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

Game Master EwokBanshee

Map

Ship!


251 to 300 of 4,756 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Grand Lodge

Slides

Gevalarsk takes Zoran in for a full minute longer than the other adventurers. ”Welcome. I do not normally meet a Blessed One on this station I have not met before. Curious. They did not include your condition in the reports. Very curious.” He picks up a notepad and writes something down. He makes no attempt to hide it, though it is in some foreign language.

Eoxian:
Fire Javroshk for incompetence.

His not complete, the politician turns to Davrin first. He clasps his hands together and smiles cooly. ”Well, I genuinely have no ties to either faction, and I am eager to help. Though, there is one additional detail that I’d like to ask your help with,” Nor says, steepling his bony fingers. “Among its other cargo, the Acreon was carrying a package destined for the embassy. Of course, with the ship being quarantined, the package has been undeliverable. I’ve been eagerly awaiting its arrival, and I’d consider it a personal favor if you could find the package and bring it to me when you return to the station. It’s clearly marked, so I don’t imagine it will be too difficult to find.” He leans back in his chair. If you push him about the contents, he dodges the questions, unwilling to explain further. All he is willing to say on the matter is, " Do not worry. It contains no contraband and there are no illegalities involved. I’m simply asking you to retrieve my personal property from the ship.” He smiles again and places a small black credstick on the table. ”Of course, shipping and handling is never free. I’ll personally give each of you another 500 credits if you deliver the cargo to me when you return to the station.”

Once you have a chance to respond to his offer, he turns to Clank with a tender smile and a gleam in his eyes. ”I imagine destruction is one of your specialties. Of course, any destruction that occurs whilst you are working is simply a required part of the investigation! No one will complain. They’ll just be happy to have won the case.”

Finally, he looks at Pippimi. ”You are right. You are not the most experienced or prepared for a job like this. But all of the established investigators on the station are in one of the two faction’s pockets. Eventually, I got tired of background checks and decided to hire someone brand new to the station. So, we’ve been monitoring the docks. And after your, well, eventful arrival we kept an eye on you. And we have been impressed.”

The undead diplomat nods, ending the conversation. ”Excellent. Then we are agreed. I have already received permission from station security to send an exploratory team to the Acreon and have arranged for you to use one of the station’s shuttles for transport as soon as they are ready.” He reaches down to his desk and picks up a small metallic sphere, and taps it once, causing it to float into the air with a small blue light flickering over you all. ”This is an observer droid. It will accompany you and record your expedition. I need an objective record that I can provide to both sides as a foundation for my mediation efforts. You won’t have to do anything with the bot yourselves; it will simply follow you and observe.”

He taps it again, so that it returns to a stationary state. ”I recommend you investigate the Acreon first, to see if you can find any traces of the ship’s crew before you begin exploring the Drift Rock.”

Is there anything anyone wishes to do before leaving the station? It will be the last chance for a while.


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,
|

I'm ready to rock! Excited to do some exploring!

Zulu perks up from his customary spot int he rear of the group as he sees the recording droid, moving in closer to examine it as it floats in the air. Muttering softly to himself.

fascinating. floating, limited AI. probably. follows and records, might need to look into procuring one for myself

Engineering: 1d20 + 8 ⇒ (15) + 8 = 23


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:

"Blending in is an important part of navigating this second life I was blessed with but as the ambassador you are well aware of the prejudices of others." Zoran replies with a smile.

He turns to Pippimi continuing his smile. "It seems soon we will have the reputation to back up a job like this!"


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.

It would be -terrible- if the droid ran into a freak electrical discharge.

The goblin mulls things over, then shrugs. "Credits are good. What's the worst that could happen on a eerily silent ship and strange space rock?" He smiles and looks to the others.


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

After that first bit: Pippimi pipes up in surprise "Zoran, you a Blessed One? What is a Blessed One? Pippimi not familiar at all."

"Good reputation is good. Pippimi not so sure she want reputation for dirty work." The bright blue skittermander gains a comically pensive expression.

Once our pal Nor explains the rest: "Pippimi wondering, why Hardscrabblers handling package for you? Courier companies could quietly bring package in much easier, yes?" When he offers credits to get the job done, she asks, almost casually "Pippimi not big need of credits, but Pippimi here on behalf of Blastwerks. Is maybe Eox embassy in need of easy build weapons? Pippimi can hook up."

This is just for fun, I'm ready to move on once everyone else is :>

Grand Lodge

Slides

Gevalarsk looks down his nose at Pippimi, his face frozen. ”The problem with common couriers, is that everyone knows they are couriers. If everyone knows what you do, it can be easy to be paid for a break in discretion.” He emphasizes the word, cracking his fingers as he does so. ”I trust that you all will respect my privacy, and my credits.” With that awkward interaction over, his secretary - another elebrian - comes in and smiles. ”Your next appointment is here, sir.” You are politely ushered out of the room and back onto the street. As the gates close, a skeleton’s skull turns towards you. The rest of his body stays unnaturally still. ”Cab?

At that moment a stretch limousine pulls up to the curb. As the driver’s door opens, your group’s communication devices start buzzing. You all receive the same message.

