Jimbles' Dead Suns

Game Master Jimbles the Mediocre

Location: Ukulam, Castrovel
Handouts: Moriko's Legacy | Temple of the Twelve


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Dead Suns: Moriko's Legacy | Temple of the Twelve
Diedre wrote:
"I wonder if I should find something else to wear. Oooo ... maybe they have a recommended style guide."

Diedre finds that the Fusion Queen doesn't have its own net site, per se, but it is very hip within trendy circles. The Fusion Queen is popular for its custom drinks, loud music, and 24/7 party atmosphere.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj starts doing computer searches for information on the Hardscrabble Collective, looking for an office, a list of officers, plus any recent news about their activities that we haven't already noted. Will take the option to take 10 on the computer roll (result = 16) and take 20 on the searches (result = 26 + bonus, if applicable).

Then he starts mapping out the locations, noting how to get there quickly, and browses the area to familiarize himself with the general nature of the neighborhood. He takes a snap of the picture of Duravor and Astra and the various selfies. He puts the pictures in a folder he can quickly access while questioning people, to show who he is asking about.

He marks the location of the places visited by Aureum, like the Thundercrack. For good measure, he marks where the Acreon is located, as well.

Finally, as he finishes up his breakfast and orders a few fruit pastries and a sandwich for food on the move, he browses for locations of the Astral Extractions offices in the areas he will be visiting.

When Diedre talks about fashion, he asks, "I've got some formal wear in my bag. It's a Ryphorian version of a tuxedo. Let me know if you think zat would be acceptable at zis nightclub or would I be overdressed? I did not hang with people who might be considered 'hip' back on Triaxus, so I might need some fashion advice."


Game Abandoned

"A tuxedo?" Diedre says looking thoughtful. "If you had the rep, you could rock a tux at a club like this. Without that, I think you would just look like a rich boy slumming."

She looks over Maraj with a critical eye. "I could come up with something for you." She winks. "If you trust me."

Diedre looks at Aureum.

"How about us ladies go shopping?"

~~~

assuming Aureum is amenable ...

"So, we haven't really had a chance to chat," Diedre says as they peruse one of the lesser trendy shops. "So spill; what makes Aureum, Aureum?"

~~~

For Miraj, Diedre returns with a pair of loose black cargo pants that have a pair of glossy white chains that run down the right leg. The shirt is a dual pattern. The left side is a white cotton material with a long sleeve, while the right is a black see-through mesh with silica throughout the material so that is shimmers in the light. For the final piece, she hands him a white chain necklace.

"That should fit," she says with a wink. "I'm pretty good with sizes."

Diedre has changed into hugging faux-leather pants with a gold zipper that runs from the center of the waist in front, down to the crotch and back up the rear to the center of the waist in back. Her sneakers have been replaced with black high-heels and her top is skin-tight with full sleeves and no other adornment. However, it changes color according to the ambient sounds.

down 20 cr for clothes


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

As Miraj is concluding his preparation for a few hours of information gathering, he decides to make another attempt to cultivate a contact on the local police force. He checks for a reply to his earlier message to Officer Steppath.

If he received a reply, ignore the following.

If no reply, he does the following:

Message 2 to Officer Steppath:
"Officer Seppeth,
"While I have yet to hear back from you about my earlier message, I still want to help. The group you escorted from the crime scene at the entry terminal has been investigating the players in the incident. We have determined that Duravor Kreel may have been the target of the Downside Kings and the Level 21 Crew may have been trying to stop them. We have word on the street that the Level 21s were hired by the Hardscrabble Collective because Astral Extractions hired the Downside Kings to harrass the collective. That makes this incident quite possibly some extrajudicial attempts to resolve the conflicting claims of the Collective and AE over the salvage rights to the mining ship, the Acreon, and the asteroid it had in tow.

"We don't yet know how Kreel intersects between these two interests, however, we know he was active with the miners and he blamed AE for the death of his cousin, Astra Kreel.

"We are pursuing more leads today. One thing that could help us greatly--knowing the contents of Duravar Kreel's possessions. If they aren't needed for your investigation, could you please let the Starfinders know where they can be collected. If you need to hold onto them, can you perhaps see clear to give us a list of what is in your possession?

"As I said before, if there is anything I or we can do to help your investigation, let us know.

"Sincerely, Miraj Pavana, Starfinder Recruit."


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened
Diedre Lhashi wrote:

"A tuxedo?" Diedre says looking thoughtful. "If you had the rep, you could rock a tux at a club like this. Without that, I think you would just look like a rich boy slumming."

She looks over Maraj with a critical eye. "I could come up with something for you." She winks. "If you trust me."

Miraj meets her gaze, holding it long enough to read her motives. His Take 10 for Sense Motive is 18. He nods and reaches in his pocket and pulls out a 25 credit chit and lays it on the table. "Nothing that calls too much attention my way. The point is to minimize attention on me. Include a hat to cover my ears."

