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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"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 ⇒ (5) + 2 = 7
Telekinetic Damage: 1d6 ⇒ 6

"If I throw enough stuff something is going to hit."


"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 holds out his arc pistol, saying "If any-Skitter is a better shot with this, please try it! I have a Nako to save!" Despite his confidence, Gazigaz has little to no sense for how to actually heal Nako... instead he just shouts "Uh... hang in there Nako, believe in us, who believe in you!" Inspiring Boost for 8 SP.

He then turns his attention to the zombie, shouting "And you, you're going to feel the wrath of our salvage team, just you wait!!!" Get 'em on the zombie


Absalom Initiation

Attack@Nako: 1d20 + 3 ⇒ (11) + 3 = 14
Attack@Nako: 1d20 + 3 ⇒ (19) + 3 = 22
Damage@Nako: 1d6 + 5 ⇒ (3) + 5 = 8

Although it doesn't look like the cybernetic zombie still has an intellect, it still doesn't appear to like Gaz's encouragement as it completely undoes the envoy's work by slamming into Nako!


Pregenerated character (retired)

"I'm... fine..." Panting, Nako looks around. "Back up in case this thing explodes!"

Full Attack vs. Zombie (EAC) w/ Flame Doshko (+ Get 'Em): 1d20 + 7 - 4 + 1 ⇒ (20) + 7 - 4 + 1 = 24
Full Attack vs. Zombie (EAC) w/ Flame Doshko (+ Get 'Em): 1d20 + 7 - 4 + 1 ⇒ (4) + 7 - 4 + 1 = 8
Flame Doshko CRITICAL Damage (F): 1d8 + 4 + 1d8 + 4 ⇒ (3) + 4 + (7) + 4 = 18
Wound Critical Effect: 1d20 ⇒ 12 Lost eye, -2 to Perception checks

Nako heaves, striking the zombie in the face with a mighty blow and cleaving off a cybernetic eye. She swings again, but the burning goop and electronics stuck to the end of her doshko throw off her attack.


"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.

Ooh, nice crit!

Gazigaz springs away at Nako's advice, but continues to encourage everyone to take the creature down. "We can do it! If that Nako Special didn't finish it off, we'll need super telekinetic aiming to get the job done! Go go!"

Moved and used get 'em on it.


Absalom Initiation

Nako strikes the cyber-zombie hard, removing an eye! It looks up at you balefully, before its entire head (and body!) explode in a shower of shrapnel.

Damage: 1d6 + 3 ⇒ (1) + 3 = 4 (Nako / Dakoyo 2, take 4 Electrical damage, DC 12 Reflex for half)

Many of the displays on the bridge show a slowly rotating Trendsetters Excursions logo, which is accompanied by a woman’s soothing voice. This is the same voice you heard over the ship’s intercom system earlier, but it is now confined only to the bridge.

“Perhaps you aren’t really someone’s escaped pets after all. Then you are new passengers? You must be aboard the Emerald Empyrean to relax! That’s the only reason for anyone to be here! Unless… if you aren’t here to relax, then you are an impediment to the relaxation of my true passengers, and you must be eliminated!”

The lights in the bridge turn red and the screens return to normal.


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.

Reflex Save: 1d20 + 1 ⇒ (2) + 1 = 3 vs DC 12 = Failure!

Dakayo-but-not-Dakayo dances around, his arms flailing wildly as he tries in vain to deflect away the flaming debris that batters him terribly. "Ow! Ow! Ow!" He cries out, and the heavy tool he'd been slinging around uselessly through the air drops to the metal floor with a loud clatter.

When the A.I. begins speaking again in a calm and soothing way, until that final threat reverberates in his furry ears he shouts again. "Hey! You no nice at all! That massage you give Nako no seem relaxing to me! Me thinks you have a screw loose, lady robot voice!"

And my hot streak with the dice in this game continues! We need somebody good with computers to take care of that nasty A.I.! Unless those stairs lead somewhere? Do they go up to another level of the ship?


Pregenerated character (retired)

Reflex save: 1d20 + 1 ⇒ (8) + 1 = 9

"Ow, that stings!" Nako hopes around on one foot, patting at the scorch marks with three hands.