You are invited to a meeting at Bluerise Tower. Your driver will escort you immediately. If you have trouble coming immediately, the Bluerise security team will be by shortly to ensure your safe arrival.

With Astral Extractions reaching out to you in such a kind and loving way, you feel as if it would be rude to decline. Or detrimental to your health. Asking you to attend a private meeting at the corporate headquarters in Bluerise Tower is an honor, after all! Or so the PR agents say.

After a short ride across the Eye, a lashunta corporate professional greets you at the elevator. Her smile is warm, but it does not reach her eyes. ”Hello, my name is Ms. Joss. Thank you for for agreeing to meet with me.” She motions to a lush blue couch. Once seated, several drones swoop in with delicious pastries and energy drinks. ”The purpose of the meeting”, Ms. Joss informs you, ”is to give the you all a better sense of Astral Extractions’ corporate philosophy and how that informs our company’s business dealings. You see, as neutral arbiters of this case, it is best if you understand both sides. And where we come from.” She begins with a slickly produced marketing presentation that highlights Astral Extractions’ efforts in discovering, developing, and managing much-needed natural resources from across the galaxy and selling them in the Pact Worlds. Between the holographics of starving children being fed, lost civilizations being brought medicine, and large starships exploring the galaxy, it’s clear that the presentation does not represent the whole truth. (It is marketing material for investors and the public, after all!) But, there’s nothing outright false about the claims made, that you can tell.

Having established the noble services that Astral Extractions provides for companies and citizens throughout the Pact Worlds, Ms. Joss recounts details of the company’s contract with the Hardscrabble Collective— But not before motioning in another round of drones with trays laden with flutes of champagne. Taking a delicate sip from her glass, she continues. ”The Acreon was hired to prospect for unclaimed, unexploited mineral resources on behalf of Astral Extractions, which would then hold all rights and claims to those discoveries. Our company simply wants what the contract gives us rights to!” She throws up her hands in exasperation, as if this case if open and shut. ”The Acreon found the Drift Rock—an unclaimed, unexploited mineral resource, as defined in the contract—while working for Astral Extractions, so rights to the asteroid belong to the company.”

This certainly seems to be a plausible interpretation of the contract’s terms, but it’s also evident that the contract assumes the Acreon’s crew would simply identify sites for future development by the company. It’s less clear how the terms of the contract might apply to a more portable potential resource—such as a small asteroid that could be brought with the ship itself.

In any event, after presenting her case to you, Ms. Joss folds her hands. ”All I ask is that you carefully consider the merits of Astral Extractions’ claim and keep open minds while investigating the ship and asteroid. I know some people prefer the underdog, but the law should not show any such preference. Astral Extractions will, of course, accept the results of Ambassador Nor’s mediation, but…” Ms. Joss smirks, and motions you all to follow her into a separate room. The doors close directly behind Zulu, keeping the blue observer drone from entering the room behind you. Ms. Joss looks at the closed doors with a smile. ”Oops. Now, you all should know that the company is always interested in hiring competent freelancers for a variety of tasks. If this case goes well for us, I’m sure we’ll have plenty of extra funds to provide lucrative contracts for those who are in our good graces.”

Phew. Reactions?

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

sense motive: 1d20 + 5 ⇒ (11) + 5 = 16

Davrin have encountered all manners of people in his work, and strangely politicians are common. He suspects that the Eoxian have something ulterior but at least for now, their interests are aligned.

"Sounds good to me," Davrin grins widely at the Eoxian, deciding that it is best to go along. Unless something else should surface later.


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,
|

Zulus normally expressionless face darkens in a frown when the implied threat is leveled on their refusal to enter the limo, yet he get in due to curiosity.

Listening to the whole spiel the android nods in fascination.

"Certainly one way to interpret the contract. Not sure if correct, I am no lawyer."

At the mention of future freelance work, the mercenary android again nods and says.

"Indeed. Possible. Always looking for interesting and paying work."

He waits on the rest of the groups reactions, particularly Davrin's potentially explosive response to those ultimately responsible for the death of his dwarf friend. He didnt much care, he barely remembered Kreel and the thugs who shot at him were already dead. It didnt pay for a merc to hold grudges for silly things like trying to kill him.


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.

If there was ever an overly slick businessperson that deserved having their entire computer system fried, it was Ms. Joss and Astral Extractions. Here was the living embodiment of the corporate goons that kicked down the little-guy. The threat of security and blowing the sweet-pop deal that they'd fallen into were the only things preventing him from adding some "multi-media" to the display.

That isn't to say that he didn't eat all the refreshments offered. Oh, no. He consumed everything that was presented, glass and all, munching gleefully. He did, however, burp loudly at several points at the presentation in a display for his "appreciation" for their hospitality.


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 indeed!

Pippimi sits politely through the whole marketing presentation, nibbling pastries and sipping at the energy drinks. Once Ms. Joss transitions into explaining Astral Extractions' contract terms and angle in the dispute, she chimes in "Pippimi think that sound very clear cut and in your favor Ms. Juice. Big Drift Rock is clearly unexploited resource and contract term look like Collective have no argument. Pippimi wonder how Collective can possibly dispute! What is Collective saying?"

