Agent Keskodai |
"Zero! Please to be removing your cranium from your cloaca, and provide information to the crew about that thing!"
Keskodai attempts to aid Zero
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20
Lucky Sevens |
"Gah! The efluvient snargle was misaligned..."
Turret with node: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Beamed Particles!: 3d6 ⇒ (5, 4, 5) = 14
"Fixed it!"
Zero-Six-Eight-Nine |
"On it...."
0689 reaches out with the scanners to try and figure out a weaknesss.
computers, scan: 1d20 + 11 ⇒ (3) + 11 = 14
GM Cellion |
Round 3 Results (spoilered for readability):
I'm going to assume that Gear meant to say weapon systems again. Gear successfully diverts power to the weapons systems, supercharging them!
Piggy, now realizing that this whelp means business, takes evasive measures!
0689 engages the ship's scanners, learning the following about the Whelp:
- Living Starship Aberration, Medium, Speed 14, Good Maneuverability.
- AC 15, TL 12, 65/65 HP, No Shields, Besmaran Whelp Heart: 175 PCU
Whelp Flyby Maneuver, Piloting: 1d20 + 13 ⇒ (15) + 13 = 28
The Whelp lurches through space with a broad turn at a shocking speed. Spiraling, it swings a crystalline claw at the Sunrise Maiden as it passes by.
The light laser strikes the whelp, but strangely the beam is partially deflected by its crystalline hide. 2 damage
Lucky follows up with a blast from the light particle beam! This one is a direct hit, searing the whelp's main body! 14 damage
Critical Effect: 1d100 ⇒ 87 Inflicts a heart murmur in the whelp (glitching)!
The whelp takes its flyby attack.
Whelp Claws vs. Starboard: 1d20 + 5 ⇒ (3) + 5 = 8
Then follows up with its other claws!
Whelp Claws vs. Starboard: 1d20 + 5 ⇒ (6) + 5 = 11
Missing both times as Piggy keeps the Sunrise Maiden safe!
Current Sunrise Maiden Status:
HP: 55/55
Shields (F/P/S/A): 15/15/15/15
Current Whelp Status:
16 damage taken.
-----------
Round 4 Initiative:
Piggy's Piloting: 1d20 + 12 ⇒ (12) + 12 = 24
Whelp's Piloting: 1d20 + 13 ⇒ (1) + 13 = 14
Sunrise Maiden wins initiative! Whelp moves first... I've left a red circle where it stopped last turn to attack you, just for clarity.
Whelp piloting, Evade: 1d20 + 13 ⇒ (4) + 13 = 17
Agent Keskodai |
"Well done crew. You are performancing very well! Lucky, you are to be shootering more at the creature!!"
Keskodai attempts to aid Lucky!
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
Zero-Six-Eight-Nine |
0689 continues to scan the beast.
computers, target system, power core: 1d20 + 11 ⇒ (3) + 11 = 14
DC= 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.
"As with all beast, destroy the heart, destroy the beast"
Rules for Target System
Piggy & Porker |
Piloting, Evade: 1d20 + 11 ⇒ (10) + 11 = 21
The chocolate oozes out between Piggy's fingers as he squeezes the pilot's chair. The boat rocks as the beast's claw attacks, but doesn't penetrate. His voice echoes over the coms. "Alright, crew, man the rear guns! " He smiles and pats Porker on his metallic back, spreading melted chocolate everywhere. "Lets see if this whelp likes a little laser on it's behind. "
Lucky Sevens |
Turret (node, encourage): 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20b
Aggressive Particles: 3d6 ⇒ (4, 2, 4) = 10
"Just hold her steady; we've got this."
GM Cellion |
Round 4 Results (spoilered for readability):
0689 directs the ship's scanners to examine the wound on the whelp's chest, analyzing for further vulnerabilities. He sends the data to the weapons systems.
Piggy keeps the ship weaving from side to side to avoid potential attacks!
Critical threshold #2: 1d100 ⇒ 78 The whelp's heart starts palpitating (glitching) again.
The whelp spins from side to side, searching for the Sunrise Maiden. (No attacks this round)
Current Sunrise Maiden Status:
HP: 55/55
Shields (F/P/S/A): 15/15/15/15
Current Whelp Status:
26 damage taken.
