Xenal Doshbinder
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I already know it hit, but lacking my ability to read Breq's roll beforehand...
Xenal whoops a Vesk warcry, "Keep up the pressure, Breq! Antares, give that android whatever she needs!"
Master Filament
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Gunnery (light laser cannon): 1d20 + 2 ⇒ (6) + 2 = 8
Damage (light laser cannon): 2d4 ⇒ (2, 3) = 5
While his eyes are closed, Master Filament nods off. Though his finger is relaxed, his weight shifts forward as he momentarily dozes.
The firing mechanism engages, which jostles the elderly ysoki awake.
Antares-1
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Antares winces as the ship doesn't slew to starboard as she'd anticipated, and the enemy blast takes it in the depleted front shields, damaging the hull - though fortunately it's not bad.
"Captain, I strongly advise we present starboard arc to the enemy, our shields are stronger in that quadrant. Front shields are gone." The android then gets to work on targeting the enemy ship's power core.
Computers: 1d20 + 8 ⇒ (12) + 8 = 20
Weoroen, when you move the ship this time, present our starboard side to the enemy so they can't target front or rear quadrants. Our shields are currently 12 on starboard.
| GM Cellion |
Thanks all for keeping up the posting pace. Going through starship combat fast is pretty critical in PbP.
Round 4 Results (spoilered for readability):
River Rat tries to restore its shields (Divert Power): 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 and despite Mr. Smiles' efforts, and general malfunctions, manages to restore some shields. (To front and aft)
No Loreseeker actions in Engineering Phase!
Mr. Smiles gets back on open comms to splutter at your team. "Y-you! Don't think you're winning! We haven't even used our special weapon yet!"
Weoren keeps the ship evasive while lining up the starboard side shields towards the River Rat.
River Rat Evasive Maneuvers, Piloting: 1d20 + 7 ⇒ (8) + 7 = 15
The River Rat also manages to duck and weave adequately.
Antares and Savoy switch the scanners to finding weak points in the enemy's power core. Both gunners are successfully fed with telemetry data!
Thankfully Breq keeps her head in the game and lands another direct hit with the coilgun!
1d100 ⇒ 29
The River Rat retaliates with its own coilgun...
Coilgun: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
4d4 ⇒ (2, 1, 4, 4) = 11
but the beam strikes the asteroids behind the Loreseeker.
Current Loreseeker Status:
HP: 50/55
Shields (F/P/S/A): 0/12/10/5
Current River Rat Status:
Shields (F/P/S/A): 5/5/5/0
HP: 16/55
Glitching -> Power Core, Engines, Sensors.
-----------
Round 5 Initiative:
Weoren's Piloting: 1d20 + 8 ⇒ (5) + 8 = 13
River Rat's Piloting: 1d20 + 7 ⇒ (14) + 7 = 21
River Rat winss initiative, so you guys move first.
Xenal Doshbinder
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Diplomacy: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (6) = 20
"I don't know if I believe him about a special weapon, but let's not give the chance to prove me wrong. Breq? Continue the assault."
Antares-1
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Antares notices the enemy moving swiftly and spends a few moments drawing power from the core to boost the shields.
Computers Check: 1d20 + 8 ⇒ (4) + 8 = 12 vs DC 13 = Failure!
But the android is unable to focus on the task sufficiently.
If I get an Aid Another to make the roll, will put all 7 points to front shield
Front: 0 [+7 if 'Aid Another' comes through]
Starboard: 12
Port: 10
Rear: 5
Total Shield Points: 27
Breq Torren
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Wait, that last crit threshold should have hit the power core, right? Thanks to the science action?
Breq grits her teeth and keeps firing!
coil: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
boom: 4d4 ⇒ (4, 2, 3, 2) = 11
Antares-1
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Wait, that last crit threshold should have hit the power core, right? Thanks to the science action?
Oh right, I think that's correct. I wasn't sure what DC I was looking at, but I'm fairly sure my roll was high enough.
Savoy
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Savoy tries to to reroute some more power towards where Antares wants it to go
Aid on Computers: 1d20 + 6 ⇒ (20) + 6 = 26
"Is there a reason why you don't let me try this and you try to boost the total power supply?
Just wondering why we don't have anyone with engineering repairing shields instead of just redistributing the dwindling supply we have..I can try to redistribute with computers..but I can't regenerate them since I have no engineering
| GM Cellion |
You're right, power core should be malfunctioning right now.