Seeing a potential business opportunity in this shady corp, Pippimi stays on her best behavior and asks questions in a similar vein to get on Ms. Joss' good side.

Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12

----
To happen once other people have asked any questions they might have:
She remains noncommital through the offer of extra work, but when the rest of the party turns to leave, Pippimi stays behind for a moment. The party hears "Ms. Juice, Pippimi want to talk briefly. You see, Pippimi with Veskarium company called Blastwerks..." before the doors shut once again.

Over the next 30 straight uninterrupted minutes of pure corporate marketing drivel, Pippimi extols the virtues of Blastwerks products, Blastwerks social outreach, Blastwerks company structure, Blastwerks supplier-producer partnerships, Blastwerks technology development initiatives, and on and on and on...

Any time Ms. Joss tries to get a word in edgewise, Pippimi simply talks over her while patting her amiably with one or more paws. The little blue skittermander is not a marketing and sales middle manager for nothing! And she's used to dealing with far rowdier vesk than anything this mild mannered woman can produce.

Eventually she wraps up with "...and by becoming one of Blastwerks supply chain partners, Astral Extractions can open up world of opportunity in Veskarium. Very very good for bottom line, Pippimi guarantee. Ms. Juice, you have big opportunity here to move up in company. Make sure Pippimi offer get to right person. Yes? Good. Pippimi hope to hear from you soon!" And she rolls on out to rejoin the party.


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 looks at Pip and turns his head thinking of the best way to explain it.

"I am...Blessed...because I am no longer truly alive. Or that is at least the way they see it aside from treating the Borais as second class citizens. I digress...it looks as if we have a fancy guest." he explains before being cut off by the limousine.

---

He listens intently to the offer knowing they were truly in the snake's den now and not sure which of their two recent contacts was worse than the other. He decided they were both not to his taste but leverage is an important tool.

"Of course. As a neutral party we must consider all factors such as a a large company hiring a notorious gang to handle their business. Employing the wayward youth might be a difficult angle. All legalities and not-so-legalities will be taken into consideration." he says tapping his cane on the floor and looking at Joss expectantly for the PR response or bargaining to avoid the information.

We have to show some of our cards or risk being bullied by these corporate monsters. We need our leverage.

Grand Lodge

Slides

Ms. Joss answers Pippimi’s question with a curt nod. "Those thieves claim that we sent them to survey the section of space. And anything they surveyed would belong to us. Since they didn't survey this rock, just grabbed it like the thieves they are, they claim it falls through a legal loophole. " She shakes her head at the ridiculousness of it all.

The agent seems genuinely confused by Zoran’s accusation. "I’m sorry, sir. You must be mistaken. We hire out the BlueRise security team for any violent matters. Not some dirty street gang. "

Sense Motive, DC 15 :

You feel like she is telling the truth. The espionage must have originated from a different department.

After Pippimi’s presentation, the corporate agent seems flabbergasted. She isn't used to her own tricks being used against her! She quietly nods and writes down the skittermander’s contact info. "I’ll be sure to get this to my senior executive right away. Do you happen to have a sample I could show him? "

---

A few hours after you stumble out of the Bluerise Tower’s lobby, the Hardscrabble Collective makes a more personal appeal to you. One of its members, Otal Serissi, sends you all an email invitation, inviting you to visit his ship, the Dust Runner, out in the Armada. A short shuttle ride gets you out there. The Dust Runner is a working tramp freighter, practical and utilitarian, with little in the way of luxury or even comfort. Yet, Captain Serissi, a red-skinned human from Akiton, takes obvious great pride in his ship—which is also his home and his livelihood—a fact that is plainly evident as he affably escorts you on a tour of the vessel before sitting down with you in the galley. Along the way, Clank sweats a little, seeing so many opportunities for upgrades. Even years later, his business cards are found in small nooks and crannies. In the galley, Serissi is quick to pour multiple cups of hot black coffee. After a brisk sip, he gets down to business.

Serissi explains why the fate of the Acreon, and especially its crew, is so important to the Hardscrabble Collective. ”The Collective’s members aren’t rich.” he says with a sigh. ”As you can see, most of them, well us, scratch out whatever meager livings we can from the rocks of the Diaspora. So, the occasional corporate contract—like the Acreon’s contract with Astral Extractions— is an opportunity few have the luxury to refuse.” He pours himself another cup and offers more to the group. ”You save up the pennies to buy a starship, ready to bet on the great blackness. But if you don’t strike gold, you end up with hungry bellies. Those contacts provide a steady paycheck.” Realizing he is lost on a tangent, he set down his cup heavily. ”But the Collective values its independence and freedom greatly! And it constantly struggles against exploitation, and even takeovers, at the hands of would-be corporate overlords! It’s clear that the crew of the Acreon staked their own claim on the Drift Rock, believing that the terms of their contract allowed them to do so. Is it any surprise that the Hardscrabble Collective would be suspicious of Astral Extractions’ attempts to lay sole claim to the Acreon and the Drift Rock following the mysterious circumstances of their arrival at Absalom Station?” He shrugs. ”They weren’t trying to be deceitful. They thought it was theirs. So we want to fight for that.”