-----------
Round 5 Initiative:
Piggy's Piloting: 1d20 + 11 ⇒ (12) + 11 = 23
Whelp's Piloting: 1d20 + 13 ⇒ (11) + 13 = 24
Whelp wins initiative. Go ahead and move the Sunrise Maiden first!
Agent Keskodai |
"Lucky, could you pleased to be finishing that thing off now!"
Keskodai attempts to aid Lucky!
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
Piggy & Porker |
Gah, I keep losing initiative by SO LITTLE!
"nope, Nope, NOPE, NOPE!" Piggy puts both hands on the forward stick, pushing it all the way down. He taps the intercom again. "Everybody sit down, time to test these thrusters!" The ship blasts off, straight forward.
As the ship flies forward, he notices the rest of his chocolate bar. "Ooh..." He lifts his right hand and gives it a full lick, working to enjoy all of his chocolate.
Piloting, Evade, DC 15: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Meanwhile, the ship lazily spins as the pilot is distracted. Thankfully, it will make the Maiden more difficult to hit.
GM Cellion |
Round 5 Results (spoilered for readability):
Piggy casually evades as he attempts to slip away from the whelp.
Whelp Evasive Maneuvers, Piloting: 1d20 + 13 ⇒ (19) + 13 = 32
The Whelp keeps up its own weaving and dodging!
The Whelp spits out a wave of plasma, but it dissipates well before it reaches the Sunrise Maiden (No meaningful attacks this round)
Current Sunrise Maiden Status:
HP: 55/55
Shields (F/P/S/A): 15/15/15/15
Current Whelp Status:
26 damage taken.
-----------
Round 6 Initiative:
Piggy's Piloting: 1d20 + 11 ⇒ (10) + 11 = 21
Whelp's Piloting: 1d20 + 13 ⇒ (7) + 13 = 20
The Sunrise Maiden wins the initiative! The whelp moves first.
Whelp Piloting (Flyby Attack): 1d20 + 13 ⇒ (11) + 13 = 24
The Whelp swoops past the Sunrise Maiden, clawing at it with one of its limbs. (Attack will happen during the next gunnery phase).
Agent Keskodai |
"Altronus, Lucky is not getting the job done, shoot the beast please!"
Keskodai attempts to aid Altronus!
Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19
Piggy & Porker |
Alright, had to pass down to the bottom of the map. BUT, fret not. Our rear is five away from his rear, so flak away.
Piggy sees the beast coming and frowns. Unable to avoid the collision, he moves the ship into a better position for the gunners. "We're about to take a hit, so hit him back! "
Evade, dc15: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Lucky Sevens |
Lucky's shot scores the Space Shark's flank, and she cries out in victory, "Well f%%% you too Keskodai!" <3
Particle Turret: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 3d6 ⇒ (6, 3, 1) = 10
GM Cellion |
Since it's the weekend, I'll hold off on finishing the round until tomorrow morning. Probably better to not have half the team missing :>
GM Cellion |
That'll do it!
1d20 + 8 ⇒ (11) + 8 = 19
1d100 ⇒ 13
1d100 ⇒ 79
The whelp spins around to continue chasing after the Sunrise Maiden, and it almost reaches the ship's tail before its struck right in its gaping maw by a particle beam! Altronus follows up with a relentless wave of flak fire that pierces its outer hide.
Bleeding plasma into the void of space, the whelp seems to have had enough of this hard-to-catch prey and turns to escape. It angles itself to head right at the moon of Colony-753 and tries to fly as fast as its damaged heart and tail will allow.
The whelp is fast, but your weapons have very long range. If you want to finish it off as it flees, you can do so.
Just past the fleeing whelp, you can see the planet Colony-753, its stark rocky surface and turbulent crackling clouds looking far from inviting.
Zero-Six-Eight-Nine |
The beast is heading away. Let move on. I would not want him to lead us to even more of his kind." Says relaxing in his chair.