Diedre Lhashi wrote:

For Miraj, Diedre returns with a pair of loose black cargo pants that have a pair of glossy white chains that run down the right leg. The shirt is a dual pattern. The left side is a white cotton material with a long sleeve, while the right is a black see-through mesh with silica throughout the material so that is shimmers in the light. For the final piece, she hands him a white chain necklace.

"That should fit," she says with a wink. "I'm pretty good with sizes."

Diedre has changed into hugging faux-leather pants with a gold zipper that runs from the center of the waist in front, down to the crotch and back up the rear to the center of the waist in back. Her sneakers have been replaced with black high-heels and her top is skin-tight with full sleeves and no other adornment. However, it changes color according to the ambient sounds.

down 20 cr for clothes

If you could include something to cover his head, that would help. Will respond in character later when these are delivered.


Game Abandoned

"Ah, but clubbing is all about drawing attention to one's self. That's how you blend in. Anything else looks out of place," Diedre says with a raised finger.

~~~
after the shopping trip ...

As if revealing the cherry for the top of the sundae, Diedre produces a bowler style hat in bright crimson. She places it on Miraj's head and the fit is almost perfect.

"See, I know sizes," she says with a grin.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Miraj wrote:
Miraj starts doing computer searches for information on the Hardscrabble Collective, looking for an office, a list of officers, plus any recent news about their activities that we haven't already noted.

Miraj finds that the Hardscrabble Collective has no sort of office on the Station - instead, they're represented by a small employment agency located in the arms on the "north" side. Instead of a permanent base of operations on the Station, the Collective uses the Armada (the ac-hoc fleet of ships orbiting Absalom) as a sort of central gathering place while the member ships pursue mining operations. These expeditions are typically to the scattered asteroids and planetoids of the Diaspora, so the contract the Acreon received from Astral Extractions to scout for new prospects in the Vast represented a fairly significant windfall.

Since the contested reappearance of the Acreon, it seems that the Hardscrabble Collective has been (publicly, at least) completely silent.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9
Diedre Lhashi wrote:


assuming Aureum is amenable ...

"So, we haven't really had a chance to chat," Diedre says as they peruse one of the lesser trendy shops. "So spill; what makes Aureum, Aureum?"

Aureum accompanies Diedre on her shopping trip, looking surprisingly at ease as they browse the different stores.

"Well, I was a researcher in Qabarat until several years ago," she begins. "My ongoing studies of alien ruins were well-recieved, but cut short when I had to leave Castrovel suddenly."

She shrugs, running her fingers over the material of a shirt. "I'm a freelancer now, I suppose; no shortage of work for an archaeologist, especially one in the line of," she pauses meaningfully, "procuring artifacts."

The tall lashunta holds a shiny black dress to herself, as if measuring how it would fit, and looks down at Diedre. "What do you think?"


Game Abandoned
Aureum wrote:
She shrugs, running her fingers over the material of a shirt. "I'm a freelancer now, I suppose; no shortage of work for an archaeologist, especially one in the line of," she pauses meaningfully, "procuring artifacts."

Diedre raises an eyebrow.

"Ah ... hunh," she says with a smile.

Aureum wrote:
The tall lashunta holds a shiny black dress to herself, as if measuring how it would fit, and looks down at Diedre. "What do you think?"

"Um ... that's fine ... for a PTA meeting. For a night of clubbing ... " Diedre says tipping her hand back and forth.

She moves to a different rack and begins flipping through tops.

"How about something like this?"

She holds up a small black cropped tee shirt with tiny fluorescent pink lines across it. She tosses the shirt to Aureum.

"That would go well with these ... and these," she continues, digging up black leggings and a bright pink skirt that's all of 25 centimeters long.

"Shoes, we need shoes," she mutters to herself.

"So, freelancing, huh? That's kind of where I'm at myself. Can't say I'm a fan. I preferred the stability of a corp contract. But, hey, what can you do?"

She shrugs.

"I'm from Castrovel as well. Cordana to be specific. Where are you from?"

She moves to look through the large selection of shoes.

"Hey what size shoe do you ... ? Nevermind, I bet these will fit."

She holds up a pair of heavy-soled boots. They look like boots that a construction worker or other manual laborer would wear. However, they also happen to be bright pink as well.

"See? You just have to know where to look," she says triumphantly.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

"Born and raised in Qabarat. My parents were scientists at the university there." Aureum eyes the clothes skeptically. "I'm not sure it's quite, uh, me?"

She produces a skin-tight black bodysuit with a deep v-neck. After a moment of searching, she finds a semi-transparent holographic jacket to wear over it, and high-heels of the same iridescent material. "Will this do?"


Dead Suns: Moriko's Legacy | Temple of the Twelve

It looks like your preparations to visit the Fusion Queen are wrapping up, so we'll move this party forward unless anyone has any objections or would like to attempt anything else before going.

What time of day are you going? Who's going and who's not? If you're attempting to disguise yourself or smuggle anything into the club, let me know and I'll roll your attempt behind the screen.


Game Abandoned

"Qabarat? I haven't been there. My mom's a singer." Diedre replies as she flips through more clothes.

"Hunting down artifacts sounds dirty and dangerous. What do you do for fun?"

She holds up a plain long-sleeved top in a silver material.

"There we go! It's a little retro, but I think it'll work just find."

She looks over at the outfit Aureum is putting together.

"That looks good. It needs a matching belt, though."