The members of the Hardscrabble Collective call themselves a clan, and they mean it. That much is obvious. When further probed, he continues. ”Once you join, you’re family. Members look out for each other, defend each other, and care for each other. The Collective doesn’t know what value, if any, the Drift Rock might have, but we know the worth of our brothers and sisters on the Acreon. Their family needs to know what happened to the Acreon’s crew, as any family needs to know the fate of their loved ones.” He pauses for a breath. ”And if the worst has happened, then perhaps whatever wealth the Drift Rock holds can help ease the loss of the families left behind. That’s all they really care about.” Captain Serissi stands, putting his hands on the table. ”The Hardscrabble Collective isn’t disputing Astral Extractions’ contract with the Acreon. We’re happy to turn all of the files and findings from the ship’s prospecting mission over to the company. But the ship, and the claim its crew staked on the Drift Rock, belong to the Collective.” Before ferrying you back to Absalom Station, Serissi wishes you good luck on your investigation of the Acreon and implores you to do your best to find out what happened to the ship’s crew, and return their bodies.


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:

Sense Motive: 1d20 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12

Of course they would not admit to it.

Zoran nods at her defense but they had the files to prove it if necessary so he wouldn't push the point further.

---

Zoran listens intently the captain with genuine interest when the talk shifts to protecting the members. He also takes not of their side on the story.

"Captain Serissi, the values of the Hardscrabble Collective are something to be proud of. I can't promise an outcome but I know that I will do everything I can to bring peace to those families. You are already more willing to find a mutual end than Astral Extractions. Can you give us any more information on the crew or site? Any security codes we may need during our investigation?"

Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

I know where I stand but I need to respect my new allies wishes as well.

Zoran stands up when it is time to leave and shakes the captain's hand.

Grand Lodge

Slides

The captain nods, his face eager to help. "Yes, yes. Let me see here..." He pulls out his datapad and searches a directory. "There. I just forwarded you the manifest of those on the ship. It looks like they were flying short, with only five crew members." The manifest details the names and descriptions of the Acreon's crew. Serissi then frowns and shrugs. "I couldn't tell you what their codes are, unfortunately. Each captain maintains their individuality, and security comes with that I'm afraid."

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

Throughout the experience at Bluerise Towers, Davrin is holds himself in, but just barely. He touches not one drink, nor any morsels of food. Instead, he spends the entire presentation glaring at the woman. Occasionally, he allows his hand to causally drift near his pistol, but he knows, too, not to start something. At least, not yet. Hopefully, she doesn't know that. He only noticeably unwinds when leaving the place.

With Serissi, he has clearly reverted to his usual self. "I can see why Kreel was a sympathiser to your cause. Standing up for the underdog and all that. And often rightly so, too. But you might want to get a good lawyer to look at that contract. No point losing more unnecessary lives."


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 listens in to Serissi with markedly less overt politeness than she showed at Bluerise Towers. She doesn't touch her coffee and instead wobbles about in her seat with suppressed energy. When Serissi explains that the crew of the Acreon considered that the Drift Rock was theirs, she can't help but interject "Pippimi pretty sure Hardscrabblers can't just decide something theirs and take it. Especially not if on contract work!" but she doesn't continue with her thought that these might not be the most reliable subcontractors for Blastwerks.

When he mentions the effect on the families of those crew members that went missing, Pippimi nods emphatically "But family VERY important, Pippimi agree! She find out what happen to Hardscrabblers and bring back news. You can count on that!"

She waves a three-pawed goodbye to Serissi and heads on out.


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 about the tramp freighter with a certain fondness, having spent many years aboard ships just like these, eeking out an existence on the edge of explorer space.

As he listens to the captains story he files the information away, knowing they would have some choices to make once they solved the mystery and menace of the dead ship and drift rock. Yet.

"Interesting take on contract. Possible loophole. Abadarcorp could adjudicate?"

Grand Lodge

Slides

With the two factions satiated, you return to more urgent matters: The Acreon and the Drift Rock!

As promised, Gevalarsk Nor has procured a ship for you—the shuttle Hippocampus, which is waiting in a private docking bay. The Hippocampus is one of numerous shuttles that regularly ferry passengers and cargo between Absalom Station and visiting ships that either are too big to dock directly with the station or prefer to remain among the ships of the Armada. Originally a Ringworks Wanderer model, the Hippocampus has been heavily modified for station security use, and Nor has further modified it for your expedition with upgraded armor, defenses, shields, power core, and sensors, and the addition of a turret-mounted coilgun. Picture and stats in Maps.

With no idea what you might face, Nor has even outfitted the shuttle with lifeboats, just in case. The Hippocampus has no pilot, both because Nor (rightly) assumed you would prefer to fly the shuttle yourself and to maintain neutrality in the matter by not involving any of the station’s crew. He does give you a warning: ”Make no mistake, —the Hippocampus belongs to Absalom Station. I have arranged to borrow the shuttle for your use use, but it is not your ship to do with as you please; the station expects the ship to be returned after your visit the ship.” A dock employee approaches the lot of you. ”The ambassador told me you were coming, and he told me to give you this.” He shrugs and looks uncomfortable. ”Don’t ask me how the creep knew.”