Zero-Six-Eight-Nine |
0689 swivels his chair around and sits upright before doing a scan. "Well lets see?"
computers: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Piggy & Porker |
"Yes! Way to go, everybody! " Piggy claps his hands together, watching the beast float away. "If he comes back, we'll just do it again! " He scrapes the no-longer-melted chocolate from the console and pops it into his mouth. "Well, down we go! Let's see if I can avoid the worst of this weather. "
Piloting : 1d20 + 11 + 1 + 1 ⇒ (9) + 11 + 1 + 1 = 22
Agent Keskodai |
"Yes, let the beast go, but Lucky, you questioned the Captain's decisions in the middle of combat. That will being reflected poorly on you in my report."
GM Cellion |
While Piggy brings the trusty Sunrise Maiden closer to the planet, 0689 brings up the scanners and examines the current status of the world. As expected, the world is dry and rocky, with low gravity but otherwise a fairly livable atmosphere. He quickly locates the co-ordinates included in the data-set from Ulrikka Clanholdings, pinpointing the location of the outpost on the planet. Unfortunately, his scan also shows something quite discouraging: the crackling dust storm visible from space is centered over the location of the outpost and extends for miles in all directions. Not only that, but the storm appears to be filled with fast-moving rocks of various sizes! Based on the scanner readout, trying to land the Sunrise Maiden through that mess would be exceedingly dangerous. On top of that, it seems the dust and rock storm is unmoving and unfading... waiting it out won't be a possibility. Seems like a trek overland will be necessary.
Piggy deftly directs the ship down into the planet's atmosphere and lands the ship far away enough from the edge of the storm to be comfortable it won't be caught in it or damaged while you're away. When you look out the Sunrise Maiden's viewports, a stark landscape of dust and rocks awaits you. The air looks hazy and visibility is low.
According to the readouts from your scanner, the outpost is a few miles away to the south-east.
Let me know of any preparations you make before you head out.
Gear 2.0 |
Gear does a comms check to see if the infosphere is accessible on this planet. She also packs on her gear and her tools, setting her suit to help her breathing. As she and Boytoy step out, she sighs.
Let's do this.
Piggy & Porker |
Piggy jumps atop Porker, slaps his metal behind and pulls down his armor. " Alright, don't get crushed by any rocks! Let's go! "
GM Cellion |
Gear checks for an infosphere connection and finds the planet completely devoid of any wireless. Seems you'll be on your own, data-wise.
Gear and Piggy lead the way off the ship and out into the blasted landscape, heading in the direction of the outpost. (If anyone who hasn't posted wants to make any preparations, feel free to mention in your next post.) The trek overland is slow going due to the rough terrain. Before long you find yourselves climbing up and back down steep hills as massive chunks of rust-red rock float slowly by overhead.
About half an hour in, Gear and 0689 simultaneously hear a faint hum transmitted through their armor's mic. As they turn to look in the direction of the hum, they spot a pair of shapes coming over the top of a nearby hill. The shapes rapidly approach close enough for you all to get a good look at them.
From what you can tell, they appear to be a pair of small, 6 wheeled vehicles, each one piloted by a bizarre creature. Each creature is a bright red humanoid, sporting four stocky legs and a pair of long crab-like claws extending where their arms should be. Their backs are covered in short white spines (like a hedgehog). Both are wearing some kind of helmet that obscures their faces.
Shifting their front legs from side to side, they pilot their buggies in a broad circle around your group. They're clearly interested, but don't seem too eager to approach closely (at least not yet).
Agent Keskodai |
Life Science: 1d20 + 8 ⇒ (13) + 8 = 21
"Friends, I am certain that these are intelligent aliens. However, I am being equally certain, that they are not of a kind ever known within the Pact Worlds. I can confidently state that we are in a First Contact situation. Unfortunately, I am not versed in actual First Contact protocols, but I shall attempt to, how do you say 'wing it'?"
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Keskodai informs his friends telepathically, "they seem particularly interested in Piggy's construct friend."
Keskodai takes a deep breath, and speaks in common, loudly and slowly, since that is how they do it in the Holovids, "we come in peace, and wish to make friendship with you."