~~~~

As soon as Diedre's finished shopping, she's itching to go. She'll have her laser pistol strapped to the back of her belt. It's not concealed, however.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

If it's not too late, can Miraj get in a quick gather information diplomacy roll to learn something about Duravor Kreel?

Not getting any good leads on investigating the Hardscrabble Collective, Miraj journeys over to the ship where Aureum located Kreel's berth. His approach is to show Kreel's picture and start by asking for stories of how Kreel contributed positively to the miner's work and community, in order to put together an obituary and a memorial address to be given at his funeral.

As he receives stories, he'll try to follow up to find out Kreel's recent activities for Hardscrabble and/or connection to the Acreon.

Detective as gather information, Circumstance Bonus: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Since Jehir wants to be recognized by the Downside Kings as the 'crazy four-armed guy with the spear,' he's not going to try to change his look. Besides, he doesn't want to give up his armor.

Jehir takes the time to get cleaned up and to mend any damage to his clothing before he meets up with the others.

"Lookin' good, folks. Anything we need to pick up before we get there?"


Dead Suns: Moriko's Legacy | Temple of the Twelve
Miraj wrote:

Not getting any good leads on investigating the Hardscrabble Collective, Miraj journeys over to the ship where Aureum located Kreel's berth. His approach is to show Kreel's picture and start by asking for stories of how Kreel contributed positively to the miner's work and community, in order to put together an obituary and a memorial address to be given at his funeral.

As he receives stories, he'll try to follow up to find out Kreel's recent activities for Hardscrabble and/or connection to the Acreon.

Miraj is able to find several people willing to speak about Kreel's life and interests, and while he doesn't uncover anything revalationary, the detective is able to paint a more complete picture of Kreel, the Collective, and their place in the Pact Worlds.

Investigation Summary:
Questions: Was Duravor Kreel or the prospective Starfinders specifically targeted in the gang shoot-out in Docking Bay 94? If so, why?

Collected Information:

Duravor Kreel wrote:

Duravor Kreel was a midranking member of the Starfinder Society. Most of his work focused on mineral prospecting, but he also took an interest in mentoring new and prospective members of the Society.

Kreel was a native of the Diaspora, the diffuse asteroid belt between Verces and Eox, and was known to have ties to dwarves and other mining groups in the region. An outspoken champion of miners’ rights, Kreel was active in challenging large corporate interests that exploited individual miners and laborers, including Astral Extractions.

Kreel had personally invested money in the Hardscrabble Collective. In addition, one of his cousins was a member of the group, but she died in a mining accident — likely the result of safety violations perpetrated by her contract employer, Astral Extractions.

+6 circumstance bonus to Culture, Diplomacy, or Profession (detective) checks to gather information on Duravor Kreel.

The Downside Kings wrote:

The Downside Kings are a brutal street gang that controls several decks of Absalom Station’s lower levels, or “Downside,” through a combination of intimidation and violence. They are known to engage in a wide variety of illegal activities, from extortion, fraud, robbery, smuggling, and theft, to drug and arms trafficking, kidnapping, murder-for-hire, and trafficking in sentient species.

Turnover among the Downside Kings’ leadership is high, but the gang’s current boss is a barbarous human woman named Ferani Nadaz.

Astral Extractions has recruited the Downside Kings to threaten the Hardscrabble Collective.

The Downside Kings are known to use a nightclub called Fusion Queen as a front for their illegal activities.

+6 circumstance bonus to Diplomacy, Intimidate, or Profession (detective) checks to gather information on the Downside Kings.

The Level 21 Crew wrote:

The Level 21 Crew are a street gang that claims (unsurprisingly) Level 21 of Absalom Station’s seedy lower decks as its territory. Their known criminal endeavors include theft, fencing stolen goods, gambling, prostitution, racketeering, and smuggling.

The Level 21 Crew may be a criminal gang, but they have a reputation in their territory (and neighboring levels) for promoting community empowerment, and many neighborhood residents tolerate or tacitly endorse their activities. The gang has also been known to hire itself out to defend marginalized and threatened groups or factions. Someone called Jabaxa currently leads the Level 21 Crew.

Fearing retribution from powerful corporate interests, the Hardscrabble Collective has recently hired the Level 21 Crew for protection.

+6 circumstance bonus to Diplomacy, Intimidate, or Profession (detective) checks to gather information on the Level 21 Crew.