The sheet says...

Captain's Cabin: Lenny
Pilot's quarters: Davrin
First Gunner's quarters: Pippimi
Second Gunner's quarters: Zoran
Science Lab: Zulu
Engineering Lab: Clank

Correct me if anyone wants to switch spots. If not, then here we go...

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

Davrin paces over, his eyes on nothing but the ship. Running his hand over its sleep surface, he mutters, "Hippocampus, eh? That mythical creature that swims through the sea? Nice... A bit bigger than my usual ride, but you'll do, you'll do." Seems that almost all pilots anthropomorphise their ships and Davrin is no different.


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 rolls up the shuttle, taps it a couple of times with her paws and then turns to face Davrin. "Davri looks like he know spaceships. Is this good one? Pippimi always take big passenger ship." She squints up at the shuttle "Pippimi think this look super small and easy to break... She not ready to go for space swim!"


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:

A sigh of relief is heard coming from Zoran when the ship is "normal".

"Fortunately I am surprised they gave us a real ship instead of one of the Eoxian models. I doubt we would do well without oxygen. Either way I think this is going to one wild ride..." he says with a smile while testing the cushion of the captain's chair.


1 person marked this as a favorite.
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.

The past few days have been rather rough on Clank. Not the whole "being shot at" or "knocked unconscious" bits... the "behaving like a proper upstanding citizen" in all sorts of social situations. In the safety of an Engineering Bay away from prying eyes, however, Clank giggles gleefully. With a wide grin he dives into the greasy guts of the ship, tweaking and prodding.

They said to -return- it. They didn't say he couldn't fix it.

Over the comms, he keyed down with excitement. "Engineering, standing by! Let's blast it!"

Grand Lodge

Slides

After the crew has settled in, and Clank has returned the most important nuts back to their bolts, Davrin starts the engines! The Hippocampus’s thrusters take only a couple of minutes to warm up, Absalom Traffic Control gives clearance for takeoff, and you launch into space. It only takes 2 hours to reach the quarantine zone around the Acreon and the Drift Rock. Along the way, you can get a good view of the exterior of Absalom Station, as well as the so-called Armada, the endlessly moving fleet of independent ships that surrounds the gigantic space platform.

Once the Hippocampus passes through the last fringes of the Armada, there should be nothing but open space between it and the Acreon—but you detect something odd! The Hippocampus’s sensors pick up a small ship that detaches itself from the bulk of the Armada and turns toward the shuttle on an intercept course. Strangely, however, the incoming ship’s transponder does not seem to be working—it’s not broadcasting any identification codes, and the incoming ship does not respond to any hails. An alarm suddenly sounds in the cockpit of the Hippocampus—the mystery ship is armed, and its targeting lasers are trained on you!

Initiative:

Davrin: 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21
Foe: 1d20 + 14 ⇒ (12) + 14 = 26

The foe is faster which means you go first! Everybody make your rolls!

See slide 1 for the map, 2 for your stats and 3 for the ship photos.


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,
|

Earlier

Zulu scans the shuttle as they board appreciatively. "Defensive, engine, offensive modifications. Will serve if we dont run into too much trouble."

In Spaaaaaaaace

Zulu watches his control panel light up as the mystery ship targets them. Fingers flying across the console the android initiates combat scan of the unknown vessel, barking out its statistics in his customary rapid fire speech as the data flows across his screens.

Computers, scan: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18


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

"So, Pippimi need to move stick around and it move turret? Then big red button is to shoot? That simple. Pippimi can manage." The skittermander gets some quick coaching from whoever has some spaceship firing expertise (not sure who that is in the group!) and then settles into her cramped turret seat.

When she gets the alert that the ship is under attack, she starts chirping in alarm. "P-pippimi not ready! Not ready at all! We all going to die if Pippimi miss?" She starts chirping more loudly. "Too much pressure! Ahh!"

She swings the turret about wildly before jamming the FIRE button with one big paw.

Turret Coilgun, using Trinode Mk1 for +1: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Turret Coilgun damage: 4d4 ⇒ (4, 1, 3, 2) = 10

Grand Lodge

Slides

Zulu's scan tells him quite a bit about the oncoming vessel. It appears to be an Eoxian vessel!

Report:

DC 6
Death’s Head Necroglider
Tiny interceptor
Speed 12
Maneuverability perfect (turn 0)

11
AC 17; TL 17 HP 30; DT —; CT 6
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
Power Core Micron Heavy (70 PCU)

16
(Forward) gyrolaser (1d8)


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.

"Well, this is a completely unexpected development. Clearly somebody sold us out!"

Engineering Divert to Engines: 1d20 + 9 ⇒ (9) + 9 = 18

Clank takes two cables that probably were never meant to be put together and that are potentially dangerous... and splices them to reroute power anyway. For one moment the engines sputter, then roar to life with increased speed! Jarred by the sudden lurch, Clank lets out a wild "Whooooop!" over the comms as he bounces around the engineering compartment.

