[SF] Dead Suns AP - GM Ewok (Inactive)

Game Master EwokBanshee

Map

Ship!


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Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

:O Wow, we're all going to die to a missed perception check one day.

Pippimi pats the disturbed dust on the floor "Hmm yes. This look very strange... why anyone come in here if nothing but ruin?" She rubs at the fur atop her head "Ready to check other way?"

Save us with your giant bonus to perception, Davrin!


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Davrin spends a few moment studying the bodies to satisfy his curiosity. "Hmm, some kind of medical experiment, you think?" He shrugs his shoulders and go back to de-needling Lenny.

...

perception: 1d20 + 16 ⇒ (17) + 16 = 33
"Oh, look! In the dust. Is that a kish face traced there?"

culture: 1d20 + 12 ⇒ (20) + 12 = 32
(Go ahead and open all the spoilers)

"Oh," Davrin exclaims as he wipes away a tear. "It's a farewell note. What in the world was happening here?"

He then pulls out the strange axe. "Hmm, not quite my cup of tea. Anyone else wants it?"


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu looks over the alien weapon with some interest, then seeing it doesn't shoot lasers or plasma, loses interest.

did anyone take that MK 2? Cause I haven't taken any improvements yet, I don't think


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

I don't think so. Grab it Zulu!

Grand Lodge

Slides

Davrin's sharpshooter eyes see all! Thank goodness, that weapon is actually decent if any of you want a big 'ol axe. 2d10 against unarmored foes is nice, for free.

After briefly mourning the kish whose sentient mark was left here, you head across the hallway to the last door. Opening it you see a large room dominated by a central device. There is an air of solemnity in this austere room. A capsule five feet in diameter and eight feet tall sits on a ten-foot-square platform in the center of the room; it is made of some kind of shiny metal, and dozens of wires, cables, and tubes sprout from its surface. Many of the wires run to a free-standing wheeled console nearby. A six-foot-tall door opens into the capsule. A small shrine covered in dried flowers and small wooden icons stands against the western wall. Doors lead north and south out of this room. Picture of the capsule on Slide 2!

Some of you examine the small shrine, looking for cultural significance.

DC 20 Culture Check:

This shrine is one part memorial and one part offering. Similar to that face drawn in the dust, items have been left here in memory of those who are now dead. The wooden icons appear to have been left here as offerings to the ancestors, perhaps by those seeking healing.

Some of you examine the capsule. If you don't have Life Science, give me an Engineering check. Don't open the spoiler if you have Engineering, I'll see what I can give y'all.

DC 28 Life Science check:
While studying the console you determine that the capsule is trying to replicate “perfect” ancestor kishalee biology, which is slightly different from the physiology of the current residents of Istamak as a result of thousands of years of divergent evolution under harsh circumstances. This could result in a creature inside the capsule being killed or horribly mutated. You feel like with a DNA sample and a difficult Computers check you could change this capsule to heal any species.

While others look around to room for treasure! You find a flat, triangular crystal that rests among the offerings on the shrine. Having seen one before, you recognize it as an ancient kish datapad! You can work together to pass a Computers check to connect it to your Pact Worlds tech.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu looks over the alien technology with interest before he tries to work on accessing the data crystal.

Life Science: 1d20 + 11 ⇒ (20) + 11 = 31
Computer: 1d20 + 19 ⇒ (1) + 19 = 20

lulz

Zulu explains pods and the potential for fixing to the group, obviously distracting him from hooking up the crystal with Clank

guess that's an Aid? ;P


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Culture: 1d20 + 7 ⇒ (2) + 7 = 9

"If we can stop these mutations by fixing the console then we should at least try." Zoran says sitting down to figure it out.

