GM Wolfspirit's SFS Skittershot! (Inactive)

Game Master Wolfspirit

10 Facts About Skittermanders:

1. THOUGH SKITTERMANDER FUR COMES IN A VARIETY OF COLORS, AN INDIVIDUAL SKITTERMANDER’S FUR COLOR BEARS NO OBVIOUS CORRELATION TO HER PARENTS’ FUR COLORS OR THE ENVIRONMENT IN WHICH SHE WAS BORN.

2. SKITTERMANDERS USE THEIR SIX ARMS TO GESTURE A GREAT DEAL WHILE SPEAKING; THE POSITIONING OF THEIR ARMS OFTEN CHANGES THE IMPLICATIONS OF THEIR WORDS, FROM GREAT EMPHASIS TO WITHERING SARCASM.

3. A SKITTERMANDER’S NAME GROWS AS THE SKITTERMANDER AGES AND PASSES CERTAIN MILESTONES. A NAME BEGINS VERY SHORT, USUALLY NO MORE THAN ONE SYLLABLE. NEW SYLLABLES ARE ADDED WITH THE PASSING OF TIME OR WHENEVER THE SKITTERMANDER FEELS LIKE IT. ADDED SYLLABLES ARE OFTEN REPETITIVE, AND MANY SKITTERMANDERS ADOPT PARTS OF OTHER ALIEN NAMES (PARTICULARLY VESK NAMES) INTO THEIR OWN.

4. SKITTERMANDERS HAVE A FLUID OUTLOOK TOWARD LEADERSHIP, DEFERRING TO WHOMEVER HAS THE MOST EXPERTISE TO TACKLE THE TASK AT HAND; THE CONCEPT OF PERMANENT GOVERNANCE SEEMS STRANGE TO THEM.

5. MOST SKITTERMANDERS BECOME FASCINATED WITH A PARTICULAR SPECIFIC TOPIC, WHETHER IT BE THE RELIGIOUS RITES OF A SMALL SECT OF WORSHIPERS, THE INTERPLAY OF FUNDAMENTAL PARTICLES AT A QUANTUM LEVEL, OR THE NATIVE CUISINE OF A TINY ICE COVERED MOON. SKITTERMANDERS LEARN EVERYTHING THEY CAN ABOUT THEIR CHOSEN TOPICS, EVEN IF THE INFORMATION SEEMS USELESS TO OTHERS.

6. AN ADULT SKITTERMANDER RETAINS A WHELP’S ABILITY TO EAT JUST ABOUT ANYTHING, AND MANY GET THE URGE TO BINGE ON A SPECIFIC TYPE OF CUISINE OR A CERTAIN FLAVOR OF FOOD FOR SEVERAL DAYS. THIS TYPICALLY OCCURS IMMEDIATELY AFTER GETTING A TASTE OF A NEW TYPE OF FOOD OR FLAVOR.

7. THOUGH SKITTERMANDERS CAN TALK EXCITEDLY AND AT LENGTH ABOUT A TOPIC (ESPECIALLY ONES THEY ARE INTERESTED IN), SEEMINGLY WITHOUT NEEDING TO TAKE A BREATH, THEY ALSO FALL INTO LONG BOUTS OF SILENCE WHEN UNDERTAKING PARTICULARLY CHALLENGING TASKS.

8. SKITTERMANDERS DON’T UNDERSTAND WHY OTHER SPECIES INDULGE IN DIVERSIONS AND PASTIMES THAT GIVE A FALSE SENSE OF FEAR. SKITTERMANDERS DON’T GO ON THRILL RIDES (SUCH AS ROLLERCOASTERS) OR CONSUME ENTERTAINMENT IN THE HORROR GENRE (SUCH AS SCARY VIDS).

9. EARLY SKITTERMANDERS DEVELOPED A SERIES OF MYTHS AND LEGENDS CENTERED AROUND THE CONSTELLATIONS OF THE NIGHT SKY. MANY SKITTERMANDERS STILL HOLD THESE PARTIALLY SECULAR, PARTIALLY SPIRITUAL BELIEFS; SOME RELIGIOUS SCHOLARS THINK THIS IS A FORM OF THE FAITH OF IBRA THE INSCRUTABLE.

10. SKITTERMANDERS BELIEVE IN THE EQUALITY OF ALL BEINGS, NO MATTER THEIR RACE, CREED, GENDER, OR ORIENTATION.


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M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

Taking aim at at the shadow bug (Red).

azimuth laser rifle attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage F: 1d8 ⇒ 7


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"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 14/14 SP 11/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

"Nice allsixing Dakoyo and Dakoyo-but-not-Dakoyo!!! I think that last bug was going to bite my poor innocent beard short!"

