
EH-RK |

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.

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"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?"

Foxy Quickpaw |

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.

Manteca Imani, MD |

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.

Dame Tannhäuser |

I’m good with either.

EH-RK |

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?

EH-RK |

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?

Foxy Quickpaw |

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.

EH-RK |

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

Foxy Quickpaw |

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.

EH-RK |

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

Foxy Quickpaw |

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 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

Manteca Imani, MD |

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.

EH-RK |

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.

Dame Tannhäuser |

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?

Dame Tannhäuser |

Don't forget your +1 to hit from Manteca! /BardLite
With the way bonuses work you’re more Bard 1.5 :3

EH-RK |

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

Foxy Quickpaw |

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 <--

Manteca Imani, MD |

"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

EH-RK |

EH-RK continues his deadly barrage of electrical pulses.
VS EAC: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Which aren't deadly, or accurate.

Dame Tannhäuser |

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

EH-RK |

EH-RK taps on the datapad and more electrical pulses flash out at the ghost
VSEAC: 1d20 + 4 ⇒ (9) + 4 = 13
electrical: 1d3 ⇒ 2

Manteca Imani, MD |

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

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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

Foxy Quickpaw |

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

EH-RK |

EH-RK moves to Allison and supercharges her LASER PISTOL!
Move and cast supercharge weapon. Extra 4d6 damage on next hit. please dont miss

Dame Tannhäuser |

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.

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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