Computers (Aid): 1d20 + 5 ⇒ (18) + 5 = 23


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

culture: 1d20 + 14 ⇒ (13) + 14 = 27
life science / engineering?: 1d20 + 14 ⇒ (5) + 14 = 19 +2 for engineering
computers: 1d20 + 16 ⇒ (17) + 16 = 33

Clank tries to be helpful in examining everything.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi hefts the axe up out of the heap of rubble once Davrin points it out. "Oooh! Fancy. Maybe good to donate to Tzayl afterward for last rite, but for now probably good enough to cut up grabby snakes, gross gorillons, and swoopy eyebirds."

Currently equipped with vibrogloves, kishaxe and starknife. One free hand.
---
She heads with the rest into the southern room, quiet as she takes in the small shrine and the odd machine. When Zulu explains what the pod is for, Pippimi immediately pipes up with "Ah! If team could fix healing capsule, definitely lots of kish live long and healthy lives. As opposed to turning into monsters. Team should help! Oh-" She looks over at Clank and Zoran. "Unless Clank and Zora already helping?"

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

So... this capsule is trying to keep the perfect Kish? How did they know they wouldn't get better?


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

ok, I'll take the crystal. Bond with it next time we have down time

Grand Lodge

Slides

Yupp, all of the spoilers can be opened.

The team recognizes the shrine and the capsule for their original purposes, but heads over to the crystal instead of dealing with the capsule right away. The Capsule needs reprogramming to fix, if people want to roll Computers checks for it.

Despite Zulu being distracted by the capsule, Zoran is able to help Clank connect the Kish crystal to a more modern device. Similar to the other datapad you found, this one's data is mostly garbled with one viable voice message on it.

The voice in the message is deep and gravelly. “Greetings. This is…” There is a loud burst of static. “…head of security at the Foundry. We recently had a few pieces of classified…” There is another burst of static. “…and we are investigating the possible compromise of all methods of entry and exit in our facility. As far as I can tell, the series XLT-88 digital lock on our security entrance hasn’t been tampered with, but the manual I have here states that the lock can be placed in standby mode and accessed with an admin keycode. Of course…“ Static again. “…but the director and I would like to know how many of your employees have access to this keycode. We are not accusing you of any misdoings, but we do need to leave no stone unturned. Please respond at your earliest convenience.”

Looking at the metadata of this mysterious call, Clank is able to tell that this message was sent to the same place as the previous one was sent from! Looking at the routing address and running it against the scan of the city you are able to tell that the messages were sent from the Broken Lands! Dun, dun DUN! Upper right portion of the map on Slide 3! Based off the two messages, you guess that this "Securitech" office in the Broken Lands holds the admin keycode to a locked door that leads into the Foundry (Temple Found)!

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

The broken lands? Do they have bridges across to them or do we need to go get our ship...?

Lenny gets up to head to the exit.

At least the pieces are coming together now.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi plops on the ground to listen to the message, distractedly swinging her new axe over her head as she does. "Hmm... so this maybe secret entrance into Foundry? But to open entrance, need to get special secret keycode. Data security very hot topic in Veskarium corporo-sphere last Pippimi checked, too."

"So message come from floaty islands? Should team check there next?"

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Yeah, isn't that the broken lands Lenny mentioned?

Grand Lodge

Slides
GM Ewok wrote:
The Herald ... then points to the large floating chunks of rock you saw on the way in, speaking in a hushed tone. "The Broken Lands. We do not go there. The ancestors left many artifacts there, but guard them jealously. Only the young and foolish tempt their anger by swinging across the divide on scavenged cables."

Looking at the map scan, it looks like the SecuriTech offices are on one of closer islands of the Broken Lands, and a number of small, rocky islets lead up to it. They appear at least thirty feet apart, so some technological assistance will be necessary to cross the gaps. Or, a skilled pilot could bring the starship close and let the group jump onto the island. Either way, a failed jump would lead to a very long fall and a very sad time in the center of the planet.

Alright, do you want to go to the Broken islands to check out the path across? Or, do you want to head to the starship and fly over? Or head back to the base, sleep, and go over the plan with Herald Tzayl?


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

"Good thing Pippimi prepared for anything!" Pippimi takes out her grappler and hoists it over her head. "If floaty islands not too far apart, team can use this to climb from island to island. Or can maybe rappel down from ship?"