Gazigaz rolls forwards and takes a look at the hallway towards the bridge. "We're very close, but lets check this side door. Maybe its a bathroom and Big Nako just got stuck inside!? Like when I made roast quig-fil for everyone!"

He comes up to the side door and takes a listen for any sounds of groaning indigestion.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

"OH! Thats not the sound of indigestion (unless maybe really bad indigestion)! But that's definitely Big Nako!" Go goes ahead and tries the door. "Big Nako! We are here to help" He calls at the door.


Absalom Initiation

The tiled walls of this room are colored a soothing sea-foam green. Three cushioned tables occupy the center of the room, each with a plethora of mechanical arms ending in various
nozzles, manipulator digits, and other implements. A series of chairs runs along the starboard side of the room, with apertures in the wall behind them. The air is humid and smells of sandalwood.

Nakonechkin, is currently trapped on the central massage table, being kneaded and pummeled to a ridiculous degree!


Dakoyo-but-not-Dakoyo | NG Skittermander Mystic 2 | HP 13/14; SP 10/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch Used: 0/1 | Spells Used: 1st 0/3 | Active conditions: None.

"Hey! Big Nako! This no time for a massage! Oh... wait... that don't look so relaxing... How we turn it off?" The skittermander moves into the room and wrings his hands, looking around for a button or something...

Perception Check: 1d20 + 9 ⇒ (10) + 9 = 19


Pregenerated character (retired)

Perception check: 1d20 + 0 ⇒ (19) + 0 = 19

Blurting over the other skitters, Nako shouts, "IN HERE!", running into the room on the right. Seeing the boss's predicament, she leaps onto one of the mechanical arms, attempting to rip it apart.

"GET YOUR ROBOT HANDS OFF OF NAKONECHKIN!!!!1!!"

Strength check to break something expensive: 1d20 + 4 ⇒ (15) + 4 = 19


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 13/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None.

Dakoyo rolls up to the other Dakoyo and shakes him up with all of his arms in a celebratory move.

"Good work with the other prisms. Inferior technology to what we use but interesting nonetheless."

---

"Nako is relaxing while we are worried and contending with the crazy ship? Do we get massages too?" Dakoya says with a chuckle and helps look for the off switch.

Perception (Aid): 1d20 + 9 ⇒ (6) + 9 = 15


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

Engineering: 1d20 + 12 ⇒ (14) + 12 = 26 to shutdown the machine.

I can fix It.

Quonx too goes to the machine to stop it.


Absalom Initiation

The Dakoyo pair survey the room and note that the massage tables arms seem to be capable of attempting to grab someone nearby... to make them relax, surely. Moving close to them to destroy them will potentially have you end up like the vesk.

Since things are sort of simultaneous, you can try to smash the tables, disable them, or both. I'll use the rolls that have been made by the characters so far, but I want to give the chance for an informed decision.


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 14/14 SP 11/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

"Oh... no... Big Nako! You HATE being relaxed, yes? This must be terrible for you!" He looks to the other Skittermanders jumping into action and grins "Don't worry, Skitterteam will help, you just hold on!"

If it takes the rest some time to finish their actions, Gazigaz will start running Big Nako through some tales of Vesk military victories to help take his mind off being massaged to unconsciousness.

With neither engineering skills nor smashing ones, Gazigaz will leave this to you guys :>


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

I will still try to disable it.
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
In case if needed to avoid the arms


Pregenerated character (retired)
GM Wolfspirit wrote:
Since things are sort of simultaneous, you can try to smash the tables, disable them, or both. I'll use the rolls that have been made by the characters so far, but I want to give the chance for an informed decision.

Nako will still try to rip apart the apparatus that's holding Nakonechkin, regardless of the risks involved. In case it comes up,

Reflex save: 1d20 + 1 ⇒ (18) + 1 = 19


Dakoyo-but-not-Dakoyo | NG Skittermander Mystic 2 | HP 13/14; SP 10/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch Used: 0/1 | Spells Used: 1st 0/3 | Active conditions: None.

Dakoyo-but-not-Dakoyo hops nervously from foot to foot, his six hands wringing together nervously. "Help him! Free Big Nako from those crazy massaging robot hands!"

Cheerleading for now, the mystic can't do much in this situation so far as I can tell.


Absalom Initiation

trap: 1d20 + 15 ⇒ (4) + 15 = 19
trap: 1d20 + 15 ⇒ (17) + 15 = 32

Nako moves in to attack the table while quonz disables one damage: 1d8 + 5 ⇒ (4) + 5 = 9

Nako scores a heavy hit to the arm while quonz aytempts to disable it. Unfortunately, even though Quonz disables one, one of the table grabs Nako (grappled)

We are technically in combat turns, Quonz, you can determine which of the tables you disabled. Next up:Everyone!


