The Dark Trilogy presented by GMEdwin

Game Master Insnare

Kask Station has gone silent... The Fleet is concerned and has sent one of its SRP(Space Recon Patrols) nicknamed SeRPs to go and investigate...

KASK STATION

Scout Ship


251 to 300 of 1,225 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose sighs and puts his guns away. "Well let's get going." he says.

It's not paranoia if they're actually out to get you.


RETIRED

To the charge station, the security office, or the Sigma?


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Security Station. Would be good to have eyes on everything.


Shot Putter Funkmeister

Ok, to the security office

The smaller of the buildings in this area now stands before you. It has but a single story, has a transparent door, and is windowless. A small box with a slot—apparently for your station-issued wrist band—is mounted to the right of the door, and two 6-foot tall metal eggs, which appear to have no connection to the deck, hover at either side of the door.


RETIRED

Kit eyes the strange floating eggs warily. "Well those looks suspicious!" she exclaims, keeping back a safe distance.

"What are those floating eggs, AI?" Kit asks the computer.

Does Kit know what they are? Engineering to guess? Is there something else I should be rolling to figure it out?

Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Engineering: 1d20 + 10 ⇒ (8) + 10 = 18


The AI says, "Those are the security droids. They are armed to the teeth and not under my control as are none of the other robots on the Outpost."

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Once Khall hears "armed to the teeth" she scowls. Don't mind me, I'm gonna set up shop on top the the building opposite... she pulls out her grapple and begins moving to the other side of the street.

Once she gets there, rather than entering the building she launches her grapple and uses it to pull herself to the roof
Athletics(if needed): 1d20 + 5 ⇒ (9) + 5 = 14

Once she is on the roof she does a quick scan to make sure there are no visible hostiles up her with her, before drawing her sniper and giving the signal she was ready.


RETIRED

"Oh, yeah. And what's their programming like? Kill everything? Kill everything with a bracelet? Kill everything without a bracelet? You've gotta know something, eh?"


Khall make sure you read my post from earlier about the sheer size of the outpost and the dimensions and such. On this map, you can climb up and it won't be a problem so much but for most of the station, you will not have that luxury.

The AI says, "Apprehend, is what they do. If you do not have proper authorization, they will arrest you. Do be respectful."

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Well, as long as the building is less than 250ft tall I think I'll be fine.


RETIRED

"What does it take to have proper authorization?" Kit asks suspiciously.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

"Hallo, officers!" Ambrose says, cheerily tottering up to the door. He swipes his wristband across the apparent receiver. "Am I cleared to enter the facility?"


RETIRED

Kit laughs.

Loudly.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Bronen took the extra time to repair his drone.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

As Vagoru approaches the security station, he holds up his wrist showing the wristband to the droids.

"Hope this is what they are looking for," he says. "Otherwise..." he pats his laser cannon fondly.


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

"I can see where this is going." Snorri starts looking for a good position to set up in case things go badly as they probably will. He in no way points a weapon at or near the security robots. A bit of cover, somewhere close he can duck back into for full concealment against anyone near that door and a good view of the situation is the kind of set up he's looking for but thankfully there's time to go window shopping for places to set up.


Shot Putter Funkmeister

The height of the building is not going to be an issue, if you had read my post. Every square on the map is 100 square yards which will be a problem for your rifle because it is only 250ft. 100 yards is 300 feet. You can fix your drone in 10 minutes?

As you approach the building, a soft white glow lights up the lower end of the egg. The 6-foot tall metal egg floats inches from the floor. An extremely official voice emanates from its interior:

“Station Security Offices and Data Core are officially closed to non-command personnel.”

Before Ambrose can swipe his band on the reader the robot on the left says, "Show me your credentials."


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
GMEDWIN wrote:
You can fix your drone in 10 minutes?

A mechanic can repair 10% of a drone's HP every time he spends resolve to heal stamina. There's an ability they can get that boosts it to 25%.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

That doesn't mean you can't hit someone, it's just one range increment past the first. Meaning he can shoot just fine with a -2 and that's it. Just like in pathfinder. And, I don't know how drones are repaired. I'd probably need to look at the mechanic section again.

Sniper Weapon Quality:
Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

Ambrose stops, pulling out his pad and holding out his 'credentials' as they have been issued to him by the fleet (using the hand with the wristband on it). He tries to hold it out to the drone, showing it to whatever visible sensors he can see. "Sure thing, sent by Command to check on the station and the security issue." he says, blinking as he keeps an eye on the both of them. "So what's the protocol for when the station is breached? Because we haven't received any reports of station damage and I'm sad to say that giant piece of foreign matter is not standard station construction."

BECAUSE this mission seems intent on being the biggest dick to us on this side of the galaxy, Ambrose is ready to move in case they try any violent action towards him. Seriously, if this is the fleet's idea of 'good' artificial intelligence, then we have to consider the fact that we may be the 'bad guys' of the galaxy. They're being as user-unfriendly as you can get without just shooting at people on sight.


Shot Putter Funkmeister

Your job is to find out what is wrong and report to fleet. It was not reported because communication has been severed. You probably should be going to inspect the two foreign substances that the AI mentioned but you can do whatever you want. You should act a little more crafty than snarky and aggressive.