Keskodai will step forward, and attempt to exude an attitude of friendliness, and desire to speak with these newcomers. He will make motions towards them, and himself, in an effort to allow one of them to allow him to touch them. Should he be successful, he will cast share language and we can then move into some actual conversations.
Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
Agent Keskodai |
Keskodai really does seem to be set up to be a decent first contact guy. Diplomacy and share language go a long way.
Lucky Sevens |
Are they likewise paying attention to Sparky?
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Lucky steps back to let Keskodai work, but keeps a wary eye on the creatures and their buggies.
Aside from the claws, any visible weapons?
'Altronus |
Altronus looks at Keskodai when he mentions their interest in the drone. He then glances at the newcomers, at Porker, then back to the aliens. "I've got a bad feeling about this. Be ready for anything."
Life Science: 1d20 + 5 ⇒ (20) + 5 = 25
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Gear 2.0 |
Gear pulls her pistols as Boytoy takes a stance in front of her, looking rather large and menacing as the screen that stands in for it's face flashes...
[Strong Voice]No funny business around the Miss! (☞◣д◢)☞[/Strong Voice]
Piggy & Porker |
Piggy smiles and waves, then pats Porker on the head. "Porker, maybe one day you can be as fast as those buggies. They do seem to think you're cute, though! "
Diplomacy, Aid : 1d20 ⇒ 3
He seems more into his own drone than the aliens, however.
Porker |
Porker's ears go down flat, though his eyes track the buggies relentlessly. Target acquired. Waiting for orders. The jaw stays locked, but the metallic voice echoes out nonetheless. "OINK. OINK. "
GM Cellion |
Assuming Sparky is out and about, they are watching him and Boytoy with the same interest that they are showing towards Porker. They don't appear to be armed.
Keskodai's open and friendly attitude and tone seems to help lower the guards of the pair of aliens. They ride their buggies a little closer and exchange some kind of low vibrations between each other. When Gear and 0689 pull weapons and ready themselves, the aliens pause in their approach.
"Kht-kh-hmmmmmh-ktth?" One of the aliens vocalizes a string of crackling, buzzing sounds. It points its claw first towards the direction you all came from and then up at the sky.
They're a bit too wary right now to just approach and cast share language. If you'd like to convey responses, questions or suggestions to them, it'll take a DC18 Culture check to properly execute non-verbal communication that the aliens will be able to interpret.
Gear 2.0 |
sense motive: 1d20 ⇒ 8
Though she's not sure exactly what they are asking, she gets the idea...
culture: 1d20 + 8 ⇒ (12) + 8 = 20
She reaches up and taps the translator ear-ring, though she knows it'll be a bit before it's able to translate properly, might as well get the process started.
She holds out her hand and shows them the back of it, the glyph of the star finders glowing at her command. She points to the symbol, then back to herself.
We are the star finders.
She mimics looking all over.
Explorerers.
She mimics listening and points at the riders.
Heard something here, came to see!
She tucks her pistols away and spreads her arms.
We would love to talk!
Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12
Piggy & Porker |
Sense Motive: 1d20 ⇒ 16
Piggy whispers to the androids, "Put your weapons away, let's not turn this First Contact into a First Battle." He examines them a little closer. "They're curious. They want to know who we are and where we came from."
Culture: 1d20 + 9 ⇒ (12) + 9 = 21
Piggy then pats Porker on the head. "Stay still, little lady." He stands up on the drone's back and throws his arms out wide. "We." He raises both arms to the sky. "Came from above" He reaches into a pocket and pulls out another extra large chocolate bar. "With food." He hands it to Keskodai and winks. "Give it to them and work your magic."
Diplomacy: 1d20 ⇒ 11
GM Cellion |
Piggy and Gear's excellent miming and offer of food seem to effectively convey some basic details about the party, with both of the unknown aliens halting in their crackling to watch you both carefully. They confer briefly between themselves, then get off their buggies and scurry over to meet your group up close.
Seeing them up close and not on their vehicles, you can tell these creatures are about four and a half feet tall and strongly muscled. They wear what appear to be kilts around their waists, sporting a myriad of pouches and pockets, each filled with a different tool or metallic object.
They mime out greetings to your group, then point at the trio of drones following you while exclaiming "Kht-khhhh-htkh-hht!" and then pointing at your group.