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

[ooc]I will start with the table on the right and work my way left, to make a safe path.

Disable the next one.
Engineering: 1d20 + 12 ⇒ (17) + 12 = 29
if needed
Reflex: 1d20 + 5 ⇒ (3) + 5 = 8


Absalom Initiation

To be clear, there isn't a reflex save needed. This trap operates off from attacks. I'll also be running the attacks at the bottom of initiative to make things easier to run.


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

Oh good, I bombed that last check.


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 14/14 SP 11/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gazigaz stays in the back, waving his baton like its needed to guide the high-intensity operations inside. "Go go Quonx!"

When he sees Nako get grabbed, he reaches over to grab her in response with four of his arms. He takes a hold of her legs and tries to pull her out of the table's grasp. "Let go of Nako you stupid table!!!"
Aid Acrobatics to escape grapple: 1d20 + 2 ⇒ (6) + 2 = 8


Pregenerated character (retired)

Wrestled by the many-armed machine, Nako tries to figuratively (and perhaps literally?) turn the tables, trying to grapple the machine in turn!

Grapple Combat Maneuver vs. Table with Arms (+ Racial Bonus): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Haha, nope.


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 13/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None.

"If you get bonked too hard come to me so I can do the concussion protocol on you!" Dakoyo calls from the side.


Absalom Initiation

grapple: 1d20 + 15 ⇒ (7) + 15 = 22
Continuing with the "Not Nako's Day", the massage chair that reached out to grab her pulls in her, pummeling her with the deepest tissue massage ever. It clearly wasn't designed for that, but the haywire machine continued to roll and thud over the skittermander
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Make a DC 12 Fortitude or become Fatiged, Nako

Next up: everyone!


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

Qunox too keep up trying to 'Fix the machines'.

Engineering: 1d20 + 12 ⇒ (14) + 12 = 26 To shut it down


Pregenerated character (retired)

Fortitude Save: 1d20 + 4 ⇒ (14) + 4 = 18

Undeterred by her failures, Nako again tries to grapple the crazy massage chair!

Grapple Combat Maneuver vs. Table with Arms (+ Racial Bonus): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Okay, that's a bit better, Nako!


Absalom Initiation

As Quonx works to fix the machine, Nako finally gets freed (probably with a little help with her friend.) Big Nako looks groggy from his ordeal, his scaled skin pummeled from hours of the message table.

He catches his breath before roaring. “Quasar’s light, that machine nearly massaged me to death! Thanks fuzzballs, you saved my tail.” Nakonechkin snorts. “We aren’t done here, though! If you’re up to it, you should head to the bridge and see if we still can’t bring this hunk of junk home. Trendsetter will probably fork over a sizeable chunk of credits to keep this quiet.”


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

Holding his quantum reality spanner above his head.

"Yes captain, we are right behind you. We can fix it!"


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 13/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None.

"You need some astral soothing, Nakoboss? We already know I have the most impressive techniques." Dakoyo says waving around his stethoscope.


Pregenerated character (retired)

Nako, pummeled and out of breath but attempting to look nonchalant, says, "Yeah. Bridge. But, maybe we should hang out here for a minute? Make sure these robo arms aren't gonna come back to life?"

I'd like to rest for 10 minutes and regain some stamina, if y'all don't mind. I've got five Resolve and nothing to spend it on except getting punched in the face repeatedly.


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 14/14 SP 11/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gazigaz rubs Nakonechkin's lower back. "You OK Big Nako? Skitterteam can tackle run away AI on their own, if you need to relax after that mandatory relaxation."

He steps back out into the hallway, peering towards the bridge. "You DO know about the run away AI, don't you? If we don't fix it it'll probably fill this ship with deadly neurotoxin!"


Absalom Initiation

Nakonechkin looks winded, but otherwise fine. Besides, the vesk would never admit to you that he -really- needed help. "Eh, I'll be fine. Nothing that a breather won't hurt. As for the AI... it's a pleasure ship. I doubt they have a ton of neurotoxin set to every port."

Moving to the bridge tomorrow unless anyone objects


Dakoyo-but-not-Dakoyo | NG Skittermander Mystic 2 | HP 13/14; SP 10/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch Used: 0/1 | Spells Used: 1st 0/3 | Active conditions: None.

"Neurotoxins no sound good, Big Nako..."

Ready to go!