+2 Speed this round.

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

"Taking evasive maneuvers!" Davrin push the thrusters to the max, empowered by the diverted power, and pushes the ship to weave around, repositioning itself.

pilot, evasive DC11: 1d20 + 10 + 3 ⇒ (15) + 10 + 3 = 28 AC and TL now 17

Going to keep the front to face the enemy ship so that weapons there can try to fire. Have to keep some distance though to prevent it from getting out of the forward arc, so there might be distance penalties.

Grand Lodge

Slides

Engineering Phase

Clank lives up to his name and the sounds coming from the engine room are appalling. However, he gets the job done! The ship moves faster, giving Davrin what he needs.

Enemy's Engineering Phase:

Divert to Forward Gun, DC 11: 1d20 + 8 ⇒ (1) + 8 = 9

Helm Phase

As Davrin dances through the darkness, Zulu taps his screens furiously. Lines of information flood everyone’s monitors as his scan uploads.

Report:

DC 6

Death’s Head Necroglider

Tiny interceptor

Speed 12

Maneuverability perfect (turn 0)

11

AC 17; TL 17 HP 30; DT —; CT 6

Shields basic 10 (forward 3, port 2, starboard 2, aft 3)

Power Core Micron Heavy (70 PCU)

16

(Forward) gyrolaser (1d8),

Enemy's Helm Phase:

Target engines, DC 16: 1d20 + 8 ⇒ (15) + 8 = 23

The eoxian ship comes in fast, dodging and weaving. It spins and chases Davrin through space, ending up directly in front of your ship.

Gunnery Phase

Pippimi’s face flushes as she gets overwhelmed outside of the office. She pulls the trigger prematurely, sending a laser into the vacuum.

Zoran’s Shot: 1d20 + 2 ⇒ (17) + 2 = 19

Damage!: 2d4 ⇒ (2, 3) = 5

Zoran, however, shows her how it's done! He expertly sends a laser into the front shields of the necroglider. The shields flicker then fail and a small scratch appears on the hull!

Enemy's Gunnery Phase:

Fire!: 1d20 + 6 ⇒ (20) + 6 = 26

Damage!: 1d8 ⇒ 3

The enemy fires back, their well placed shot absorbed by your shields.

Next Round's Initiative

Initiative:

Davrin: 1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32

Foe: 1d20 + 14 ⇒ (12) + 14 = 26



You rolled higher, so the enemy goes first!

The eoxian vessel moves around you, ending up in your rear!

Status:

Enemy: 0/2/2/3 SP ; 28/30 HP

Starfinders: 2/5/5/5 SP ; 35/35 HP

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

"Ah, it is only armed to the front. Well, let's keep away from that, shall we?" With a few quick twists to the thrusters, Davrin deftly steers the craft to come up to the enemy's port side, while continue to weave about to make the craft a difficult target, just in case.

pilot, evasive DC11: 1d20 + 10 + 3 ⇒ (15) + 10 + 3 = 28 AC and TL now 17


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's hands fly across his console as he talks out loud.

"Necroglider. Fascinating. Maniverable, fast. Minor shield damage, Clank should be able to boost. Best advantage eliminate enemy's speed."

Zulu recalibrates the shuttles targetting solutions, focusing on the enemies engines, giving a well placed shot a chance to knock out the enemey's engines.

"Firing solution updated. Target enemy engines."

Computer target engine: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16


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 goes through a few deep breaths to try to lower her stress levels and then pipes up with "Which part is enemy engines? Glowy part or not glowy part? Pippimi just shoot and hope for best!"

Turret Coilgun w/ Trinode Mk1: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 Ooh, lucky. There go the engines!
Turret Coilgun: 4d4 ⇒ (1, 1, 3, 4) = 9

"Big explosion mean Pippimi hit, right?"


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 watches the sensors before replying to Pippimi.

"Superlative. Continue doing just that."

Grand Lodge

Slides

Engineering Phase
Clank moves to the other side of the ship, scurrying through some ductwork. With a little bit of electrical tape he manages to restore power to Zoran’s weapon!

Enemy's Engineering Phase:

Divert to Forward Gun, DC 11: 1d20 + 8 ⇒ (19) + 8 = 27

Helm Phase
Davrin outsmarts the opposing pilot, going up then down, ending up at the side of the eoxian ship. Zulu takes advantage of the situation, painting a luminescent target on the port engine.

Enemy's Helm Phase:

Target engines, DC 16: 1d20 + 8 ⇒ (20) + 8 = 28

The eoxian ship flounders, as if the single pilot is overwhelmed.

Gunnery Phase
Pippimi’s face grows even more red, this time with vesk-like battle fury. She tracks the glowy part, hoping for the best. Finding the targeting system to be similar to that of a well balanced spreadsheet, Pippimi hits the center of the engine block!

Secondary Critical Effect: 1d100 ⇒ 26

The smoking engine shoots out a bit of shrapnel, taking out a small antenna setup on the rear of the enemy ship!