"I don't like that computer lady one bit. We should head downstairs and see what we can do about her!"

Gonna take 10 minutes to regain some Stamina, if nobody minds.


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 goes to a computer terminal
"Where do I go to fix you?"
Computers: 1d20 + 9 ⇒ (4) + 9 = 13


"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.

"Oooh, mood lighting! You trying to seduce me, insane AI lady?" Gazigaz talks to the screens, paws on his hips.

If there's no response, he continues "Hmmmm... Maybe we can convince her that our favorite way to relax is by taking robots and scary AI ladies apart? Think she'd roll over and let us do it then? Big Nako can vouch for us." Gazigaz brushes his beard thoughtfully.

"Either way, resting sounds good! Nako, you need it! I'll look around for anything useful."

He searches around the bridge for anything the crew may have left behind that would be useful against an insane AI.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Ready to continue downstairs afterwards.


Absalom Initiation

Unfortunately, it's clear from the lack of response in the screens that the AI has taken control of all the computers and that you're not getting in from the bridge. You trundle downstairs to the Engineering / Cabin Deck.

Once there, there is a long hall that branches into yet more halls, dotted with doors. You can see the Main Crew quarters to the East, an engineering bay to the south, or a large mural which you were told holds the Ship's core, which will be required to shut down the AI.

Which do you choose? 1, 2, or Secret? If we have two responses we'll move on.


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 is nervous about confronting the dangerous A.I. directly. "Maybe we find something to help shut down bad computer in engineering bay? Or in crew quarters?" He asks the others in a hopeful tone.


"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.

"Maybe the crew quarters have some good hair-spray. All this fighting is doing a lot of damage to my beard." Gazigaz pulls out his mirror for a moment to check and then stows it again. "And the engineering bay definitely should have something to help with our AI lady. We should be thorough though!"

He eagerly tries the door to the crew quarters, arc pistol at the ready if anything jumps out.


Pregenerated character (retired)

Nako follows right behind Gazigaz, flame doshko and pistol held at the ready.

"Thorough! Yes! If there are any more cyber-zombies, I want to destroy them ALL!"


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

"nooo, we can fit it."


Absalom Initiation

As you enter the crew quarter you see that there are three double bunks around the small confines. As you move in to investigate, the air compressors make a <snap-hiss> and suddenly a blue tinted fog wafts into the room! Sleeping gas! Luckily, everyone decided to put on their environmental seals when you heard about that potential, so you're safe for now. It also looks like there was a limited transmission of the gas; it's not flooding the entire ship or a threat to the rest of the passengers.

You do find a locker that is currently locked.

DC 20 Engineering:
Inside the locker you find an infrared sensors armor upgrade, a blasting fusion seal (2nd), and two batteries


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 gets to work
Engineering: 1d20 + 12 ⇒ (6) + 12 = 18

I almost have it, could some one give me a hand


"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, lacking any mechanical know-how, hovers around in fairly irritating fashion. "Ah, you're trying to unlock a locked locker? Hmm, have you tried putting the wiggly bit in the jaggy bit? And maybe then the squiggly part in the straight one? I think that's how it worked on-" Realizing he's adding nothing to Quonx's efforts, Gazigaz steps back.

"Uh, I'll keep an eye out for deadly robots, all-six that for us Quonx!"

With that bonus, you might just want to give it another attempt.


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 Gazigaz advice by 'putting the wiggly bit in the jaggy bit'

Engineering: 1d20 + 12 ⇒ (13) + 12 = 25

"Thanks Gazigaz you were right. Look at the goodies in here."

See Spoiler


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 claps excitedly when Quonx reveals the goodies in the locked drawer. "Oooh! That lets you see in the dark, right?" He points at the infrared attachment.

No claims on any of that stuff for my character, but I'm betting the warrior types could use one or both of them!


Pregenerated character (retired)

"Ooh, nice one, Quonx!" Nako looks over the sweet sweet loot. "Oh heck! See-in-the-dark sensors! Man, I've always wanted a pair of those!"

Would anyone mind if I sniped that infrared sensors armor upgrade, since I'm typically first in marching order? That fusion seal would probably go best on Quonx's rifle, I think.


