corruption Map

Boytoy happily walks down the corridor, blissfully unaware of the large laser rifle emerging from a sliding panel behind him.

Laser Blast!: 1d20 + 11 ⇒ (14) + 11 = 25
Fire: 3d6 + 1 ⇒ (4, 4, 5) + 1 = 14
SKRAAKKOW

Then with a whir, the rifle withdraws back into the support pillar.

Dataphiles

Male Android Scholar Mechanic 1| Init +2 Perc +4| EAC 15, KAC 17| FORT +3 REF +4 WILL +0 sheet

Nemzo raises a fist "Watch it! Seems the place is rigged for company. Gear, I hate to risk your mechanical, but do you think he can scout the area? ZIRA and I are having trouble picking up triggering mechanism, though I am sure between the two of us we should be able to disable them IF we can find them. I assure you, I will gladly aid in any repairs should they be necessary."

Dataphiles

Female Android Mechanic 6 Scholar Theme HP 40/SP 31/ KAC 18 EAC16 FORT 6 REF 7 WILL 3

Gear winces as the blast hits Boytoy, HARD.

She jogs up to the twitching bot and pats him.

Oh... that had to sting... hold still baby...

She looks back at the others and snorts.

Sure, if you don't mind sitting around for 10 minutes. It's gonna take me at least that long to weld his arm back on straight.... poor baby.. can you see about getting that rifle out of that pillar while I see what i can do here?

She pats the drone as it gives whimpering "Bwweerrp" noises.

I'm more than happy to have Boytoy scout, but it does cost me 10 minutes to repair him 25%, and a resolve point each time past the first. Do we got anyone who can look for traps?

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Wow, that is some serious trap damage. Now that we've seen it in action, do we still need a perception check to spot it? Lynn's perception is terrible.

Lynn lets out a gasp as Boytoy takes a terrible shot to the back. "Sorry Gear! I shouldn't have asked you to send the poor little guy in! I'm sure I can fix this though, just leave it to me."

Lynn takes a look at the panel from the side, looking for whatever triggered it. She then tries to jam or disable the panel so that it can't open.

Perception: 1d20 + 0 ⇒ (16) + 0 = 16 Hopefully not needed.
Engineering: 1d20 + 7 ⇒ (9) + 7 = 16


Murder in Metal City Map Reach of Corruption Map

Lynn isn't able to find all the innards and workings of the trap, but now that she's seen where at least part of it is, it's a relatively simple matter to disable the motion sensors that would tell it to shoot in the first place.

What's the verdict on hanging around to fix up Boytoy? If you are fixing him up, are you doing it here or withdrawing to another room?

Second Seekers (Luwazi Elsebo)

Male NG Kasatha Solarian 2 | SP 14/14 HP 18/18 | RP 4/4 | EAC 15; KAC 16 (conditional DR 1/-) | Fort +3; Ref +1; Will +4 | Init: +1 | Perc: +5, SM: +5; darkvision-60’ | Active conditions: None

Chirrk will take up a position to stand guard while Gear repairs her bot. (whether here or back a ways...)

Dataphiles

Male Android Scholar Mechanic 1| Init +2 Perc +4| EAC 15, KAC 17| FORT +3 REF +4 WILL +0 sheet

Nemzo aids in fixing the mechanical as Chirrk guards the work.

Engineering, aid another or primary: 1d20 + 9 ⇒ (16) + 9 = 25

Dataphiles

Female Android Mechanic 6 Scholar Theme HP 40/SP 31/ KAC 18 EAC16 FORT 6 REF 7 WILL 3

GM call on if Nm-0 can add any additional HP to Boytoy, there is no check involved with the normal healing.

Gear spends a few minutes patching up Boytoy, restoring some of the armor, though she sighs in annoyance at how little it seems to accomplish.

Good thing for those backups... another hit like that might take him out completely. But, sorry buddy, better you than us. You I can rebuild in a few hours. Let's go.

Restore 5 HP, bringing Boytoy to 12, continuing on down the passage.

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn clicks her tongue and stamps her foot in an overacted bit of frustration. "I can see the sensors, but they're really tricky! Nemzo, think you can get these blocked? You look really good at this sort of thing."

While others take the lead on the trap, Lynn crouches down next to Boytoy and Gear. She bites her lip and surveys the damage. As Gear works on fixing him up a little, Lynn hums a quiet melody. Though the process is slow and weak, some of Boytoy's outer components seem to un-char and bend back into shape before Gear even gets to them. Casting mending, dc10 mysticism to identify

Mending: 1d4 ⇒ 3


Murder in Metal City Map Reach of Corruption Map

Sorry, not aware of any way for another Mechanic to pitch in. Lynn's Mending will help though!