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

"I can fit it with this."
holding up his quantum reality spanner

"And if that dosen't work, I can use this."
holding up a frag grenade


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 14/14 SP 11/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

"If you say so Big Nako. But if I've learned anything from too many episodes of Stellar Quest, it's that every derelict spaceship is a secret military mega-project in disguise!"

Gazigaz heads to the bridge, one step behind Nako and Big Nako, pistol out and ready.


Absalom Initiation

The door to the bridge is locked, but engineering or brute force take it down! Consoles and monitors line the walls and the ceiling of this small bridge. Viewscreens show
various angles of space just outside the exterior of the ship, and displays note the ship’s oxygen levels, internal temperatures, power output, hull strength, and the status of other systems. You don’t have a lot of time to look at them, but the consoles appear locked out from where you stand. More importantly, a strange creature covered in cybernetics lunges for you!

Initiative:

Dakoyo 1: 1d20 + 1 ⇒ (4) + 1 = 5
Dakoyo 2: 1d20 + 1 ⇒ (6) + 1 = 7
Gazigaz : 1d20 + 2 ⇒ (9) + 2 = 11
Nako: 1d20 + 5 ⇒ (10) + 5 = 15
Quonx 2: 1d20 + 2 ⇒ (13) + 2 = 15
X: 1d20 + 4 ⇒ (19) + 4 = 23

Attack EAC: 1d20 + 6 ⇒ (16) + 6 = 22
Attack EAC: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

The strange cybernetic-thing fires twice with a pistol, grazing Nako!

Next up: Everyone


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

Quonx too takes a shot the machine thing

Attack azimuth laser rifle: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 ⇒ 4 F


Pregenerated character (retired)

"Hey! You're a butt!" Smarting from a grazing shot, Nako lunges forward at the mysterious creature, focused flame exploding from her doshko.

Attack vs. Cybernetic Creature (EAC) w/ Flame Doshko: 1d20 + 7 ⇒ (19) + 7 = 26
Flame Doshko Damage (F): 1d8 + 4 ⇒ (3) + 4 = 7


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 13/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None.

Dakoyo has a burst of ideas pop into his head when the enemy attacks Nako. Rather than share them he bundles them into a psychic attack at the creature.

Mind Thrust. Will 15 to take half.
Damage: 2d6 ⇒ (6, 5) = 11


Dakoyo-but-not-Dakoyo | NG Skittermander Mystic 2 | HP 13/14; SP 10/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch Used: 0/1 | Spells Used: 1st 0/3 | Active conditions: None.

Dakayo-but-not-Dakayo also thrusts sharp spikes at the mind of the creature attacking Nako!

Mind Thrust Damage: 2d6 ⇒ (4, 3) = 7 (Will Save vs DC 15 for half damage)


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 14/14 SP 11/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gazigaz points a paw at the horrible techno-monster and calls out "You don't need me to say it, but GET THAT THING, SKITTERTEAM!!!" Get 'em on the enemy.

He follows up by aiming his pistol with one eye closed, then fires!
Arc Pistol, get 'em: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Arc Pistol damage (E): 1d6 ⇒ 3
He frowns "Hmm, maybe I shouldn't have closed one eye. They always do that in old serials though..."


Absalom Initiation

Mysticism: 1d20 + 12 ⇒ (10) + 12 = 22
Mysticism: 1d20 + 12 ⇒ (5) + 12 = 17

Dakoyos, you realize that the creature is a Cybernetic Zombie, a mindless, unliving thing. Your Mind Thrusts would have no effect (I'll let you retcon your spells in the next 24 hours), but is vulnerable to electrical attacks. Dakoyo (the first) also knows that the creature will self destruct when destroyed, blowing up (for mild damage) in a ten food radius.


Dakoyo-but-not-Dakoyo | NG Skittermander Mystic 2 | HP 13/14; SP 10/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch Used: 0/1 | Spells Used: 1st 0/3 | Active conditions: None.

Thanks, I wasn't sure if the character would have known that or not anyway, and I wasn't sure myself what the thing was.

"Shock it! Electricity hurt it bad!" Dakayo-but-not-Dakayo as he realizes what the creature is, and pulls back the thrusting mind spikes he had intended. Instead, the skittermander uses his mind to hurl a loose object at the cybernetic Zombie!

Telekinetic Ranged Attack: 1d20 + 2 ⇒ (9) + 2 = 11 vs KAC
Telekinetic Damage: 1d6 ⇒ 3 bludgeoning (to both robot and object)

Assuming there's something loose around to smack him with? A coffee mug maybe? :) Man, I'm glad I was able to help in the battle with those shadow centipede things because I have not been able to hit with any attack at all in this entire adventure...