"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.

Go for it Nako, you've definitely been our star damage dealer and vanguard.

Gazigaz preens at the praise over his 'good' advice. "I never knew I was such a good lockbreaker! Must have been the hours spent watching CSI Absalom Station!" He nods as the loot is distributed. "Good stuff there! Nice! Oooh, a blasting seal? Fancy!"

Once everything is set, he steps out of the room and towards the engineering bay.


Absalom Initiation

Moving to the Engineering room, this sparse chamber has functional steel walls that are slightly scratched and dented. A large airlock door leads starboard. A display panel next to the door flashes red; it's clear after some fiddling that you will be unable to make any headway here with the AI in control.

The main options are exhausted, so moving on...

With the directions you were previous given, you are able to find the secret hatch storing the ship's core access, and open it.The ship’s power core hums pleasantly in the center of this wide room. To the port and starboard, banks of conduits and wires line the walls. The tang of ozone fills the air and the lighting overhead makes shadows dance across the floor.

Inside the room is a robot in the livery of the shuttle line. When it notices your approach it emits a burst of static and looks like it will turn hostile if you don't depart... on the other hand, the only apparent way to deactive the AI is through it.

You can make an Engineering to find out more about the robot. You can also leave or prepare if you want before the fight


"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.

"This is the core? Where all of the ship gets its warmth. This is the place we bring balance back. UH that robot looks mad."


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

Looks like something that needs to be fixed.

Engineering: 1d20 + 12 ⇒ (6) + 12 = 18


"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 balls his fists, dropping into a poor facsimile of a boxer's stance. "Alright you robo-menace. Who's it gonna be? Us. Or you?" In his remaining free hands, he holds a static arc pistol and a pair of healing serums, while his last hand strokes his beard.

While he tries to draw the robot's attention, he whispers "Alright Quonx, what's the plan? Back up, or full impulse straight at her?"


Absalom Initiation

Quonx knows that it is a Patrol Class Security Robot, but not much more than that.

Moving to combat tonight unless anyone says otherwise


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 starts looking for loose objects to start flinging at the robot if it proves hostile...


Absalom Initiation

Initiative:

Dakoyo 1: 1d20 + 1 ⇒ (18) + 1 = 19
Dakoyo 2: 1d20 + 1 ⇒ (20) + 1 = 21
Gazigaz : 1d20 + 2 ⇒ (15) + 2 = 17
Nako: 1d20 + 5 ⇒ (9) + 5 = 14
Quonx 2: 1d20 + 2 ⇒ (8) + 2 = 10
X: 1d20 + 5 ⇒ (10) + 5 = 15

When it's clear that you aren't going to leave, the robot gives a rumble. "Non-Guests are not permitted." It's clear it's gearing up to attack!

Next up: Dakoyo, Dakoyo 2, Gazigas!


"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.

"No, you being bad to guests is not permitted, you hunk of junk!" Gazigaz rolls into a safe position in the room and calls the creature out! "Get it, skitterteam!"

Get 'em for +1 to hit


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 moves into the room then uses his mind to pick up a wrench and hurls it at the robot!

Telekinetic Ranged Attack: 1d20 + 3 ⇒ (8) + 3 = 11 vs KAC
Telekinetic Damage: 1d6 ⇒ 2 bludgeoning (to both robot and object)


"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.

"Shame these robots can't think. No reason to give them a blast of wondrous thoughts." he says following the actions of the other Dakoyo.

Telekinetic Ranged Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Telekinetic Damage: 1d6 ⇒ 1


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 fix you but first I need to break you"
Quonx Too takes a shot.

Azimuth laser rifle attack: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage F: 1d8 ⇒ 8


Absalom Initiation

The robot takes a minor amount of damage from Dakoyo's attack, but his twin misses wide. Making a whirring noise, it moves forward slightly, and releases an arc of electricity with a loud Zaaaap!

damage: 1d8 ⇒ 1
R: 1d4 ⇒ 1

Everyone except Quonx takes a single point of damage!

Quonx's return shot hits hard, fire scorching some plating.

Next up: Everyone except Quonx!