Astral Extractions wrote:
Astral Extractions is a powerful mining conglomerate with business ties throughout the Pact Worlds. Most of the company’s operations are centered in the Diaspora and the rocky moons of the outer planets, but it has also begun sending scout vessels into the Vast in search of new claims. The company recently hired one of the Hardscrabble Collective’s ships, the Acreon, for one of these exploratory missions.

+2 circumstance bonus to Culture, Diplomacy, or Profession (detective) checks to gather information on Astral Extractions.

The Hardscrabble Collective wrote:

The Hardscrabble Collective is a clan of stubborn asteroid miners that operates primarily among the scattered planetoids of the Diaspora. It has no offices or base of operations, but the clan members usually view the Armada — the ever-changing fleet of ships that orbit Absalom Station — as a central gathering place. Collective crews hire their ships out to a wide variety of business concerns, including Astral Extractions, which recently employed the Collective ship Acreon to scout for new mining prospects in the Vast.

While the Hardscrabble Collective calls itself a clan, it is more of a cooperative business enterprise, a coalition of dozens of ships’ crews who have banded together for mutual benefit and safety. While some of the Collective’s members are related, most of them are individuals from a dozen different races: humans, dwarves, androids, ysoki, and more. Nevertheless, the Hardscrabble Collective is as tightly knit as many families, and members fiercely look after one another’s welfare.

Following the arrival of the Acreon and Astral Extractions’ claim on the ship and the Drift Rock, the Hardscrabble Collective contracted with an Absalom Station street gang called the Level 21 Crew to protect its members and its interests on the station until the dispute can be resolved.

+4 circumstance bonus to Culture, Diplomacy, or Profession (detective) checks to gather information on the Hardscrabble Collective.


Dead Suns: Moriko's Legacy | Temple of the Twelve

12:36 Pact Standard Time. "The Spike", Absalom Station.

Far from the enormous grav-elevators that transport people and goods through the Spike, five prospective starfinders find themselves walking down a narrow, dank passageway. Deep within the Station, the local "day lights" are predominantly broken, vandalized, or otherwise malfunctioning, producing a permanent twilight that is only accentuated by poor airflow and occasional piles of refuse. Up ahead, lurid neon lights brighten the otherwise dingy space station corridor, advertising the main entrance to the Fusion Queen as thumping music creeps through the walls and down the walkway.

DC 15 Culture check:
The Fusion Queen's logo, a stylized crown, is an elaborate variant of the symbols used by the Downside Kings.

I've fast-forwarded a bit, so if anyone wants to recon any actions before getting to this point, feel free. Does anyone besides Diedre wish to attempt a Disguise or Sleight of Hand check before approaching the club? Does anyone not wish to approach the club? Last chance!


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

"If the rest of you wish not to be identified, perhaps you should enter separately from me. I am willing to go first, but if the rest of you wish to be in place when I arrive, you could precede me and meld into the crowd."


Game Abandoned

Culture: 1d20 + 6 ⇒ (1) + 6 = 7

Ok, then.

"We should go in first, bouncers almost never give girls like us any trouble," Diedre says with a wink. She grabs Aureum's hand and heads towards the door.

As she gets closer to the music, she hits a control on her comm unit and her top changes patterns. Now instead of varying solid colors in time to the music, it goes transparent and various geometric patterns begin appearing and moving around, also in time to the music.

When she reaches the entrance, she gives the bouncer a big smile and then unless prevented enters the club.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Earlier:
Back at the hotel, Aureum changes into the outfit she bought with Diedre, and takes a few steps around her room, adjusting to the feeling of walking in heels. The jacket she bought reaches mid-thigh, and she conceals her baton and pistol underneath.

Sleight of Hand: 1d20 + 9 ⇒ (19) + 9 = 28
To conceal weapons

Down 20 credits for clothes

Culture: 1d20 + 6 ⇒ (13) + 6 = 19

As they approach the club, Aureum's attention is drawn to the logo. "Look," she murmurs. "We're in the right place."

In heels, the lashunta towers over most of the party, and stands a foot-or-more taller than Diedre; she blushes at the half-elf's sudden grip on her hand, but hurries after the girl compliantly, following her down the corridor and unless prevented into the club.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj feels foolish in the hip clothing Diedre obtained for him, but he doesn't complain. He hides 'Alice' (his pistol) in a shoulder holster layered beneath his shirt. He'll also hide his ears and wear a pair of dark glasses to try to disguise himself from being recognized from the attack the day before.

If he can take 20, he will.
Sleight of Hand: 1d20 + 8 ⇒ (15) + 8 = 23

He'll also hide his tool kits in various pockets of his cargo pants. Take 10 on these, for result of 18.

Culture: 1d20 + 8 ⇒ (3) + 8 = 11
DC = 10 if it has to do with criminal underworld.

Disguise: 1d20 + 2 ⇒ (11) + 2 = 13

As discussed earlier, Miraj will hang back from the main group (with Entiren, if he wants). He keeps an eye on the main group from a slight distance, hoping to blend in and be ready to help if there is trouble.