Final Round Results (spoilered for readability):
No Engineering actions from Loreseeker.
Weoren points the ship at the River Rat.
River Rat Evasive Maneuvers, Piloting: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
The River Rat evades doggedly, despite the heavy damage to their ship!
Light Laser Cannon: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Light Laser Cannon damage: 2d4 ⇒ (3, 3) = 6
But misses.
Breq follows with the coilgun and lands a deadly hit to their rear!
As a last desperate move, the River Rat retaliates with its coilgun.
Coilgun: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
4d4 ⇒ (1, 1, 3, 3) = 8
But their aim is totally off and the beam lances into space.
Resolving the conclusion narratively:
With the River Rat badly crippled, and Mr. Smiles' bluff about the secret weapon having fallen on deaf ears, the smugglers try to escape! With their engines and power core so badly damaged, the Loreseeker can easily keep up with them and finish them off.
Do you do so?
Breq Torren
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I hate to fire on a fleeing vessel. And one so far away from civilized planets. Even if they are scum.
Breq pauses, waiting for orders. She calls the Helm, anxious. "What do you say, captain? Mercy? Or finality?" She shakes her head. A grey area of the law, finishing off criminals. Are they a danger to us? No. Are they a danger to others in the future? Most likely.
Antares-1
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Antares nods at the screens and reports. "Enemy in full retreat. Shall we pursue? Advise we are unable to divert more power to front shields." The android feels a strange tug of some foreign emotion (frustration?) as she is unable to draw power from their core to boost the ship's front shields in preparation for a chase, should it come to that.
Engineering Check: 1d20 + 8 ⇒ (2) + 8 = 10 vs DC 13 = Failure!
Oops! Repairing shields is exactly what I was doing, I just rolled Computers instead of Engineering! Sorry for the confusion, I only rebalanced the shields using Computers in that very first round before we took a hit. But either way my modifier is +8, I think that I just couldn't receive an Aid Another, since Savoy doesn't have ranks in that skill. In any case, I've been unable to repair shields with the last two terrible rolls in a row! :(
Front: 0
Starboard: 12
Port: 10
Rear: 5
Total Shield Points: 27
| GM Cellion |
With your ship offering mercy, the River Rat drifts off deeper into the Diaspora. While their days of smuggling and petty crime might not be over, they'll think twice before harassing the Silverbrew Clan again!
You contact Cabrin Silverbrew with news of your success against the smugglers and hear back over your ship's long-distance comms. "Really? Glad ta hear it! That oughta teach those skulking thieves to keep away from what isn't theirs! Now, as promised, we'll send your nice folks the chunk of that tablet we kept our hands on." Cabrin takes a deep sigh. "And then we'll get to sweep through our mining base for any surprises the smugglers left. They probably wrecked the place..." Composing himself, he finishes with "Thanks again folks!"
-----
Your return trip to Absalom Station has you arriving around the same time as the second tablet fragment. Venture Captain Arvin contacts you excitedly the moment you land, bringing you all back to a meeting room in the Lorespire Complex.
"Great work with the Silverbrew Clan team! From what I've heard, they haven't had any smuggler trouble over the last few days. The story of what you did to those smugglers has obviously spread!"
He pulls up a few documents on his datapad and slides it over for you to view them. You see transcriptions of the various dream fragments from earlier. "No time to waste though, as we've got a final fragment of the tablet to secure. To remind you, our last dreamspun tale was the following cryptic little bit:"
"One world, two sides apart,
Freedom locked 'neath neon lights,
Bad Chameleon."
"The world with two sides was clearly Verces, but it took a few days and some more investigation before we came to a conclusion on the rest. Of course, once we realized it, it was obvious! That Karelite Bogdin that you heard about on Aballon, he owns a nightclub called Kosmos in the city state of Vanos. One of many such establishments under his control. Of course, Kosmos is the only one with a neon chameleon over the entrance, dressed... uh... provocatively."
"I'll bet we'll find the final fragment there, probably kept somewhere safe by Bogdin. Maybe in his office, with any other valuable pieces. Bogdin has quite the security force and enough clout among the local officials that making a big scene might drop you into a Vanos jail, despite any noble cause you might have. Instead, you're going to need a more sneaky approach." He meets the eyes of everyone in your group, trying to impress upon you how important this is.
"To that end, I've already reserved you tickets for the club. You can use them, or not use them and find your own way in, at your discretion. But please be careful. All I've heard tells me that Bogdin is not a man to be crossed."