Zoran’s Shot: 1d20 + 2 ⇒ (7) + 2 = 9
Damage!: 2d4 ⇒ (2, 2) = 4

Unfortunately, the extra power from Clank's machinations does Zoran little good. Still gloating over his previous shot, the undead kasathan misses.

Enemy's Gunnery Phase:

Nothing...

A scratchy voice comes over the coms, sounding frustrated. It has definitely been put through a modulator, sounding more computer than person. ”You think you can avoid me? Your time will come, Starfinders!” The enemy ship...

Next Round's Initiative

Initiative:

Davrin: 1d20 + 10 + 3 ⇒ (10) + 10 + 3 = 23
Foe: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24

The enemy wins, so you move first. Everybody's up!

Report:

DC 6
Death’s Head Necroglider
Tiny interceptor
Speed 12
Maneuverability perfect (turn 0)

11
AC 17; TL 17 HP 30; DT —; CT 6
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
Power Core Micron Heavy (70 PCU)

16
(Forward) gyrolaser (1d8)

Status:
Enemy: 0/0/2/3 SP ; 21/30 HP; Engines glitching, Scanner glitching
Starfinders: 5/5/5/5 SP ; 35/35 HP

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

With its high speed and maneuverability, there is little that Davrin can do to keep it from coming round to our flank or aft. So chances are this round the 2nd gunner might not be able to take its action.

Elated by his good flying earlier, Davrin unwittingly allows the enemy ship to get the jump on him. Nonetheless, he flies as erratically as possible to throw off its attack.

pilot, evasive DC11: 1d20 + 10 + 3 ⇒ (16) + 10 + 3 = 29 AC and TL now 17


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:

"They know who we are and still attacked. These aren't some random pirates..." Zoran adds while trying to connect with another attack.

If I can atttack.
Gunnery: 1d20 + 2 ⇒ (12) + 2 = 14
Damage!: 2d4 ⇒ (2, 1) = 3

As much as he wants to strike back at Eoxian criminals like these...the flashbacks rattle him .


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,
|

Noticing the small ship is still out maneuvering them even with the engine damage, Zulu sets the targetting solutions to target the enemy engines again.

"Continue targeting engines. Speed is life."

Computers: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24


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

"Aha, big hit! Pippimi try again, maybe get lucky twice in row!"

Pippimi white-knuckles the controls and sends another shot towards the necroglider...

Turret Coilgun, w/ trinode: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Turret Coilgun damage: 4d4 ⇒ (1, 1, 1, 4) = 7


1 person marked this as a favorite.
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.

Divert Energy to Weapons: 1d20 + 9 ⇒ (1) + 9 = 10

Trying to keep things moving along, Clank attempts to divert power to the guns... using his own body. The lights in the ship dim a moment and there's a high-pitched goblin squeal and a loud ZAP! The smell of crisped goblin wafts from Engineering. Over the commms Clank exclaims, "I'm giving it all she's got, Captain! We don't have the power!"

There's a pause, and then another addition. "Oh, there's a button to press to increase the power output. I'll try that next time instead."

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 stumbles out of his bunk, having been roused by a lot of commotion. He notices Pippimi being overly enthusiastic about her new ship guns.

Go Pip! Looks like you're holding down that gun just fine...

diplomacy, encourage, DC 10: 1d20 + 1 ⇒ (2) + 1 = 3

He rubs his head and spins around, looking for the nearest cup of coffee.

I had the weirdest dream... Say what's all this about?

The prior meetings start to slowly come back to him through the thick fog of waking.

Looks like either Gevalarsk is turning on us quickly or somebody wants us to think he is...?

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

Lenny, not that it affects the results but just want to share that the DC for captain's encourage is 15. The DC have been revised as stated at the FAQ.

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)

my mistake was not changing the dice label to gunnery when using the bonus for gunnery (diplomacy would have been +3). Thanks for the link though.

Grand Lodge

Slides

Engineering Phase
Clank's smoking body is a testament to the fickleness of the goblin genius. Sadly, he is unable to power up the weapons.

Enemy Phase:

Divert, DC 11: 1d20 + 8 ⇒ (7) + 8 = 15

The eoxian's shields boost in power, flaring out into the darkness. They look nearly full again.

Helm Phase
Davrin spins the ship in a fancy maneuver, which slows it down but makes it more difficult to hit. The enemy takes advantage of this, diving down and underneath your less nimble craft.

Enemy Phase:

Balance Shields, DC 11: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20

Looking at your screens, you see the shields around the eoxian fighter flickering and rerouting power. Soon, the craft is once again surrounded by the typical energy signature of a shield.

Gunnery Phase
Pippimi focuses hard, but her laser bolt trails just behind the enemy craft, missing by yards. Zoran stares off into the front of the ship, waiting hopelessly for the ship to come into view.

Enemy Phase:

Fire!: 1d20 + 6 ⇒ (12) + 6 = 18

Damage!: 1d8 ⇒ 3

The enemy ship fires it's front cannon, sending a laser blast into your rear shields. Thankfully, the energy is dissipated before it can hit your hull.