The passage heads west and then turns north into a T-shaped room. The ceiling is higher than other chambers, cut to fifteen feet in height, and permanent light fixtures set in the ceiling provide brighter light.
The mine-cart tracks that have run throughout this mine hug the south wall, turn north, and run along the west wall before coming to a dead end at the north end of the room. A single mine car stands on the tracks, a cocky looking man you recognize from your briefing as Talbot crouched down inside the mine cart with a nasty looking pistol at the ready. Three Akitonian humans with pistols and crude bludgeons keep watch here alongside him.
Looks like our little surprise didn't take care of 'em all. Hold 'em here lads, and I'll go for reinforcements!

Initiatives:
Chirrk: 1d20 + 1 ⇒ (17) + 1 = 18
Gear: 1d20 + 2 ⇒ (16) + 2 = 18
Lynn: 1d20 + 6 ⇒ (13) + 6 = 19
Jakt'chit: 1d20 + 2 ⇒ (2) + 2 = 4
Naboh: 1d20 + 4 ⇒ (1) + 4 = 5
Nm-0: 1d20 + 2 ⇒ (15) + 2 = 17
Talbot: 1d20 + 5 ⇒ (18) + 5 = 23
Red Miner: 1d20 + 5 ⇒ (8) + 5 = 13
Blue Miner: 1d20 + 5 ⇒ (4) + 5 = 9
Green Miner: 1d20 + 5 ⇒ (5) + 5 = 10

Talbot activates the mining cart and it begins rolling towards you, it's not terribly fast, but it looks like it sure would hurt if it ran you over! He fires on Gear from his cover, giving her an unpleasant shock to boot!

Trick Attack vs. DC 22: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Static Arc Pistol: 1d20 + 10 ⇒ (18) + 10 = 28
Electricity: 1d6 + 2 ⇒ (1) + 2 = 3

Bold may go!
Talbot
Lynn
Gear -3 (Boytoy -5)
Chirrk
Nemzo

Miners
Naboh
Jakt'chit

Second Seekers (Luwazi Elsebo)

Male NG Kasatha Solarian 2 | SP 14/14 HP 18/18 | RP 4/4 | EAC 15; KAC 16 (conditional DR 1/-) | Fort +3; Ref +1; Will +4 | Init: +1 | Perc: +5, SM: +5; darkvision-60’ | Active conditions: None

Photon attuned: 1. Let's see if this will work!

Chirrk's mote of celestial energy smoothly covers his body in the darkness of space as he moves towards the moving cart, and he nimble jumps in with Talbot!
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17


Murder in Metal City Map Reach of Corruption Map

You're supposed to be able to fit 2 people in there, so in the interest of a vaguely readable map I've rejiggered Talbot's and the cart's position slightly.

Chirrk lands right next to the surprised Talbot who looks none too pleased to have a passenger!

Bold may go!
Talbot
Lynn
Gear -3 (Boytoy -5)
Chirrk (Can still take a Standard unless I missed something)
Nemzo

Miners
Naboh
Jakt'chit

Dataphiles

Male Android Scholar Mechanic 1| Init +2 Perc +4| EAC 15, KAC 17| FORT +3 REF +4 WILL +0 sheet

"It's a trap!" Sorry, had to do that.

"Take cover!" Nemzo takes a position next to Gear, reluctantly using boytoy as partial cover and takes a shot at the assailant behind the cart.

Move action to Gear, Standard to squeeze off a shot from ALR.

ALR: 1d20 + 2 ⇒ (11) + 2 = 13


Murder in Metal City Map Reach of Corruption Map

I'm afraid the rock wall in the space next to Gear has priority over your placement there, but you can still take a shot with the same amount of cover from the space behind her, so I've placed you there. Let me know if that's a no-go.

Talbot jerks out of Nemzo's line of fire and the beam scorches the wall behind him.

Bold may go!
Talbot
Lynn
Gear -3 (Boytoy -5)
Chirrk (Can still take a Standard unless I missed something)

Nemzo
Miners
Naboh
Jakt'chit


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Gear yelps in pain as she shocked, and boytoy steps forward.

[cowpoke]Your gonna pay for hurtin' my gal pardner, You 'ombres are goin' down![/cowpoke]

He fires both pistols at the enemy in front Red

pistol: 1d20 ⇒ 6
damage: 1d6 ⇒ 6
pistol: 1d20 ⇒ 7
damage: 1d6 ⇒ 6

Gear meanwhile, decides to take aim at the man who zaped her and fires her laser.

Laser: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d4 ⇒ 1

Dummy, AIM THEN SHOOT! Good grief!

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn ducks past Nemzo and Gear and peeks around the corner. Turning back to the minecart she says "Nice deadly minecart you got going on here Talbot! Shame your pals won't be able to help you as you go rolling riiiight into our hands." She gives him a mischievous grin and begins to ♫♪sing♪♫.

As she does so, the walls of the mine tunnel right behind Talbot's cart seem to twist and churn, their surfaces warping. Suddenly, metallic sheets smoothly shoot forth from all sides. The sheets overlap and fuse together, cutting the whole tunnel off from Talbot and the rest of the party. The side facing the three remaining miners sprouts thousands of foot-long metal barbs to discourage them from following. DC14 Will save to disbelieve after interaction. I've added a black rectangle on the map where the wall has been placed.