"Questions?"
Breq Torren
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Hmmm... this smells like another Historia-7 mission. Stealing from thieves. Breq frowns, uncomfortable with edging so close to illegal activities. "I suppose it is a good thing this location is in Vanos. From what I hear, their laws are sub-Pact World standard."
Antares-1
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Antares nods gamely. Though not particularly sneaky, perhaps she can help in other ways. Overriding computer systems, picking the lock of a door, or using the energy of the universe to cloud the minds of those that would do them harm. The android is confident that they have a good chance of getting that piece of tablet out of there.
Xenal Doshbinder
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Xenal gives a somewhat dubious nod. "I haven't visited Vanos before. You say we should expect very little in terms of law enforcement?"
Culture: 1d20 + 4 ⇒ (11) + 4 = 15
| GM Cellion |
The Venture Captain agrees with Xenal "I wouldn't expect much from what law enforcement there is there. If anything, they're likely to be in Bogdin's pocket."
Background info for Xenal and anyone else who makes the check:
Breq Torren
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Culture: 1d20 + 10 ⇒ (14) + 10 = 24
Breq fills the crew in on everything she knows about the planet. "See, I told you. Lax laws. So while our actions this evening may break Pact Worlds Galactic Law 42.3.00.12, 67.22.921 and 527.2.7, among others, they do not hold sway here."
Xenal Doshbinder
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"Hmm. Well I suppose if they place themselves outside of those protections, they have only themselves to blame. It will certainly make our task easier as well. I'll take a ticket."
Antares-1
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Antares notes aloud. "The criminal Kong that we dealt with had Verthani for allies, and now we are headed to their home planet. Perhaps merely a coincidence. Or it might indicate a connection."
| GM Cellion |
Venture Captain Arvin nods approvingly at the conclusions people are drawing. "Remember, the task here is to find and secure the tablet fragment and get out. The less of a ruckus the better! Now, good luck Starfinders!"
----
Arvin provides digital tickets to each of you for Kosmos, sending them to your comms devices or datapads, if you have one. You take a regular commercial spaceflight to Verces, trying to keep your visit as low-key as possible. The flight takes a few days during which you have ample time to discuss your approach to the club if you wish to.
A quick check of the infosphere before you leave or after you arrive reveals that Kosmos is a fairly upscale establishment that caters to a wealthy clientele that wishes for a more 'legally laid-back' approach to entertainment, openly advertising 'psychic adventures' and 'heightened experiences in a unique setting'.
Soon enough, your flight arrives in the city-state of Vanos, a land of perpetual twilight at the absolute edge of the daytime zone of the tidally locked world of Verces. The lighting (or lack thereof) only serves to highlight the multitude of traditionally nocturnal activities found here. The club itself is a short distance from the spaceport, down a busy boulevard. Neon lights and signs flash above various storefronts, advertising everything from virtual reality shows to high-end pet shops selling imported animals (and maybe some creatures that don't qualify as 'animals') of questionable legality. All around, people of various species, dressed in expensive clothing, laugh as they make their way beneath the pulsing lights. Many of them are accompanied by androids, all dressed in similar black uniforms, and all with blue-glowing collars around their necks.
----
When you arrive at Kosmos you see that the starkly elegant building sports a massive neon sign hanging above it. An anthropomorphized chameleon, or a heavily augmented verthani (it's hard to tell which) stretches on a lounge chair and luridly shows off its assets. The entrance to the club has a line that stretches around the block, with the mostly young, and loudly boisterous visitors waiting impatiently for admittance.
Please point out any preparations you may have made on the Station or once on Verces. Note that wearing obvious armor (most heavy armor) would stand out among the crowd, as would any clothing that isn't gaudily stylish. As with most locations in Vanos, weapons are permissible within the club.
Map updated with the exterior of the club. I haven't placed your tokens there yet, just in case you want to do something else first.
Savoy
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Before arriving Savoy asks the others
"Do we want to do a quick stealth survey to see what we'll be dealing with or just go right ahead?"
Having no skill in disguising himself Savoy decides to just show up as he is..he's a bit out of place in his bland second skin armor..but tries to make up for it by trying to blend in
Bluff?: 1d20 + 11 + 1d6 ⇒ (14) + 11 + (1) = 26
Breq Torren
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Breq looks at her professional suit and decides it might not fit in an illegal night club. She purchases finer clothes on the way.