My vote's for checking the Broken Lands out. Then we can work out whether we want to tackle that first or try something else.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny nods, considering the prospect. Yeah, we may as well go see if the ship is needed at all, and if so what the best position would be. Okay, off we go!


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Yeah, we should head out there but let's keep working on this pod. If we can get it fixed it will stop more of those monsters from being created." Zoran says still working on the pod.

Computers (Aid): 1d20 + 5 ⇒ (6) + 5 = 11


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi nods emphatically at Zoran's suggestion. "Yep yep!" Then turns expectantly to see Clank work his magic.

Grand Lodge

Haven't used this profile in a while!

Zulu, Computers: 1d20 + 19 + 2 + 2 ⇒ (9) + 19 + 2 + 2 = 32
Clank, Computers Aid: 1d20 + 16 ⇒ (7) + 16 = 23

The trio get to work on the computer, removing bugs, fixing wiring, deleting old data. After about an hour of work a small message appears on screen.

NEW SPECIES ADDED TO LIBRARY. CURRENT OPTIONS:
1. KISH
2. KISH HABILIS

Grand Lodge

Slides

Satisfied that the machine will properly heal any new kish (or kish habilis?) it comes across, you head back out of the House of Renewal. Turning east, you walk several blocks. After a few minutes you come to the edge of the jungle in the middle of the city. Looking at it carefully, you can see that it once had predefined borders but has long since fought and overgrown through the surrounding city blocks. Deciding you had enough of jungle life on Istamak, you skirt the northern edge of the wilderness.

Life Science, Clank: 1d20 + 14 ⇒ (20) + 14 = 34

A few blocks of walking along the edge and a small green hand shoots into the air. STOP! Clank pauses the group and takes a hesitant step towards a clump of blue weeds poking up through the pavement ahead. Innocuous, the dark blue hardy grass rises to about ankle height and sways gently in the wind. Clank muses, then picks up a stick and tosses it into the blue grassy area. With speed, small thorns pop out of the blades of grass, which quickly curl themselves around the stick! Clank nods, satisfied. "Wearywead. Or something like it. One of the bosses in the Spike used it to guard his loot. It hurts a little, but it saps your strength till you can barely move." Without another word, he turns ninety degrees and leads you through a block-long detour around the plants. Yay, non-combat random event!

Then, you arrive at the end of the world. Or, at least the end of the kish world. With a jagged edge, the ground just stops. It gives way to the tens of thousands foot drop to the planet core below, hidden by pink and orange clouds. About thirty feet away, a small islet floats on nothingness. Two more tiny islands float between you and a large chunk of the Broken Lands where a grouping of buildings sport a neon sign that says, SEC...CH. Maybe out of curiosity, Pippimi shoots her grappler at the first island. The rope lands with a THUNK and holds firm. Looking at the skinny rope you would have to climb across, the journey looks a little intimidating to those of you who have spent more time with books than at Lenny's gym. You can climb across the cable with a successful DC 10 Athletics check. Remember that falling in this situation is most likely fatal, as the nearest bit of “ground” is the planet’s core, thousands of miles below the city. So the check is "easy" but the consequences are dire. I'll allow people to Take 10 in this situation.

Looking across the divide, there is not much open space on the large Broken Land. It be impossible to land a ship on the island, the only option would be for someone to pilot above the ground and let everyone jump out. This would allow most of the party to arrive safely but would split the party when the pilot goes back to the landing pad. Additionally, there is always the risk that the pilot collides the ship into the buildings which jut quite close to the edge of the island.

Second Seekers (Luwazi Elsebo)

2 people marked this as a favorite.
Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

At the blue carnivorous grass...

Woah... do you think we should expect to see a lot of that on the islands?

He opens his hand to accept his solar mote forming into the blade. Poking the grass with it, he lets it interact with the sword to see what happens, even letting it grapple it. He steps back and observes for roughly a minute to see how eager the organism is against the burning damage of the blade.