Stealth: 1d20 + 3 ⇒ (14) + 3 = 17


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Not caring to dress up, Entiren is still dressed in the same outfit that the group had originally met him in. Gesturing for Jehir to follow the ladies in, he stays standing near to Miraj, while also trying to not be noticed.

Stealth: 1d20 + 1 ⇒ (19) + 1 = 20

Culture: 1d20 + 5 ⇒ (11) + 5 = 16


Dead Suns: Moriko's Legacy | Temple of the Twelve
Diedre wrote:
"We should go in first, bouncers almost never give girls like us any trouble," Diedre says with a wink. She grabs Aureum's hand and heads towards the door.

As Aureum and Diedre approach the Fusion Queen, they see three bouncers - two human males with gaudy augmentations and an apparently fully robotic creature with boisterous purple and black styling. There is a short line to enter the club, which trails in the opposite direction of the women's approach.

DC 10 Perception check:
Two of the bouncers were fighting for the Downside Kings at Docking Bay 94.

GM:
Bouncer's Perception check to recognize them: 1d20 ⇒ 8
Bouncer's Perception check to find Aureum's weapons: 1d20 + 4 ⇒ (7) + 4 = 11

Diedre wrote:
When she reaches the entrance, she gives the bouncer a big smile...

Diedre's Diplomacy Check: 1d20 + 7 ⇒ (9) + 7 = 16

The half-elf's smile is matched by one of the male bouncers, but before they can speak, the robotic bouncer steps between them.

"NO WEAPONS IN THE FUSION QUEEN. HOUSE RULE." They point to the laser pistol openly strapped to the back of Diedre's belt and brandish a heavy length of pipe right under her nose. "GET LOST, FLESHBAG."

Meanwhile, one of the other bouncers gives Aureum a rough and only slightly invasive pat-down, but doesn't seem to notice her concealed weapons, and gives her the go-ahead to enter the club.

From a distance, Jehir, Entiren, and Miraj can see that Diedre is having some sort of disagreement with the bouncers.


Game Abandoned

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

When Diedre sees who the bouncers are, she begins to sweat.

You're just fine, Didi. Guys like that aren't looking at your face anyway.

GM Jimbles wrote:
"NO WEAPONS IN THE FUSION QUEEN. HOUSE RULE." They point to the laser pistol openly strapped to the back of Diedre's belt and brandish a heavy length of pipe right under her nose. "GET LOST, FLESHBAG."

The half-elf takes a step back.

"Hey! No need to get personal. It's just a part of the look."

She leans around the robotic bouncer to look at the one that smiled back at her.

"Please?" she says in her best cookie-wheedling voice. "I just want to dance. It came with the outfit and I have to return the whole thing or I lose my deposit. I don't even know if works."

Bluff: 1d20 + 7 + 1d6 ⇒ (12) + 7 + (2) = 21


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Miraj nudges Entiren and indicates full stop. "Those two were at the shootout the other day. Look sharp," he whispers.

Miraj will look for a spot from which he can shoot with cover if it comes to that. His hand rests under his loose shirt, ready to reach for Alice.

The DC on perception to detect Miraj's sword cane is a weapon is 16.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Jehir casually approaches, still some distance away.

I'll be about 50' away for now and walking at a leisurely pace towards the door.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Diedre wrote:

She leans around the robotic bouncer to look at the one that smiled back at her.

"Please?" she says in her best cookie-wheedling voice. "I just want to dance. It came with the outfit and I have to return the whole thing or I lose my deposit. I don't even know if works."

GM:
K2's Sense Motive (+ circumstance): 1d20 + 4 ⇒ (3) + 4 = 7

Whims of Fate: 1d6 ⇒ 3

"Relaaaax, Twigs!" The friendly human bouncer comes up to Diedre, sliding his arm around her and jiggling the very real laser pistol. "It looks like a toy to me - just some o' that crazy fashion stuff. Go on hun, find your friend in there." With a leer, he taps Diedre's backside and sends her through the automatic double-doors.

Aureum & Diedre - Inside the Fusion Queen:
The dimly lit interior of the nightclub is filled with the press of sweaty bodies, a haze of narcotic smoke, and the pounding beat and ululating vocals of bakarang music blaring from the main stage in the northeast corner of the room. A sinuous bar winds around the northwest corner, offering a variety of drinks and drugs for purchase. Booths line the south wall of the club, facing the main stage in the northeast corner and the crowded dance floor beneath it. Gyrating dancers stand atop four smaller stages scattered around the club: one behind the bar, one in the center of the room, and two flanking the main stage. Wide double doors marked “Staff Only” exit the room to the west.

Jehir wrote:
Jehir casually approaches, still some distance away.
Miraj wrote:
Miraj will look for a spot from which he can shoot with cover if it comes to that. His hand rests under his loose shirt, ready to reach for Alice.

Jehir is about 50' east of the entrance to the Fusion Queen; Miraj and Entiren are about 100' east of the entrance, casually standing behind the closest available cover.


Game Abandoned

Diedre claps her hands.