When Keskodai moves in to cast his spell on one of the two natives, they're hesitant, but submit to his magical attentions. Once the spell takes hold, its subject runs through making all sorts of new sounds in broken almost-Common.
"Khhhhome? Wheeee thhakkkhheee toooo tthhhhown. Mheeet mmmayorh. Skhhhhhy peopppleee brrrringgghh newww machhineees as zhe predikhhht." The newly capable translator beckons for you to follow it back towards the buggies.
Agent Keskodai |
Keskodai shares the languages of Common, Shirren, and Vercite with their representative.
Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15
Once their rep has the Common tongue, Keskodai explains, "We are from far away in the stars. We will gladly to be meeting your mayor. Did you have a question about the metallic beasts?"
Sorry for responding slow. I'm on travel for work, and way out of my home time zone, but I'm trying to keep up. I fly back tomorrow night, and by Friday all should be back to normal.
Piggy & Porker |
Piggy hops off Porker's back and smiles big.
Sense Motive: 1d20 ⇒ 7
"We would be happy to meet your mayor! And we'll bring our machines with us! " He pats Porker on the head. "They're nice machines. "
GM Cellion |
The two aliens return to their vehicles, mount up, and lead your group towards the east. As they chug along on their buggies at a walking pace, the translator peppers your group with questions about the three drones with you, asking all sorts of technical things. While the aliens are clearly no where near the technology level of the Pact Worlds, it quickly becomes obvious that they have a keen insight into mechanics.
After about 15 minutes of traveling over grey-red hills, you look down from the crest of one of them into a rust-red valley. The base of the valley is packed full of large but squat metallic buildings, each billowing grey smoke upward into a large, clear, plastic dome. The smoke hangs inside the dome like a low-lying cloud over the town. As you descend down into the town, you find the streets are filled with six-wheeled buggies and other vehicles, as well as hundred of red, four-legged aliens. Each of them wears a helmet of a different style, ranging from simple to extravagant, and leisurely plods about on some kind of task or errand.
Looking around the town, you see sights both familiar (you easily identify an eatery from the way the aliens cluster inside and absorb food through their claws) and utterly bizarre (elaborate networks of elevators carry some aliens up into the smoke cloud and return them back down within seconds for no obvious reason). Your two guides rumble forwards on their vehicles, crackling audible sounds at their fellows. The locals turn and watch your group as you move through, showing as much interest in yourselves as they do for your drones.
Before long, you find yourselves descending down a long shaft into the ground. Hanging gas-powered lamps provide illumination as you follow an asphalt-like road to a deep subterranean floor. There, your guides open a side passage and lead past a collection of vehicles and into a narrow earthen tunnel. Rather abruptly, the tunnel turns and opens into a huge underground chamber with many of the red-skinned aliens. One of them steps forward and raises a foot as if to greet you. This individual has faded red skin, a missing claw, and an array of golden markings on its helmet.
After a few crackly bits of exchanged dialogue between your translator and the odd looking alien, your translator says "Thhhhhis ihhhs ouuurr mmmmayorh. Zhhhe woouuuld likkhhhe to wellkhhhome youuh all, othhherworllldderrs. Zzhhee hhhas grrreat ekkkkhspekkhhhtations fffor youuhhh. As zzhhhe saww in starrrsignnn, yoouu kkhhhome withhhh kkhhhomplekhhs macchhhines, vikkkhhtorrrius overrr the skkkhhhy warrden."
"Wwweee arrre alll eaggger. Yoouuu kkhhhnoow mmmany thhhings."
The crowd of aliens seems to be settling in, as if ready to hear from you all. They are quiet.
Despite the words of the mayor, you can tell that the mayor and the many other aliens here waiting for you aren't quite comfortable. You are pretty strange to them, and despite them (somehow) having expected that you'd arrive, they are still wary and cautious.
They clearly want to hear from you all, but this is also an opportunity to ask them questions your characters might have. Note that they're still quite on edge with your group. You can try to improve their collective attitudes with either Bluff or Diplomacy. Other skills may also be relevant depending on the situation and your approach.