After the satisfaction of that interaction he lets the blade dissipate and the solar energy return to its orbit around his head.

--------------------

At the climbing gap...

Hey! It's gym time! You know... I've been thinking maybe it's time to expand my gym from a pilates specialty and add rocking climbing! It'll be great! At Pilates of the Caribbean come and checkout our new Climbing Cove at Skull Rock! Maybe it'll finally turn a profit...

He looks around at the group expectantly for confirmation on the greatness of his business idea before shrugging, and taking Pippimi's grappled rope.

Athletics, DC10: 1d20 + 12 ⇒ (12) + 12 = 24

He stands up at the other side, brushing himself off.

It would have to be more challenging than that though.

He walks back to the edge and looks down towards the planet core. I guess that makes it a bit more exciting...


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Thanks for the save Clank."

Later at the edge of the world Zoran shakes his head.

"I prefer the grass that wants to kill us over falling to my death to be quite honest. Crossing may be fairly easy but what if we get attacked out there." he says with a deep sigh looking over the edge.

When Lenny crosses with ease he puts his face into his palms.

Going to have to do this aren't I?

Nevermind looked at it wrong. Take 10 for 13.

Zoran takes his very slow time crossing over with no finesse or daring.


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

I'm guessing I can't carry people while activating my jetpack. Says it can't lift me if I'm encumbered, and I think carrying one person would already encumber Davrin.

Davrin starts to activate his jetpack, but looks at the rest of less well-equipped teammates. He looks worried until something strikes him. Pulling out his titanium alloy cable, he attaches each person that crosses onto Pip's cable that crosses the gap, so that even if the person slips, he's still linked to the rope. (Something like this)

Uncharacteristic like a mother hen, he hovers near the crossing rope just in case until everyone has crossed.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Lol, spectacular map! Also I'm a jerk GM and wouldn't let people take 10 on this :>

Pippimi looks over the edge for a moment and whistles. Lenny's business idea on the other hand earns an excited chirp "Oooh! Climbing Cove at Skull Rock have good ring to it. Maybe after this all over, Lenny can open branch location on Nejeor. Give kish handy place to go stay fit! Can even incorporate Broken Lands by adding safety net below?"

After accepting Davrin's smart safety measure, she scurries across without issue.
Athletics: 1d20 + 11 ⇒ (7) + 11 = 18

Pippimi can repeat this by reusing her grappler each time, using a new cable or having Davrin retrieve one of the used cables.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny's eyes light up at the new business idea.

Oooh. A local branch. A safety net for a thrilling climb. Great ideas Pip! Keep 'em coming.

He pulls out his datapad and begins to jot down notes.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu stays quiet during the walk and at the crossing once Davrin has an effective measure figured out.

Instead he finds a vantage point and watches for danger while the rest manage the crossing, knowing his own jetpack would meet his own needs.

Grand Lodge

Slides

As Lenny tickles the grass with his burning blade, the pieces of grass lash out at his touch then recoil backwards away from the flame. Hesitantly, they try again to wrap around his sword before coiling up into small rolls to conserve energy.

_Davrin Emalon_ wrote:
...Pulling out his titanium alloy cable, he attaches each person that crosses onto Pip's cable that crosses the gap, so that even if the person slips, he's still linked to the rope. (Something like this)...

Dang, that's super smart.

Pippimi wrote:
Lol, spectacular map! Also I'm a jerk GM and wouldn't let people take 10 on this :>

lolol. Yeah, I normally dislike Take 10, because it makes the game even MORE about math and less about dice. But in a situation where you're automatically one roll away from insta-death, I think it's fair.

Pippimi, Zoran, and Lenny all shift across the line safely, huddling on the next island. Yeah, how many ropes do we even have? With some urging from Davrin and Zulu, Clank moves across the line slowly but surely. Just a reminder, not that this situation would ever get fraught or worse in any way, you move half speed across the ropes. When the goblin clambers onto the rock, which unnervingly enough is floating for no apparent reason, it gets very tight. Alrighty, how are we getting to the next island?