"Oh, thanks bunches! I'll have to remember you," she says, her tone dripping with meaning.

Once inside, Diedre quickly locates Aureum.

"Stupid robot," she says in disgust.

She grabs the lashunta's hand. "Let's dance!" She pulls her companion along to join her in the middle of the crowd.

As she dances, she leans in close.

"We should spend a few minutes here!" she yells over the music. "Once we've set our image as just a couple of party girls, then we can see what we can see!


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Whispering, Miraj says to Entiren, "Ve have a decision to make. If everyone else gets in, ve can either stay outside where ve are useless, or try to get in und risk being recognized. I think I could possibly bluff my way past, but you look zee same as you did yesterday und you do sort of stand out. Haven't seen a lot of your kind around zee station, so how do you want to approach this? I might be able to create a distraction and you could perhaps slip inside. Or ve could just go up and see if they decide to give us trouble. Maybe ve can convince them ve were just acting in self defense und see if they can be bribed or cajoled into letting bygones be bygones."

Then he thinks a bit. "On zee other hand, perhaps we can find another way in."

Perception, has low light vision: 1d20 + 8 ⇒ (7) + 8 = 15
Looking for back-alley service entrance.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Aureum breathes a sigh of relief when she sees Diedre make it inside alright.

"I'm not really... I'm not great at... dancing," she protests as the shorter woman leads her into the crowd, to no avail.

She tries to keep it simple, swaying in time to the music behind the half-elf, but it takes a minute or two for her to relax into it; and watching Diedre undulate in front of her does nothing to help her nerves.

This poor woman probably looks like this right about now


Game Abandoned

It takes a few moments before Diedre gets into the rhythm of the music. Once she really starts feeling it, she turns back to face Aureum. She notes that the woman is obviously uncomfortable on the dance floor.

"Oh come on," she calls out. "Aren't all you Damaya supposed to be wired for sex appeal? That's gotta include dancing."

She moves in closer, her motions becoming more suggestive.

"No holding out now. Show me whatcha got."

Yes, she's being mean. Feel free to relay that to her however you wish. :)


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

"Maybe that's why they kicked me out," she mutters, but to her credit, the tall woman does try to loosen up, doing her best to copy Diedre - until she moves into more suggestive territory.

"I - I need a drink," Aureum says abruptly, and hotfoots it to the bar. She orders two shots and takes them quickly, one after the other.

With a determined look on her face, she returns to the dancefloor, this time with significantly more confidence; she lets her hair down and, although she isn't nearly as graceful as the half-elf, joins Diedre in her provcative dancing.


Game Abandoned

Diedre continues dancing, but watches thoughtfully as Aureum takes a moment for some liquid courage.

Did I say something ... ?

She rolls her eyes at herself.

Jeez, Didi. You all but criticized her for not acting slutty enough.

Once Aureum returns, Diedre's happy to help her relax to the pounding beat, but after a few minutes, she takes her hand and pulls her off to the side. She positions the pair so they can still see the door, but are out of the way of the jostling crowd.

she shouts to be heard over the music. "I'm sorry, I didn't mean to imply that Lashunta were ... well, that you were ... Listen, don't let some has-been cyber-flesh jockey tell you ... you be you and don't let anyone tell you different. Ok?"

So much for well thought out articulation. Jeez, Didi, you're supposed to be good at this.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Aureum squeezes her hand appreciatively, acknowledging that she gets the point.

"Thanks. It's just a little overwhelming," she gesticulates to the close-packed dancers, the crowded booths, the hazy air and flashing lights. "I'll be alright. It's been a while, but it's not my first time. I mean, uh -" she scrambles for words. "At a club," she adds, looking flustered.


Game Abandoned

Diedre raises an eyebrow at her companion.

"Just do what you feel," she says with a smile.

"Now if you'd just keep an eye on the door for a moment," the half-elf says as she maneuvers the taller woman between her and the majority of the crowd. "I need to check something."

She pulls her pistol and checks it over.

"I hate it when people touch the goods without asking," she mutters.

verifying that the pistol hasn't been tampered with and the power cell is still installed

Having assured herself that the weapon is still in working condition, she re-holsters it and then pulls up her comm unit.

"Are you guys coming in or are we ladies supposed to do all the work?"


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

After he sees the ladies make their way into the club without a fuss, he gives Miraj and Entiren a look. Provided they aren't giving him a signal to hold back he calmly makes his way to the door. As he approaches, ee activates the camera in his comm unit to record video with sound, and then leaves it in hands free mode (so as to record sound).

Figuring the comm will have a record video feature just like a cell phone. Quality doesn't have to be great - all I need is the voices.

Of the three doormen, he recognizes two. He looks at one for a moment, then the other.

"Remember me?" he asks calmly.

