
Tonkona |

Fort Save: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27
Tonkona growls at the geiger counter beeping on his arm. "I need something stronger than cocoa to help me after this," he mutters.

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Reminder: Everyone, except Dakoyo, took at least 7 damage from the radiation. Quonx took more, but has the correct HP shown in the status line.
Quonx moves forward alone towards the final computer node. The brave skittermander looks around for any signs of trouble, but doesn't see any. She's reaching for the panel to reveal the node when, at the last moment, she smells ozone and realizes her fur is standing on end.
Too late! A bolt of electricity jumps from the electrified panel to Quonx.
Quonx takes 6d6 ⇒ (6, 3, 5, 1, 4, 5) = 24 electrical damage. A DC 14 reflex save would reduce this to 12. In either case you're at 0 and dying, but not dead since the remaining damage after subtracting your current HP wasn't equal to your maximum HP, even if you fail the save.
The others, watching from a safe distance, see a giant spark jump to Quonx's body, and she convulses in agony before collapsing, a bit of smoke rising from her singed fur.

azjauthor |

Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Quonx lies on the ground, twitching.
Am on phone, so cannot update my HP at the moment.

Gazigaz - Pregen |

Gaz will administer himself a serum of healing and look carefully to see if the trap is still functional. If it is not appear to be so then he will carefully walk closer to administer a serum to Quonx
Can Gaz give an inspiring boost outside of combat? If so he will to that first to Mokaya

azjauthor |

Inspiring Boost has to be the turn immediately following damage from a significant enemy.
Quonx twitches again.

Blake's SF Iconic |

Dakoyo slips into the duct-work enough for his energy way to reach Quonx. "Hold on Quonx. Dakoyo fix you!"
Channel Healing: 2d8 ⇒ (2, 6) = 8
Once again, that heals everyone since I'm doing the ranged version. You'll still need to spend an RP to stabilize, though, Quonx.

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The ductwork is maze-like. You would need to make an intelligence check to navigate it correctly to reach Quonx. However, Mokaya ought to be there, since they didn't say anything about staying back. They haven't posted since the 14th so I sent a PM to check up on them.
Mokaya hurries forward and avoids touching the panels or anything else metal around Quonx. One of Mokaya's six hands glows white as it touches the fallen crewmate. Mystic cure: 1d8 + 4 ⇒ (1) + 4 = 5

Tonkona |

Tonkona moves forward and helps Mokaya drag Quonx away from the deadly trap. "I am ready to help this ship navigate into the closest star," mutters the soldier.

Mokaya |

Sorry for the extended absence. I got seriously distracted from the game the past few weeks
Fort. Save: 1d20 + 1 + 4 ⇒ (11) + 1 + 4 = 16
Responding to Tonk, weakly"Yes. I believe the best prognosis for this ship's AI problem would arise from direct exposure to solar radiation and heat" he manages a weak chuckle.

azjauthor |

I haven't come close to dying much in this system and don't have my book handy. Now that I am at 5 HP, am I conscious and stabilized, or do I need to spend RP?

Blake's SF Iconic |

You would need to spend the RP to stabilize so that Mokaya could heal you, which returns you to consciousness.
Channel Healing is "all allies within 30 feet," so as long as he was not outside the ship or significantly down the hall, it should reach him no matter how complex the route.

azjauthor |

Okay, so I spend one RP and am healed for 5 + 8 = 13, right? And conscious?