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Okay Pip, we'll have to hold those thoughts. How about we point your grappling hook to the next patch? I think this is going to be a simple rinse-repeat.

I dunno why I bothered rolling last time, Lenny can take 10 for 22 every time, or take 1 for 13 (since skills don't auto-fail like attack rolls).


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Clank peers over the edge then looks back to the rest of the group. "Remind me when we're out of this to make sure to take Flight as the kind that actually lets you fly, not just levitate. That still might be able to help people not fall to their deaths if they're not the space gym type." He grins with a row of teeth that show as he waves his somewhat stunty little arms.

I do have the 'levitate' version of Fly. Not the 'fly' version of fly from Level 3.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

I did a skim through of other people's inventories. Looks like we only have 2 cable lines. Pippimi has 100ft and Davrin has 50ft. That means Davrin will have to disconnect lines once we're over and then Pippimi can reel them in before firing to connect to the next island.

With Davrin's extra cable line, Pippimi connects to the next island. "OK! Everyone go. So long as confident in athletic skills, even infinite abyss not problem!"

Athletics: 1d20 + 11 ⇒ (14) + 11 = 25


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

If Clank can levitate, those of us flying can just push him over to the next isle?

Davrin waits over on the isle for a while and to wait for everyone to catch up.

"Alright, let's go!"

Oh, Davrin will use his jetpack on cruising mode to save power.

Grand Lodge

Slides
_Davrin Emalon_ wrote:
If Clank can levitate, those of us flying can just push him over to the next isle?

Lol, I'll allow it. Also, this encounter is so unique and I love it.

The group continues to slowly make their way across the floating patches. As people move to the second island, Davrin and Zulu float their way over to the first island.

Who Is Crossing: 1d6 ⇒ 1

Pippimi shoots the grappler over to the other side, attaching Davrin's safety loop to her body despite her six rippling biceps that handle the rope quite easily. She flips upside down and begins to spider monkey across the line when a "CAWWWWWWWW!" comes piercing from the pink clouds beneath you!

Who Is Tasty: 1d6 ⇒ 5

Out of the fluffy clouds comes another winged predator! Another Sharpwing, it coasts beneath the islands, right towards Davrin!

Initiative:

Foe: 1d20 + 12 ⇒ (10) + 12 = 22
Zoran Init: 1d20 + 11 ⇒ (13) + 11 = 24
Davrin Init: 1d20 + 8 ⇒ (9) + 8 = 17
z45719 Init: 1d20 + 7 ⇒ (6) + 7 = 13
Pippimi Init: 1d20 + 4 ⇒ (9) + 4 = 13
Lenny Init: 1d20 + 1 ⇒ (3) + 1 = 4
Clank Init: 1d20 + 4 ⇒ (8) + 4 = 12

Zoran's sharp eyes see the beast coming and he is ready for it! Zoran, just take two turns.

bite @ Davrin: 1d20 + 19 ⇒ (8) + 19 = 27
Damage @ KAC: 2d10 + 14 ⇒ (5, 5) + 14 = 24

The beast springs out of the clouds with a flap of it's wings, managing to bite into Davrin's armor as it flies by! Yupp, still has Spring Attack.

Bold are up!

Clank
z45719 SP: 47/47
Davrin SP: 25/49
Zoran x2 SP: 55/57, Latent Nejean Rabies
Lenny SP: 63/63, HP: 51/53
Pippimi SP 56/56, Latent Nejean Rabies

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Stellar mode: photon +1

Lenny rolls his eyes. Oh now that is just mean. We won't include this part when we create the local gym.

He thinks for a moment. If the rest of you can move on across and get out of my range, I can lure it closer and burn it with my supernova.

He draws his laser pistol and fires at it.