Right now just looking for the initial reaction and we'll go from there.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

While discussing strategy with Entiren, Miraj gets out his camera from his detective kit and as Jehir approaches and absorbs their full attention, he will take pictures of the three, using some zoom to improve the level of detail, hoping to spot whatever weapons they are carrying and have evidence for determining their identities. He does this from cover of an abandoned maintenance vehicle gathering graffiti and rust.

Stealth: 1d20 + 3 ⇒ (11) + 3 = 14

CRB p. 398 wrote:
Thanks to twisting side streets and vehicles that can provide cover, it’s usually easy for a creature to use Stealth to hide in a settlement. In addition, settlements are often noisy, making Perception checks that rely on sound more difficult; this increases the DC of any such checks by 2 per 10 feet.

Profession (Detective), photography: 1d20 + 6 ⇒ (5) + 6 = 11

The light is not good, but he snaps what pictures he can, hoping they might provide some help to the investigation into the shooting.

What weapons can Miraj see on the three at the door?
Take 10 on perception, for a result of 18.


Game Abandoned

Actually, as counterintuitive as it seems, going by RAW, comm units do not come stock with a camera. It certainly engendered a WTF? response from me. Deidre paid extra for hers because there was no way she wouldn't be taking selfies.

"So, wait a minute," Diedre says as she puts away her comm unit and looks up at Aureum. "Did you say they kicked you out? How do they even do that? I mean what did you ... ? Are you wanted or something?"

She waves her hand.

"Sorry, that's a little personal - no need to answer. None of my business."


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

I have assumed that the cost of a camera (5 cr) was included in a professional detective kit, which cost 20 cr. I envision the kit to have a camera, video and audio recorder, plus miscellaneous things like fingerprint kit, portable microscope, and such for examining and analyzing clues. I expect many of those things could be incorporated into a comm unit via apps and such.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Jehir wrote:
"Remember me?" he asks calmly.

The two guards glance at Jehir for a moment, and then the human's eyes go wide. With a choked expletive, he reaches for his weapon, the other two not far behind him.

Miraj wrote:
While discussing strategy with Entiren, Miraj gets out his camera from his detective kit and as Jehir approaches and absorbs their full attention, he will take pictures of the three, using some zoom to improve the level of detail, hoping to spot whatever weapons they are carrying and have evidence for determining their identities.

Entiren's Perception check: 1d20 + 7 ⇒ (8) + 7 = 15

Miraj's Perception check: 1d20 + 8 ⇒ (20) + 8 = 28

Miraj is able to snap a few photos from his hiding spot (using the tools in his detective kit), but before he can really capture the moment, he sees all three bouncers reach for their firearms. It appears that each thug is equipped with a basic laser pistol and some sort of club.

Initiative Checks:
Entiren's Initiative check: 1d20 + 1 ⇒ (4) + 1 = 5
Jehir's Initiative check: 1d20 + 1 ⇒ (8) + 1 = 9
Miraj's Initiative check: 1d20 + 3 ⇒ (18) + 3 = 21

Downside Kings' (Bouncers) Initiative check: 1d20 + 4 ⇒ (4) + 4 = 8

Round 1:
Block 1: Jehir, Miraj (cover)
Block 2: Downside Kings (Bouncers) (K1, K2, K3)
Block 3: Entiren (partial cover)

Jehir and Miraj, you're up! You certainly provoked a response, that's for sure. The tactical map is here, as well as in the campaign header (as always). PC tokens are ringed in blue, Downside Kings in purple, and bystanders in orange.

Aureum and Diedre, you two are completely oblivious to the impending fight, as the club is noisy, crowded, and dim. Unless the fight spills into the Fusion Queen, you won't have an opportunity to notice the battle.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Hmmm... didn't expect that. Maybe they knew we were connected to Duravor?

Jehir, seeing the doormen reach for their weapons, pulls out his, while stepping backwards.

"That's the welcome I get?" Jehir shouts. "You would think after taking out three of those Level 21 losers, you would at least buy me a drink! Easy now!"

Diplomacy (untrained): 1d20 + 1 ⇒ (9) + 1 = 10

Jehir watches the doormen carefully. If they make signs of standing down, so does Jehir. But if any of them actually make to shoot at Jehir...

Move 10' & draw weapons (moving also clears the line of fire for Miraj and Entiren) plus Standard Ready Action.

Ready Action: Retruning Spear: 1d20 + 4 ⇒ (19) + 4 = 23
Spear Damage +1 Photon: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Hmmm... I'm sure that will hit but the damage is a bit disappointing...


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj draws Alice and readies a shot but waits for signs of a fight.

Ready action, ranged attack if either Gang member attacks Jehir.

Attack roll and Damage, if needed:
Semi-auto pistol, vs. KAC, range penalty x 3: 1d20 + 3 - 6 ⇒ (20) + 3 - 6 = 17
Damage, P: 1d6 ⇒ 5
Crit. Damage, P: 1d6 ⇒ 5
Sense Motive, Trick attack: 1d20 + 12 ⇒ (8) + 12 = 20
Trick Attack damage: 1d4 ⇒ 3
Crit Trick Attack Damage: 1d4 ⇒ 2


Dead Suns: Moriko's Legacy | Temple of the Twelve

All three bouncers draw their pistols, but pause when Jehir speaks. There's a moment of hesitation in the air, but the robotic one declares, "WHAT ARE YOU DOING? SHOOT THE CRAZY GUY WITH THE SPEAR." All three point their weapons at Jehir.