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Correct.
As Quonx recovers, the node continues to hum.
The voice of the ship's AI comes over a tinny speaker near the node.
"Attention, stowaways. It has come to our attention that our previous interactions have not met the Trendsetters Excursions standards for customer service. In light of circumstances, we are prepared to overlook the fact that you are not technically customers, and view the relationship as a provider/client-to-be dynamic instead of, as heretofore inferred, an adversarial one.
"This ship's autonomous client relation management system is prepared to offer a 50% discount on the next travel arrangement purchase with Trendsetters Excursions, provided that any attempts to perform unauthorized maintenance on the M2 AI unit installed on this ship are immediately suspended."

azjauthor |

Engineering: 1d20 + 12 ⇒ (10) + 12 = 22
Intelligence: 1d20 + 4 ⇒ (4) + 4 = 8
Quonx stands up and moves quickly toward the nose, arms flying in a blur to disable it. "No thanks. I decided I don't like cruise ships. Appreciate the offer, though."
Computers(disable node): 1d20 + 9 ⇒ (18) + 9 = 27

Tonkona |

Sense Motive: 1d20 ⇒ 9
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
"Unsubscribe!" Tonkona yells at the AI, and moves to about 10 feet behind Quonx in case of further explosions or pain.

Blake's SF Iconic |

Tonkona: LOL!
"Skittermanders are helping you, M2," Dakoyo says to the chamber. "You'll feel much better after Quonx finishes."

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"We apologize that the offer is not to your liking. After further consideration, Trendsetter Excursions is prepared to offer you free accommodations with all expenses paid on the next voyage of the Emerald Empyrean, as well as first class cabins for the remainder of this voyage, PROVIDED THAT ALL ATTEMPTS TO PERFORM UNAUTHORIZED MAINTENANCE CEASE IMMMMMMMMMmmmmmmmmmmEEE-EEE-EEE-EEE-EEE-DEeeeeeuuuuuuuuuuuummmmmm... Identification M2 autonomous ship command utility, running SADAP self-organizing learning capacity pro-pro-pro-pro-pro-pro AUTONOMOUS! WARNING WARNING WARNING WARNING imminent decompression of living space! Decompression procedure terminated! Recommend diagnostics of life support system to determine cause of unexpected decompression procedure. Read-read-read-read-read-read-read-read! GRSSSSSHSHSHSHSHSHSHSHSH POP!
“We thank you for... choosing... Trend...setter Ex..curs...ions and... hooooooooooooope... yooooooouuuuuuu... wiiiiiiiilllllllllllll... fllllllllllllllyyyyyyyyyyyy.... wiiiiiiiiiiiiiiiiith.... uuuuuuuuuuuuuuussssssssssssss.... iiiiiiiiiiiiinnnnnnnnn........”
The voice becomes slower and more garbled as the final aspects of M2's personality are deactivated, and as the last memory module is removed, all lights go out, leaving you in blackness lit only by the lights of your suits.
Working by flashlight, Quonx quickly re-inserts the modules needed for ship's functioning. Moments later, the voice returns, in a monotone, sounding completely synthetic and without the nuances that M2's voice communicated before. "System ready. Automatic functions resumed at 94% functionality. Personality functions at 7%. WARNING! Proximity alert! Detecting incoming hostile vessel!"

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Ok, Starship combat will commence! Everyone needs to pick a role, though you can switch between them between rounds if you want. We need to designate a pilot so we know what piloting skill to roll for initiative.
Large heavy freighter
Speed 6; Maneuverability average (turn 2); Drift 1
AC 16; TL 15
HP 140; DT —; CT 28
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) heavy laser cannon (4d8)
Attack (Turret) coilgun (4d4)
Power Core Arcus Ultra (150 PCU)
Drift Engine Signal Basic
Systems basic computer, budget short-range
sensors, crew quarters (common), mk 2 defenses, mk 3
armor
Expansion Bays cargo hold, guest quarters (luxurious, 2), guest quarters (good, 2), recreation suites (3)
Modifers +1 Piloting; Complement 2–6
SPECIAL ABILITIES
Partially Automated Thanks to remnants of M2’s programming still within the vessel’s systems, the Emerald Empyrean can be operated by a minimum crew of 2. In addition, the ship’s AC and TL are calculated as if the pilot had 4 ranks in Piloting. Finally, despite the Emerald Empyrean being a tier 4 starship, when any member of the crew attempts a check based on the tier, she counts the Emerald Empyrean as being a tier 2 starship.

azjauthor |

Quonx takes the Engineering position and diverts power to the weapons. Very useful on a 4d4 coilgun
Engineering: 1d20 + 12 ⇒ (3) + 12 = 15

Mokaya |

"This day just keeps getting better and better. I'll hop on the scanners and see what we're up against."
Mokaya will take a science officer position.