[move] draw weapon (pistol)
[standard] attack

corona laser pistol attack, F damage (photon mode): 1d20 + 8 ⇒ (9) + 8 = 172d4 + 3 + 2 ⇒ (2, 1) + 3 + 2 = 8


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Joy.

Though Pippimi may be hanging off the cable line, her Skittermander Advantage (TM) means she's far from defenseless. She hangs by two arms and draws her artillery laser with two of the others. "OK creepy flappy bird, this not good time. Come back later when team less likely to fall to death, OK?" She attempts to discourage it with a single blast from her cannon.

Artillery Laser, azimuth: 1d20 + 11 ⇒ (17) + 11 = 28
Art. Laser damage (F): 1d10 + 7 ⇒ (6) + 7 = 13


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Zoran snaps around to the sound and immediately fires off a shot.

"At least there is only one. It won't last long with all of our attention." Get'em: +1 Attack.

Shock shirren-eye rifle, advanced: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Damage (E&P): 2d10 + 7 ⇒ (3, 9) + 7 = 19

---
"I will start moving as soon as this thing is plummeting to whatever is down there. I don't do well with heights as it is."

Get'em: +1 Attack.

Shock shirren-eye rifle, advanced: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Damage (E&P): 2d10 + 7 ⇒ (3, 5) + 7 = 15


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu snaps up his rifle and the intrusion of the beast, targets and fires.

Attack, EAC, targeted, deadly aim, get im: 1d20 + 9 + 2 + 1 - 2 ⇒ (17) + 9 + 2 + 1 - 2 = 27
Damage, F, Overcharge: 2d6 + 1d6 + 7 + 3 ⇒ (3, 6) + (4) + 7 + 3 = 23


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Gah!" Davrin yells. He quickly activates his jetpack on maneuverability mode. He initially heads towards the bulk of the team for safety, then realise the precarious position they are in and instead head the opposite way. "Stupid bird brain!" he taunts the creature, hoping to draw it towards him.

Of course, he also pulls out his pistol and fires!

trick attack, vs DC20+target CR: 1d20 + 22 + 1 ⇒ (14) + 22 + 1 = 37 flat-footed to following attack if successful add. dmg if hit: 4d8 ⇒ (1, 3, 3, 5) = 12
thunderstrike sonic pistol vs EAC: 1d20 + 12 ⇒ (9) + 12 = 21 sonic dmg: 1d8 + 3 ⇒ (1) + 3 = 4
Debilitating trick: If trick attack succeeds, bleed 7

Grand Lodge

Slides

Working at a range far outside his normal comfort zone, Lenny's pistol shot misses by a yard. Pippimi and Zoran do a little better, landing three bouts of lasers on the thing's belly. On the other island, Zulu snaps his gun up, hitting the monster in the wing! It drops a few feet before recovering. Mid-recovery, Davrin lays a sonic blast into the cartilage of the wing, setting it to bleed.

bite @ Davrin: 1d20 + 19 ⇒ (20) + 19 = 39
Damage @ KAC: 2d10 + 14 ⇒ (2, 9) + 14 = 25
Damage @ KAC: 2d10 + 14 ⇒ (1, 2) + 14 = 17

The Sharpwing, bleeding and flapping, soars over to where Davrin floats mid-air. It bites into his leg, ripping a chunk out of armor! Blood spreads from the wound for a moment before his armor seals the hole. The pterodactyl-thing flips a celebratory loop in the air before heading back to the island by Zulu to rest it's wings.

Bold are up!

Clank x2
z45719 SP: 47/47
Davrin SP: 0/49, HP 27/44
Zoran SP: 55/57, Latent Nejean Rabies
Lenny SP: 63/63, HP: 51/53
Pippimi SP 56/56, Latent Nejean Rabies

Sharpwing - 93 damage, Bleed 7


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

"No snacking on Davrin!" Pippimi steadies herself and fires off a pair of laser cannon shots at the sharpwing, each shot setting her swinging back and forth on the cable line.