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 13/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None.

Telekinetic Ranged Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Telekinetic Damage: 1d6 ⇒ 4

"You are right! Shock them but stay clear...that thing is going to light up like a solar nova when it goes down."


Absalom Initiation

Nako and Quonz both land solid hits (the mechanic's blow seemed to do additional damage to the things exposed circuitry.) Sadly, both of the Mystics thought better of there attacks with equally poor success in their non mental attacks.

attack: 1d20 + 3 ⇒ (12) + 3 = 15
attack: 1d20 + 3 ⇒ (5) + 3 = 8

The cyberzombie (which in other company could have a much different meaning) would much rather not have a red furred creature in its face, but shooting seemed like a bad idea. Instead, it drops its pistols and tries to claw at Nako... but can't manage to land a hit.

Next up: Everyone!


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

Taking aim and getting the 'thing' in his crosshairs Quonx too fires.

Attack azimuth laser rifle: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 ⇒ 3 F


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 14/14 SP 11/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

"Keep! It! Up! Nice shot Quonx!" Gazigaz cheers for his team, inspiring them to attack with greater accuracy. (Keeping get 'em up on the enemy)

He fires his own arc pistol at the cyberzombie, aiming for its head as it bobs about, trying to claw at Nako.

Arc Pistol, get 'em: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Arc Pistol damage (E): 1d6 ⇒ 3


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 13/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None.

Telekinetic Ranged Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Telekinetic Damage: 1d6 ⇒ 4

At this point you aren't sure what Dakoyo is aiming at. Hah.


Dakoyo-but-not-Dakoyo | NG Skittermander Mystic 2 | HP 13/14; SP 10/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch Used: 0/1 | Spells Used: 1st 0/3 | Active conditions: None.

Telekinetic Ranged Attack: 1d20 + 3 ⇒ (7) + 3 = 10 vs KAC
Telekinetic Damage: 1d6 ⇒ 1 bludgeoning (to both robot and object)

"Get 'im! Get 'im!" Dakayo-but-not-Dakayo continues to cheer on the more martially-minded skittermanders as he continues to send the heavy tool that he picked up with his mind hurtling toward the strange creature.

Ha! This is just... sad...


Pregenerated character (retired)

"It blows up when you kill it?! That's cheating!"

In lieu of recklessly slashing with her flame doshko, Nako fishes around in a pocket, finally pulling out a flash grenade (move action to draw). The red skittermander then pops the pin and lobs it under the cyber-zombie, aiming for a location just behind it (standard action to throw).

Attack w/ Flash Grenade: 1d20 + 6 ⇒ (9) + 6 = 15
Blinded Duration (rounds): 1d4 ⇒ 4

Tossing the grenade might provoke an AoO; if so, Nako's beefy. I'm aiming for a grid intersection right behind the zombie, since the grenade has a 5-ft. radius. The zombie must make a DC 13 Reflex save or become blinded for 4 rounds.


Absalom Initiation

Attack AOO: 1d20 + 8 ⇒ (14) + 8 = 22
Reflex save: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

The zombie pummels Nako with a barrage of lucky hits! It seems to avoid the flashing lights though.

Next up: Everyone!


Pregenerated character (retired)

"Ow! Ow ow!" Nako endures a barrage of zombie punches, and all for naught. "That's what I get for trying to think clever! Time to think stupid, I guess!"

Full Attack vs. Zombie (EAC) w/ Flame Doshko (+ Get 'Em): 1d20 + 7 - 4 + 1 ⇒ (4) + 7 - 4 + 1 = 8
Full Attack vs. Zombie (EAC) w/ Flame Doshko (+ Get 'Em): 1d20 + 7 - 4 + 1 ⇒ (2) + 7 - 4 + 1 = 6

Oh, poor Nako. Pull it together, girl!


Dakoyo-but-not-Dakoyo | NG Skittermander Mystic 2 | HP 13/14; SP 10/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch Used: 0/1 | Spells Used: 1st 0/3 | Active conditions: None.

Telekinetic Ranged Attack: 1d20 + 3 ⇒ (9) + 3 = 12 vs KAC
Telekinetic Damage: 1d6 ⇒ 5 bludgeoning (to both robot and object)

The heavy tool continues to fly around willy-nilly, narrowly missing companions as well as the target!


M Hill Dwarf Barbarian 1 | HP 15 / 15 |AC:18 , (Touch: 11, Flat:17)| Fort +4 Reflex +1 Will +2 | Speed 30' |Rage Rounds 12 / 12

Aiming at a soft spot.

Attack azimuth laser rifle: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 ⇒ 4

That was not so soft of a spot

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