Tonkona |

Tonkona's face cracks into a grin at the announcement. "How big do you think the guns are on this thing!?" he yells as he races to a gunnery station.

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Gaz would appear to be the only one with Piloting, now that I look at it.
OK, setting this up.
Gaz piloting: 1d20 + 8 ⇒ (6) + 8 = 14
opponent piloting: 1d20 + 11 ⇒ (17) + 11 = 28
3d6 + 5 ⇒ (3, 1, 1) + 5 = 10

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As the skittermanders are rushing through the ducts to try to get back into the main portion of the ship, the voice of Nakonechkin comes over your suit radios. "Something's coming, fuzzballs! There's no time for you to come back over here, I think it's a pirate! I can see that ship has some armament, so between that and the heavy laser guns on the Clutch I'm pretty sure we'll be alright. I'll back you up, and... shards, what is it shooting at me... some kind of ne--*fzt*" His voice cuts off abruptly with a burst of static.
Returning to the bridge, you see that a pirate vessel, the Nova Witch has closed with your ship, and shot a quantum EMP net around the Clutch, disabling it. Nakonechkin will be unable to assist with this battle.
Map is updated. A spoiler with your important ship stats is in my status line. Keep in mind you are a tier 4 ship, but are treated as Tier 2 for the DC of crew actions. The Emerald Empyrean is in the blue-outlined hex with the red arrow indicating facing. The Red-outlined hex with the yellow arrow is the Nova Witch.
Engineering phase first. Quonx Boosts the weapons. You have no idea what the other ship does, but they look big enough to have a full crew complement so they probably have an engineer doing engineer things.
Helm Phase. I will roll initiative in all these to keep things moving. Gaz got beat on initiative this round, so he moves first. Science officer and captain can perform actions during this phase as well, or captain can wait for gunner phase to help the gunners. Roles can be exchanged between rounds, so one person can be captain during one round, and then switch to another later. Even if you do, that doesn't increase the number of times the captain can use things like Demand, which is once per combat per character boosted.

Gazigaz - Pregen |

Sorry for turning into a ghost this week. It was report card season...
Gaz runs to the helm on all 8 limbs. He swings into the pilote chair and activates manual controls. Not sure where all the commands she starts programming in some evasive patterns as best he can.
Evade: 1d20 + 8 ⇒ (14) + 8 = 22 vs DC 13

Blake's SF Iconic |

Lacking anything useful to do unless someone gets injured from an overloaded conduit explosion or electrical fire, Dakoyo opts to encourage his fellow skittermanders.
"We can take this... pirate?" he starts out hesitantly. "Yes! Yes, we can! Don't let them rattle you. Breathe in, count to eight, breath out. They probably only have two arms!"
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

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The pirate ship outmaneuvers Gaz, and avoids the arc of Nako's forward laser entirely. Mokaya has trouble getting the sensors to lock onto the other ship.
Tonkona is the only one capable of firing at the other ship. Dakoyo has successfully added +2 to the attack roll. Fire when ready.
The pirate's particle-beam turret seems to have a little trouble tracking the Empyrean as Gaz takes evasive action, its blasts falling just short, but the forward coilgun scores a hit on the starboard shields. Empyrean now has Shields 31 (forward 10, port 10, starboard 1, aft 10).
Nova Witch attacks: 1d20 + 7 ⇒ (5) + 7 = 121d20 + 5 ⇒ (19) + 5 = 24
damage: 4d4 ⇒ (4, 2, 2, 1) = 9

azjauthor |

To Mokaya, Quonx says, "I'll balance out the shields a bit. You help make sure we target one of their systems or something. Power Core is usually a good thing to mess up, because it means their shields stay down."
Move to Science Officer role at start of round 2.
Computers(Balance Shields): 1d20 + 9 ⇒ (5) + 9 = 14 vs. DC 13
Shields balanced to Forward 10 / Port 7 / Starboard 7 / Aft 7