The android is now dressed in a deep black suit lined with blue LED's which flash as she moves. They perfectly match the circuit lines running through her skin. She tries to put on the air of just another club-goer. With a forced bubbliness that seems very odd she says, "Whatever could you mean? We have tickets, let's just head on in!" She walks past the line up to the bouncer, flashing her ticket. Worked when I pretended to be Strawberry Machine Cake...
Weoren Swiftbane
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"I don't believe someone with such heavy armor would be welcome at this club. I am happy to stay outside and in communication and rush in at the first sign of trouble. I am quite fast." Weoran states matter of factly.
Master Filament
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Master Filament acquires some new clothing, but he cannot bring himself to dress in what the latest fads refer to as "fashion". He arrives wearing a rather formal, black suit. The only flash of light complementing his ensemble is the stellar energy mote that encircles his head. Nevertheless, he attempts to use what he knows of the latest crazes to try to fit in without compromising his own, simple asthetic.
Culture: 1d20 + 6 ⇒ (15) + 6 = 21
Antares-1
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Though not normally caring about stylish clothes, Antares realizes the need to blend in on a mission such as this. She selects something dark with highlights of bright colors that accentuates the violet-hued wiring that flows beneath her translucent skin and the amethyst-like gem at her throat. She also goes for something somewhat sleek, but loose enough that she can wear over the microcord armor she intends to wear.
Surprised at the strange persona that Breq is able to assume, Antares instead remains her quiet, observant self as she provides her ticket via her own datapad - which she also purchases.
Couldn't believe that I didn't have a datapad already, so I fixed that little oversight (50 credits). I also purchased 'formal' clothes (5 credits), though noted that they are nightclub apparel - not just everyday wear. Figured that the added cost for being 'stylish' would help her blend in better. Based on description of microcord armor, it seems like clothes could easily fit over it - but let me know if that's not the case and Antares will go unarmored.
| GM Cellion |
If you've made an effort to blend in with your appearance or behavior, feel free to give me a disguise check (untrained is OK). I'll add circumstance bonuses in as appropriate for any specific prep you've done. @Savoy: Disguise is the right skill rather than bluff.
@Antares: My understanding is that you can wear light armor under your clothing. Not sure if its explicitly stated in the book.
A vesk bouncer (All obvious club staff/bouncers have been identified with a red outline) at the door lets in a violet-haired pair of club goers. As the door opens, you hear thumping music emanating from inside. When Breq tries to get to the front of the line, he responds by barring her way and staring her down. "Get to the back of the line, clicker! Everyone here has tickets, you ain't special." He points his thumb to the back of the line.
Antares-1
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| 1 person marked this as a favorite. |
Disguise Check: 1d20 - 1 ⇒ (15) - 1 = 14
Antares takes a look at the line as she tries to blend in. How long would it take to get into this club, anyway?
When I realized my modifier was that bad, I was all set to link to this gif to give you an idea of how Antares' outfit might look to everyone but her. But hey, a 14 ain't too bad!
Xenal Doshbinder
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Agh! Sorry. Xenal will purchase a set of the customizable clothes from Armory, setting them to fancy!
Xenal is generally comfortable in a variety of situations, but while she's fine partying or battling, she's slightly awkward trying to get her battle-pike to look non-martial, even outside her normal armor, and in a fancy new set of (non-armored) stationwear.
Disguise: 1d20 + 2 ⇒ (6) + 2 = 8
Breq Torren
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Disguise: 1d20 - 1 ⇒ (15) - 1 = 14 Hopefully my Fancy Clothes will help...
He's not as hospitable as the record store was... Oh well, time to play the part. The android smirks, whips her head around (showing off the flowing lines of her outfit) and walks to the back of the line with a huff. "I will be telling your manager!"
| GM Cellion |
Weoren, in case you want to change your mind: you might have a few real-world days where there isn't much going on outside the club while the rest of the team checks out the inside. Is that alright by you?
Despite valiant efforts from most of your team, you still stand out against the more ostentatiously dressed party animals making their way into the club. Perhaps its the giant metal pike Xenal is toting?
In any case, the vesk bouncer gives it a glance and then shrugs, offering a grunted "Don't go sticking anyone in there. This place ain't for fights." before checking your tickets and waving you in.