Realizing he is in imminent danger, Jehir lets the spear fly, landing a glancing strike on the nearest ganger (K2), who grunts in pain as the spear slashes across the side of his chest before flying back towards the solarian's outstretched hands.

At the same moment, Jehir hears a sharp CRACK. Turning slightly, he sees the robotic bouncer (K3) standing there, aiming his laser pistol at Jehir but not moving. A small stream of sparks spurts from a neat hole punched directly between the optical sensors, and with a short burst of garbled static, they fall to the floor with a metallic crash. Nice shot, Miraj!

GM:
K1's Attack vs. Jehir w/ Laser Pistol: 1d20 + 6 ⇒ (8) + 6 = 14
Laser Pistol Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Hit vs. EAC 11.

K2's Attack vs. Jehir w/ Laser Pistol: 1d20 + 6 ⇒ (2) + 6 = 8
Miss vs. EAC 11.

The two remaining bouncers both take a shot at Jehir, not yet fully realizing their predicament. In the flurry, one of the shots lands, leaving a burn mark across his torso.

Jehir, you take 5 fire damage.

Round 1:
Block 3: Entiren (partial cover)

Round 2:
Block 1: Jehir (-5 HP), Miraj (cover)
Block 2: Downside Kings (Bouncers) (K1 | K2 -5 HP | K3)

Everybody's up! Except for the girls, who just wanna have fun.


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Surprised by the sudden combat, Entiren is somewhat slower to react than the others. He notices that they are at the maximum range of some of his spells, but decides that he should delay using them for now. Pulling out his laser rifle, he aims at the bouncer nearer to the door, not wanting them to get inside and bring out backup.

Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 ⇒ 6

Move Action: draw weapon; Standard Action: attack


Dead Suns: Moriko's Legacy | Temple of the Twelve

Entiren's shot strikes the bouncer (K1) squarely, the laser bolt burning through his clothing as he chokes out a yelp. The crowd by the door, initially slow to react, starts to flee from the sounds of combat.

Round 2:
Block 1: Jehir (-5 HP), Miraj (cover)
Block 2: Downside Kings (Bouncers) (K1 -6 HP | K2 -5 HP | K3) | Block 3: Entiren (partial cover)


Game Abandoned

Diedre checks her comm unit again for a replay from the rest of the group.

"Dang! Why do people carry these things and then ignore them when they'd be the most useful."

She looks again at the door.

"Oh well," she says with a shrug. "If they're going to ignore us then they can't complain that we get a little more dancing in."

The half-elf then proceeds to draw Aureum back into the throng of bodies moving to the thumping beat.

just killing time


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Jehir winces, and moves in to the bouncers, swinging past the first one and stepping in between them. He swings his Doshko at the man by the door.

Since these guys have pistols out they don't threaten AoOs, and if they fire from their current spot I can take an AoO against them. Probably would have gone here last round if I didn't think there was a chance of talking them down.

Doshko: 1d20 + 4 ⇒ (4) + 4 = 8 Meh... they can't all be winners.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj advances on the combat zone, holstering Alice in preparation to use his sword cane, not wanting risk hitting bystanders with gunfire.


Dead Suns: Moriko's Legacy | Temple of the Twelve

Jehir's doshko swings wide, striking sparks off the corridor wall but failing to find its target.

"It's a flippin' ambush! Go get backup!" As if to punctuate his words, the bouncer (K2) carefully steps a doshko-length from the four-armed fury (guarded step) and fires a shot. The bouncer backed up to the door (K1) uses Jehir's imbalance from his previous swing to duck inside, allowing the automatic doors to click shut behind him (withdraw).

GM:
K2's Attack vs. Jehir w/ Laser Pistol: 1d20 + 6 ⇒ (12) + 6 = 18
Laser Pistol Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Hit vs. EAC 11.

The sole shot fired at Jehir lands squarely, adding another burn mark to his armor.

Jehir, you take another 5 fire damage.

DC 20 Perception check (Aureum, Diedre):
One of the bouncers just ran into the club, limping slightly from some sort of wound. He's headed towards a door marked "employees only".

Round 2:
Block 3: Entiren (partial cover)

Round 3:
Block 1: Jehir (-9 SP, -1 HP), Miraj
Block 2: Downside Kings (Bouncers) (K1 -6 HP | K2 -5 HP | K3)


Game Abandoned

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

yeah, no

Diedre continues moving to the rhythm of the music along with the rest of the crowd.


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Moving forward, Entiren will continue to fire at the opponent remaining outside.

Attack: 1d20 + 1 ⇒ (9) + 1 = 10 Probably a miss

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