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 continues to hurl the heavy tool around, trying to smack the robot upside its little metallic head!

Telekinetic Ranged Attack: 1d20 + 3 ⇒ (3) + 3 = 6 vs KAC
Telekinetic Damage: 1d6 ⇒ 4 bludgeoning (to both robot and object)


"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.

"*Bzzzrt* Yeeaaagh! It doesn't like us attacking it...I don't like being shocked." yells Dakoyo as he reflexive throws another object with his mind.

Telekinetic Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 ⇒ 6


"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 jumps two feet in the air as his beard gets singed. "Ack! Come on skitterteam, don't let Big Nako down! And don't let my beard get burnt either!"

"Go, go go!" (Get 'em for +1 to hit vs. the robot.)

Arc Pistol: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Arc Pistol damage (E): 1d6 ⇒ 3


Absalom Initiation

Botting Nako to keep things going :)
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Nako and Gaz both score hits on the robot!

Attack Nako: 1d20 + 5 ⇒ (12) + 5 = 17
Attack Nako: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 7 ⇒ (4) + 7 = 11

The robot returns the favor by slamming into Nako twice! The slippery Skittermander dodges one blow, but takes another right in the collarbone!

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

Azimuth laser rifle attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage F: 1d8 ⇒ 6

"Don't do too much damage, so I can fix it


"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.

"No no no! Hold on Nako! We need you to swing and hit that thing with your super skills! I believe in you!" (Inspiring Boost for Nako, healing 8 SP)

Gazigaz hops from foot to foot, excitedly cheering the group on. He waggles his mirror in the air as a beacon to the team. "And everyone else, keep it up. This thing might be tough, but I know we can take it out!" Get em for +1 to hit vs. robot.


Pregenerated character (retired)

"Ow, that smarts! You've asked for it, ya bucket of bolts! Bear witness to my SUPER SKILLZ!!" Recharged by Gazigaz's inspiration, Nako lays into their foe with fiery gusto.

Full Attack vs. Robot (EAC) w/ Flame Doshko (+ Get 'Em): 1d20 + 7 - 4 + 1 ⇒ (18) + 7 - 4 + 1 = 22
Flame Doshko Damage (F): 1d8 + 4 ⇒ (2) + 4 = 6

Full Attack vs. Robot (EAC) w/ Flame Doshko (+ Get 'Em): 1d20 + 7 - 4 + 1 ⇒ (11) + 7 - 4 + 1 = 15
Flame Doshko Damage (F): 1d8 + 4 ⇒ (5) + 4 = 9


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.

The skittermander continues to hurl the object around with his mind, though still to no avail as the improvised weapon sails erratically across the room!

Telekinetic Ranged Attack: 1d20 + 3 ⇒ (7) + 3 = 10 vs KAC
Telekinetic Damage: 1d6 ⇒ 4 bludgeoning (to both robot and object)

Man, I'm glad I'm getting good rolls in some of my adventures, definitely NOT this one, though!


Absalom Initiation

You've made several mighty hits on the robot (and some pathetic misses) but the robot lives(?) on! It continues swinging at Nako!
Attack Nako: 1d20 + 5 ⇒ (8) + 5 = 13
Attack Nako: 1d20 + 5 ⇒ (5) + 5 = 10

Both blows miss, however!

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 moves up
"I just needed closer."

Azimuth laser rifle attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage F: 1d8 ⇒ 6


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 jumps up and down excitedly, clapping four pairs of hands as his telekenetically-controlled object finally finds its mark!

Telekinetic Ranged Attack: 1d20 + 4 ⇒ (15) + 4 = 19 vs KAC
Presuming +1 for Get 'Em is still in effect
Telekinetic Damage: 1d6 ⇒ 3 bludgeoning (to both robot and object)

Or at least comes close, not sure what penalties are in play here, nor what it's KAC is...


Pregenerated character (retired)

"HAHAHAHA! You can't best me, robo-butt!" Nako continues to tear away at the bot in a feverish attempt to dismantle it completely.