---
You make your way down a dimly lit but slickly furnished hall, following the sounds of the music. You turn a corner a see a dimly lit riot of neon color, gyrating bodies, and vaporous fumes of myriad kinds. ♪♫ The music pounds, rattling your skull as you enter the club. ♪♫
(Note that for the description below, north is towards map left. I've added an indicator on the map page in handouts)
The main dance floor of Kosmos extends almost eighty feet from north to south. Two raised bars, tended by clearly augmented verthani, nest within raised platforms in the northwest and northeast corners, while two large vesk guard a door in the middle of the northern wall. Two identical androids with glowing blue collars tend a central bar, which serves as the main drinking station. Throngs of verthani and a handful of other species fill the dance floor, and the 10-foot ceilings barely rise two feet above most of their heads. A large stage covers the southern section of the room, flanked by ramps leading up from the east and west sides. From the stage, a southern door is guarded by an intimidating vesk who stands under a sign marked “Dressing Room.” A double door marked “Fire Exit” lies in the middle of the eastern wall, and the club entrance is the sole door along the western side.
Breq Torren
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Breq glares at the androids tending bar, her bubbly persona faltering for a moment. The Abolitionists will hear about this. She snaps back to her role and approaches the bar. Just like the record store...
Diplomacy: 1d20 ⇒ 12
"Hello, fellows. Interesting neck wear you have there. " MORE BUBBLY! She shakes her head quickly, broadening her smile. "How about you both come home with me? "
| GM Cellion |
Breq approaches the two androids. They stare at her with visible envy for a long moment before breaking into timid smiles.
They speak simultaneously (pointedly ignoring her question), practically shouting out "Welcome to Kosmos!!!" in energetic, bubbly voices that match Breq's feigned attitude. The one on the left follows with "I am Kosmos-13" and the one on the right smoothly continues with "And I'm Kosmos-14", after which they resume speaking simultaneously with "Can we get you something with a kick to start you off?"
As both of them lean forward to hear Breq better, they giggle unconvincingly and cast glances at the Vesk guard to the south side of the room keeping an eye on things.
Breq Torren
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I must find out what personality chip they're using. Much better than doing without in times like these. Breq turns her body so that the vesk can't see her face. "Of course! But tell me, I'm not a fan of tall green glasses of danger. I only prefer those far, far away from me." She turns her head and glances at the vesk guards. "If you had a few less tall glasses of green, maybe you'd be able to help me help you..." She waits, hoping they'll crack.
Antares-1
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Antares wanders across the dance floor, attempting to gyrate in imitation of the others that dance - though the android has no real knowledge of any hip dance moves.
Approaching the double doors marked 'Fire Escape', she checks to see if they are obviously locked or if there is a sign indicating they are alarmed.
| GM Cellion |
Kosmos-13 locks Breq with an intense stare while Kosmos-14 keeps an eye on the vesk behind her. Kosmos-13 lowers her voice to a level barely audible over the thumping of the music. "I don't know what you're thinking, but if you make a scene, we'll be the ones punished. And Bogdin is... very through with how he punishes us. Please." Despite the android's dulled emotion, there's clear desperation in her eyes. "Please don't."
You'll need more to convince them to open up about any further sensitive topics. Maybe the rest of the party might be able to aid that diplomacy?
Antares sneakily investigates the fire escape, finding it unbarred and unlocked, but clearly alarmed. With the vesk nearby, it'll take some skill at engineering and some stealth to be able to get through this door without raising a ruckus.
Breq Torren
|
Breq leaves the center bar with a sigh, accepting that she will not be able to convince them. She does call out to Xenal and Savoy, however. "Hey you two, can you convince the android bartenders to reveal some information about their master? I am unable to convince them, despite our shared interest in their freedom." She heads over to Antares, then tries to sneakily undo the alarm.
Stealth: 1d20 + 9 ⇒ (19) + 9 = 28
Engineering: 1d20 + 7 ⇒ (3) + 7 = 10 Shoot...
Savoy
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Just speaking loud enough to be heard Savoy talks to
Kosmos-13
Ï'm sure we can get this Bogdin to not punish someone who is a friend of ours..but then you'd need to be our friend before we could be able to do so. Off course there's no reason for one friend to not help another friend out with something is there...?
Savoy lets his voice trail of as if implying that answering any questions we might have would be in his best interest
Diplomacy: 1d20 + 11 + 1d6 ⇒ (15) + 11 + (6) = 32
Antares-1
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Antares watches from a short distance away as Breq starts messing with the alarmed door. Perhaps it will create some sort of distraction they can use?