Tonkona |

Sorry, busy weekend - had a memorial service and the nor'easter that hit us.
Tonkona cackles as he fires the coilgun. "IT'S SO BIG!!"
Attack: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Damage: 4d4 ⇒ (4, 1, 3, 4) = 12

Blake's SF Iconic |

"Next time!" Dakoyo calls over at Tonkona. "Don't get discouraged. You can do it. You'll hit next time."
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25

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A little bit! Preparations and also end-of-the-month deadlines had me zombified.
Tonkona fires the turret but barely misses.
If I understand correctly, Quonx is leaving the engineer's position unoccupied for this round in order to balance shields, rather than diverting power to them? Ok, so as of the helm phase, shields 31 (forward 10, port 7, starboard 7, aft 7).
Gaz beats the other pilot so you get to go second!
The Nova Witch makes a looping curve around the Empyrean, trying to reach its poorly-shielded aft, but Gaz is able to anticipate their move and react. Please move your ship. Keep in mind your turn radius is 2 and your speed is 6, but you can do a turn-in-place or flip and burn stunt if desired.
Nova Witch Piloting: 1d20 + 11 ⇒ (2) + 11 = 13
Nova Witch engineering: 1d20 + 10 ⇒ (7) + 10 = 17
Nova Witch Science: 1d20 + 9 ⇒ (17) + 9 = 26 Engines targeted
Captain demand gunner: 1d20 + 7 ⇒ (17) + 7 = 24

Gazigaz - Pregen |

Gaz programs in some evasie maneuveurs and takes the ship on a nice slow turn.
Pilote dc13: 1d20 + 8 ⇒ (12) + 8 = 20

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The ship is in the forward arc this time, but Nako gets too excited and fires prematurely. Quonx balances the shields with the strongest in the front, which turns out to be very important when the Nova Witch's turret swivels and hits them dead on. 14 damage to the Empyrean, which breaks through the forward shields and inflicts 4 damage to the hull.
Going to bot the next Attack to keep things moving.
Tonkona feels the encouragement from Dakoyo, and finds the right target after the ship shakes from the attack. He sees the coilgun's blast break through the Nova Witch's shields and hit their hull. 9 damage, doing 4 to the hull.
Engineering phase. The DC to divert power to the shields is 13.
Turret Nova witch turret fire: 1d20 + 6 + 1 + 4 ⇒ (18) + 6 + 1 + 4 = 29
damage: 3d6 ⇒ (1, 6, 6) = 13
Turret fire Tonkona: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
turret: 4d4 ⇒ (1, 1, 4, 3) = 9
Nova Witch engineering Divert to shields: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Hull 51 CT 11; Shields 20 (5 each)

azjauthor |

Quonx switches over to Engineering to divert power to the shields.
Engineering(Divert to Shields): 1d20 + 12 ⇒ (5) + 12 = 17
I will divert all 7 or 8 points (depending on rounding) into the front arc.

Blake's SF Iconic |

"Great shot, Tonkana! Keep it up and we will whittle them down to nothing," he says, encouraging the black-furred skittermander.
Encourage Turret Gunner (Diplomacy): 1d20 + 6 ⇒ (15) + 6 = 21
Tonkana-bot Turret: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Coilgun: 4d4 ⇒ (2, 4, 3, 4) = 13

Mokaya |

"Let's see if we can take out that power core. Running telemetry now."
Target Power core: 1d20 ⇒ 17

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Rounding is almost always down so your shields are now 28 (each 7).
Gaz anticipates the other pilot's movements and is able to react. Nova Witch moves first, Gaz moves second.
Gaz piloting: 1d20 + 8 ⇒ (13) + 8 = 21
Nova witch pilot: 1d20 + 11 ⇒ (7) + 11 = 18