Full Attack vs. Robot (EAC) w/ Flame Doshko (+ Get 'Em): 1d20 + 7 - 4 + 1 ⇒ (10) + 7 - 4 + 1 = 14
Flame Doshko Damage (F): 1d8 + 4 ⇒ (6) + 4 = 10

Full Attack vs. Robot (EAC) w/ Flame Doshko (+ Get 'Em): 1d20 + 7 - 4 + 1 ⇒ (15) + 7 - 4 + 1 = 19
Flame Doshko Damage (F): 1d8 + 4 ⇒ (2) + 4 = 6


"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 shines some light in the robot's sensors with his mirror to distract it, then fires away with his arc pistol. "Finish it off!" (Get 'em on the robot)

Arc Pistol: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Arc Pistol damage (E): 1d6 ⇒ 1


Absalom Initiation

And with a broken Whiiiiier the robot goes down! It looks like nanites were just about to repair the robot, but the reaper got to it first.

Looking about the room, You realize that while it is possible to cut M2 off from a few systems here in engineering, the AI would still be active and could regain control of the ship a few moments later. To fully shut down the rogue artificial intelligence, someone needs to dismantle certain parts of M2’s computer core, which is most likely located somewhere within the ship’s framework.

You find a datapad on a slain crew member’s body communicates this same information, but also includes the fact that M2 has a decentralized core, split into several nodes distributed across the ship. Shutting down three of these nodes will completely destroy the AI.

[spoiler= DC 15 Perception check]You notice a partially hidden hatch in the floor that leads to a series of ducts that run all through the ship.


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 a look around
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

"Let me try and shut down what I can from here"
Computers: 1d20 + 9 ⇒ (13) + 9 = 22


"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.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

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Community / Forums / Online Campaigns / Play-by-Post / GM Wolfspirit's Skitter-Shot Gameplay All Messageboards

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Were you unable to participate in Free RPG Day? Are you interested in unique rewards? If so, here's your chance!

I'll be running this adorable adventure for the PbP Gameday VII. Pregen characters are required and can be found here

For this, I'll be choosing 6 players out of the first 12 to respond. Once those players are locked in, I'll send out an interest verification August 6th, a week before the Game Day begins. At a minimum I'll be taking 4.


Please put me in the drawing! Very excited to play this one after my Free RPG day plans fell through.


You know what, typically I'm not too pleased to run anything Pre-gen but I think it'll be interesting. I've not done it before for rewards.


I will try any of the pregens, but I like QUONX


I'm interested. Haven't got the chance yet. Would like to try Nako or Dakoyo.


I keep hearing lots of chatter about this one, but no idea what it's about. Sounds intriguing though, so count me in on the lottery, please!


You can find the Skittermander pregens already formatted to BB Code by the amazing Elianna here in the PBP GM Kit.

BTW, GM, the game is now available to be selected in the PBP Gameday 7 dropdown listing.

Hmm


I would love to get a chance to play Skittershot! Throw me in that lottery.


GM Hmm wrote:

You can find the Skittermander pregens already formatted to BB Code by the amazing Elianna here in the PBP GM Kit.

BTW, GM, the game is now available to be selected in the PBP Gameday 7 dropdown listing.

Hmm

Thanks :) I'd already signed up with the appropriate selection (I think?) but the pregens are certainly useful.

Dataphiles

Sign me up for a chance, too!


I'll gladly pkay if there's spots left.


I'm not sure how Skitter Shot works, but I'm definitely interested!

The Exchange

Pathfinder LO Special Edition, PF Special Edition Subscriber

Count me in to the possible choices.

Liberty's Edge

I am new to play by post but I would love the chance to play.


To all those who don't get in, I'll take the leftovers since I'm running the same game. Oh and don't count me as one of the first 12 responding, I'm signed up with GM Paladin.
my game


If there are any spots remaining I would like to put my name in.


I'm closing Recruitment for now. Can the following confirm your interest in the Discussion Tab?

Cellion
Vitaliano da Riva
Buckshot Bob
Kuey
Agent Eclipse
Stiehle

If anyone needs to drop I'll pull from players that didn't get picked for this or DoubleGold's table.

Thanks everyone!

Community / Forums / Online Campaigns / Recruitment / PbP Gameday VII GM Wolfspirit's Skitter Shot! [SFS] All Messageboards

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