Next Round's Initiative
Davrin: 1d20 + 10 + 3 ⇒ (18) + 10 + 3 = 31
Foe: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27

The eoxian ship spins in a large circle, ending up further behind you. Thankfully, Davrin was ready!

You win, so they move first. And... Everybody's up!

Status:
Enemy: 2/2/2/2 SP ; 21/30 HP; Engines glitching, Scanner glitching
Starfinders: 2/5/5/2 SP ; 35/35 HP

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 becomes flustered and embarrassed at his previous display at putting forward a good captain's presence and doesn't really recover in the subsequent moments.

gunnery, encourage Pippimi, DC 10: 1d20 + 1 ⇒ (4) + 1 = 5 the dice are making me catch up to 10 days of *bad* rolls

Yeah, way to go Pippimi! With three times as many hands it's like you can hold your aim three times better! Woo! Or maybe do two more jobs at the same time!

His talking gets lower as he slinks by to continue looking for coffee that he hopes will repair his state of mind.


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

Bouncing up and down in her chair in consternation, Pippimi shouts in response to Lenny "That true in skittermander ships maybe, but this ship only have one targeting joystick, not six! Pippimi other hands completely wasted!" She waves her four free hands at Lenny and the rest of the crew before returning to the task of aiming the coilgun.

Turret Coilgun, w/ trinode: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Turret Coilgun damage: 4d4 ⇒ (2, 3, 3, 2) = 10

"Uhu! Shooting gun not so hard at all!" Her voice sounds particularly smug.


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,
|

Watching the shields drain from the fire of the enemy ship, Zulu reroutes power to the fore and aft shields at the expense of their side shields.

rebalancing to 4/3/3/4

Computers: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32


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:

Gunnery: 1d20 + 2 ⇒ (19) + 2 = 21
Damage!: 2d4 ⇒ (1, 4) = 5

"There they are!" Zoran says when they finally get within sight.

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

By the way, sorry I forgot to mention that I shifted the ships to the centre. Was getting claustrophobic! :)

Grinning that he managed to return the favour this time by getting the jump on the eoxian ship, Davrin anticipates that it would swing behind them and does a sharp starboard turn, getting out of the forward arc of the enemy, while continuing to take evasive actions.

pilot, evasive DC11: 1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32 AC and TL now 17

Sorry, not enough speed to bring it to close range, but it can't shoot us... Neh neh neh...

Grand Lodge

Slides

Engineering Phase
Divert Energy to Weapons: 1d20 + 9 ⇒ (8) + 9 = 17

Clank calmly walks over to the big red button labeled INCREASE POWER OUTPUT TO TURRET, pauses for a moment of self reflection, then bashes his head into it several times. Within seconds of the first 'thunk', Pippimi hears the core underneath her chair hum with additional energy. Perhaps unrelated, the shuttle bathroom loses power at the same time.

Enemy Phase:

Divert, DC 11: 1d20 + 8 ⇒ (17) + 8 = 25

The eoxian's shields boost in power again, retaining the full gleam they had not 30 seconds before.

Helm Phase
Davrin snaps back into action, taking the ship on a circuitous route around the enemy fighter. He ends up in a blind spot, smug as can be. Meanwhile, Zulu reroutes power to cover the weakened shield sectors.

Enemy Phase:

Target engines, DC 11: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16

Gunnery Phase
Pippimi, finally getting used to the single joystick, sends a laser blast at the enemy ship.

Critical Threshold: 1d100 ⇒ 89

The laser shoots down a thin channel of the little eoxian vessel before disappearing into a thermal exhaust port. Seconds later, a small explosion shows that the Power Core was hit!

Zoran grits his teeth and follows the same targeting pattern that Pippimi used.

Critical Threshold: 1d100 ⇒ 100

Thanks to a last minute flick of the wrist, he manages to land the shot! A bigger explosion shoots into space, meaning the eoxian ship's power core is in some bad shape!

Enemy Phase:

Nothing...

The enemy ship fires it's front cannon, passing your starboard side by a mile. A message comes over the intercom, which sounds like a pocket dial. Things are crashing and smashing in the opposing ship's cockpit, and you can hear the grunts of a female voice.

Next Round's Initiative
Davrin: 1d20 + 10 + 3 ⇒ (6) + 10 + 3 = 19
Foe: 1d20 + 14 - 2 - 2 ⇒ (20) + 14 - 2 - 2 = 30

The enemy pilot fuels this anger, reacting faster than Davrin.

They win, so you move first. Everybody's up!

Status:
Enemy: 3/0/2/3 SP ; 8/30 HP; Engines glitching, Scanner glitching, Power Core malfunctioning
Starfinders: 4/3/3/4 SP ; 35/35 HP


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 changes the targetting solutions to help knock out the power core and cripple the ship. Rapping out directions as he works the computer.

"Crippled power core. Target core. Suggest shooting it again."

Computers: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20

251 to 300 of 4,756 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [SF] Incident at Absalom Station - GM Ewok All Messageboards

Want to post a reply? Sign in.