Artillery Laser, azimuth: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Art. Laser damage (F): 1d10 + 7 ⇒ (5) + 7 = 12
Artillery Laser, azimuth: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Art. Laser damage (F): 1d10 + 7 ⇒ (3) + 7 = 10


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Dav, stick with us. This thing won't last much longer and we can patch you up." Zoran encourages his ally before turning his attention back to the Sharpwing.

Standard: Inspiring Boost @ Davrin: +18SP.
Movement: Quick Dispiriting Taunt @ Sharpwing.

Intimidate: 1d20 + 16 + 1d6 + 1 ⇒ (9) + 16 + (3) + 1 = 29

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

stellar mode: photon+1

Uh... how's it going over there Zulu? Maybe scare it this way so I can switch to my blade!

corona laser pistol attack, F damage (photon mode): 1d20 + 8 ⇒ (9) + 8 = 172d4 + 3 + 2 ⇒ (1, 4) + 3 + 2 = 10 near identical results, ug.

I'm so out of practice with this thing...

He frowns at his laser pistol.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

"One scaring coming up."

Zulu mutters as he fires a pair of shots at the flying beast.

Attack 1, EAC: 1d20 + 9 + 1 - 4 ⇒ (4) + 9 + 1 - 4 = 10
Damage, F: 2d6 + 7 ⇒ (4, 2) + 7 = 13

Attack 2, EAC: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Damage, F: 2d6 + 7 ⇒ (4, 5) + 7 = 16

Grand Lodge

Slides

Pippimi's first shot hits the pterodactyl in the chest stuttering it but not stopping it. Zulu and Lenny's shots go wide, missing the wings slightly. Zoran successfully raises Davrin's spirits, but is it enough to help him land another shot on the dinosaur?

Bold are up!

Clank x2

z45719 SP: 47/47
Davrin SP: 18/49, HP 27/44

Zoran SP: 55/57, Latent Nejean Rabies
Lenny SP: 63/63, HP: 51/53
Pippimi SP 56/56, Latent Nejean Rabies

Sharpwing - 105 damage, Bleed 7

Grand Lodge

Shucks, I forgot to hit Zulu with an attack of opportunity for shooting next to melee. Oh well.

Davrin spins around in midair, fighting through the pain. His sharp halfling eyes dull as he struggles to see the alien bird through the waves of red. He brings his pistol up, sending a sonic blast in the right direction.

trick attack, vs DC20+target CR: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25
add. dmg if hit: 4d8 ⇒ (1, 1, 7, 7) = 16
thunderstrike sonic pistol vs EAC: 1d20 + 12 ⇒ (20) + 12 = 32
sonic dmg: 1d8 + 3 ⇒ (7) + 3 = 10
sonic dmg: 1d8 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Slides

His muscle memory wins out, sending the sonic wave into the weak point of the Sharpwing's shoulder joint. It lets out a "SCREEEEEECH!" of pain, then topples off the small island into the abyss of the planet's clouds.

The call is quickly drowned out by distance and the wind which seems so much stronger here in your position above the clouds. The pass between the main city and the Broken Lands is once again quiet.

Status
Clank
z45719 SP: 47/47
Davrin SP: 18/49, HP 27/44
Zoran SP: 55/57, Latent Nejean Rabies
Lenny SP: 63/63, HP: 51/53
Pippimi SP 56/56, Latent Nejean Rabies

Sharpwing - 120 damage, Bleed 7

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny holsters his laser pistol.

Okay, great. Now if there are no more interruptions...

He continues climbing along lines established ahead of him with Pippimi's grappling hook. Take 10's all the way.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

"Phew. Davrin OK?" Pippimi waves at the operative as she stows her laser cannon. "Plenty of time to rest over at big island over there" She points with another paw at the big chunk of rock they're trying to traverse to.

She repeats her rope traversal and grappler firing to get the group bit by with over to the larger chunk of hopefully stable ground.

Taking 10 on remaining athletics for a 21


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu just lowers his rifle and goes back to watching for more attacks while the rest get ferried across.

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