Mysticism DC15, trained only:
Lynn cast Holographic Image

Second Seekers (Luwazi Elsebo)

Male NG Kasatha Solarian 2 | SP 14/14 HP 18/18 | RP 4/4 | EAC 15; KAC 16 (conditional DR 1/-) | Fort +3; Ref +1; Will +4 | Init: +1 | Perc: +5, SM: +5; darkvision-60’ | Active conditions: None

Photon attuned: 1

Once in the cart, Chirrk strikes at Talbot with his knife - because who wouldn't bring a knife to a gunfight?!!?
Melee attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

"Not so comfortable in the moving cart anymore, is it, Talbot? Feel free to tap out..." the kasatha says in a deadly calm voice to the fugitive.


Murder in Metal City Map Reach of Corruption Map

Will: 1d20 + 1 ⇒ (19) + 1 = 20

Surprised by the sudden wall of death, the closer miner resorts to old habits and hits it! His long experience hitting walls with tools allows him to quickly realize that It's a fake! and he steps forward to stand partway through it to prove it to his comrades.

With the illusion no longer blocking their view they move forward and turn their guns on what they see as the biggest threats: The Kasatha trying to knife the Hero of Tasch, and the tricksy Illusionist!

Pistol @ Chirrk: 1d20 + 5 ⇒ (11) + 5 = 16
Piercing: 1d6 ⇒ 5
Pistol @ Lynn: 1d20 + 5 ⇒ (17) + 5 = 22
Piercing: 1d6 ⇒ 3

Talbot -4
Lynn -3
Gear -3 (Boytoy -5)
Chirrk -5, -1hp
Nemzo
Miners
Naboh
Jakt'chit

Acquisitives

*NEEDS LEVEL UP* Male Akitonian Ysoki Ace Pilot Mechanic/2 (SP 12/12 HP 14/14 RP 4/4 | EAC:17 KAC:18 | F:+3 R:+7 W:+0 | Init:+4 | Perc:+4 Darkvision 60ft | Move:30ft) | ALR +5 (d8 F/Burn d6) Baton +5 (d4-1 B/-) | PH 2/3 DG 1/1 NS 1/1
Skills:
Acro +3 Athl +2 Bluff +0 Comp +9 Cult +4 Diplo +0 Disg +0 Engg +11 Intim +0 LifeSci +4 Med +7 Myst +0 Perc +5 PhysSci +7 Pilot +13 Prof Vidgamer +7 SM +0 SoH +3 Stealth +5 Surv +2
Starship:
Pilot +13 Engineer +11 Science +9 Gunner +6 Captain I+0/D+0/B+0

Naboh drops prone to line up a shot on Talbot, his exocortex feeding him telemetry on the swiftly moving target.

Pulsecaster Rifle, Combat Tracking: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 Damage: 1d6 ⇒ 2

Wayfinders

Male CG Shirren Technomancer 1 | SP 4/6 HP 11/11 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +2; Will +3 | Init: +2 | Perc: +2, SM: +1 | Active conditions: none

Jakt'chit moves further into the room, careful to avoid the tracks in case the cart starts moving any faster. He takes a quick shot at Talbot, hoping that perhaps dropping him would call off his compatriots.

Jakt'chit moves to current on the Map and fires on Talbot.

Laser Pistol: 1d20 + 2 ⇒ (7) + 2 = 91d4 ⇒ 2


Murder in Metal City Map Reach of Corruption Map

Naboh's shot is skillfully prepared, but the plentiful obstructions in between them are enough to spoil his aim.

Jakt's shot also goes wide as Talbot and Chirrk zip around the corner, still struggling with knives, Talbot using his familiarity with the mining carts to keep Chirrk off balance, but his blade catches in the kasatha's armor.

Trick Attack DC 21: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Knife: 1d20 + 8 ⇒ (3) + 8 = 11
Slashing: 1d4 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11

Talbot -4
Lynn -3
Gear -3 (Boytoy -5)
Chirrk -5, -1hp
Nemzo

Miners
Naboh
Jakt'chit

Second Seekers (Luwazi Elsebo)

Male NG Kasatha Solarian 2 | SP 14/14 HP 18/18 | RP 4/4 | EAC 15; KAC 16 (conditional DR 1/-) | Fort +3; Ref +1; Will +4 | Init: +1 | Perc: +5, SM: +5; darkvision-60’ | Active conditions: None

Photon attuned: 2

"Nice bladework, Talbot, but I've got more arms than you..." Chirk engages in all-out melee attacks as the cart moves down the tracks!
Knife attack: 1d20 ⇒ 12
Stab damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Baton attack: 1d20 ⇒ 14
Blunt damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

If I started the mine trip at full Stamina but -1 HP from the previous battle in the bar, then the 16 total damage in this fight would leave him at 1 HP...(-7 SP / -10 HP)

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