The security robot says, "Please come back in an hour after we have had time to verify your credentials."


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose nods. "Okiedoke... The comm code is in the file, so please contact me with the results." he says, walking away from the bots.

He will click his communicator on. <All right, they didn't shoot me, so... we should just try to play it their way for now? I think we should go check on the crew while we're a-waiting. Also, Bronen, did you see anything wrong with their communication's equipment as we flew in? I don't have any problems on our short range comms so I don't think it's a jammer of any sort.>

He'll walk away from the security station until he gets out of sight. "Computer, what is the status of your long-range transmitters?"


RETIRED

Is there a way to hack into the robots and reprogram them wirelessly? Or would you have to be close to them? Or no way at all?


RETIRED

Can I use a computers check to upgrade our credentials? Oh! I have a hacking kit, but I need to be at a console, have my own computer or something to do so, right?


Shot Putter Funkmeister

The best way would be to try to examine a robot first(like the one you defeated.) Ambrose, which crew members, the two in the Zoo Aquarium or the ship itself?


RETIRED

Kit smacks herself in the forehead. "Man, Bro! I was so worried over your blood all over the place I forgot to check the broken bot! I want to take some of it's wires for my ears! Let's check it out before going to check on the crew on the Sigma, eh?"

Kit scampers off to go check on the broken robot.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Engineering: 1d20 + 10 ⇒ (19) + 10 = 29
Computers: 1d20 + 8 ⇒ (15) + 8 = 23


Shot Putter Funkmeister

It is a different elevator, if it were the same one, you would not have had to go into the main part of the station yet. But is about 300 yards away. You are very close to the robot anyway. I updated the Kask Station Map and put a close up of Alpha sector.The arrow is where you currently are and I wrote to ship above the elevator to your ship. I put a star over where the Sigma's elevator is.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

It's only a -2 then to attack firing in the second range increment, once again I should be fine. most of last combat I was shooting with a -2 to attack. I've actually calculated it, (assuming the bullet is moving at about the speed of sound) unless the enemy is 6751.968 feet away most bullets will reach him in less than 6 seconds(one round)

Khall keeps an eye out, scanning the road for movement.
Perception: 1d20 + 1 ⇒ (2) + 1 = 3

However she seems distracted... Like something is on her mind... She shakes off the feeling and goes back to watching the group through her sniper scope.


Shot Putter Funkmeister

You go back to the robot and see that some of the crates had been destroyed and you see unopenned rations on the ground.

Kit

Spoiler:
You go over to the robot and then unscrew its access panel and you are able to notice there is a film of grey biological matter inside the transistors and CPU.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Their ship first. At least its my suggestion.

Ambrose will follow kit to keep them safe.

"What did you find?" he asks. "Why is there food everywhere?"
After staring at some of the rations, he cracks one open and starts munching. He will eat about four unless someone tells him to stop.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Yes it can be part of the 10 min rest action (So long as a RP is spent) and I picked up the trick to repair 25%

Bronen hangs in the back of the group as he had been sufficiently pummeled.

He follows Kit back to the broken robot but takes his time. By the time he gets there the droid is already opened. Bronen crouches down to inspect the open droid. He then reaches in to inspect the film.

Life Sciences: 1d20 + 5 ⇒ (17) + 5 = 22


Shot Putter Funkmeister

Bronen

Spoiler:
You see grey biological matter that you are fairly certain is of a funghal nature. However, it does not look like anything you have ever seen before.


RETIRED

"This droid sucks!" Kit exclaims gesturing at the mess. "It beat us up with food crates!" She shakes her head at the broken bot. "Let's see what's going on under the hood, eh?"

Once Kits opened up the robot and poked around inside she pokes at the grey film. "This isn't oil... No lubricant I know of.... What is this stuff?"

Kit shows everyone the gray film covering the interior of the robot. "Whatever it is, it doesn't belong there. It's gumming up the transistors and the CPU!"

When Bronen peeks inside, she backs up, letting him get a better look.


The AI says, "There must be a problem with it, it is supposed to carry crates not to suck. We have cleaning robots for that purpose."


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose's face goes wide-eyed for a second before he lets out a snort of laughter. "Oh that's hilarious!" he chortles. "I get it!"


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Bronen inspects it for a short time, then looks up a Kit, shakes his head, and shrugs.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
- Kit - wrote:
"This isn't oil... No lubricant I know of.... What is this stuff?"

"If it is not supposed to be there (whatever that stuff is), then that would mean that someone has sabotaged the robot. Doesn't it? IS there some other way it could get in there? What is that stuff, anyway?"

Vagoru doesn't have the requisite skills to analyze a compound, but if anyone wants to have a look using physical science or life science (or maybe even mysticism) that would be a good idea.

"It's reasonable that our first action would be to look for survivors. Let's head for the other ship."


Shot Putter Funkmeister

You walk away from the destroyed robot and make your way to the elevator, where you access the cargo elevator between Streets G & H in Alpha Sector, as that is the docking station occupied by the scout ship.

As the elevator comes to a stop at the bottom of its descent, you notice that the airlock appears to be taking some time to cycle. The red light—indicating that the lock can not be opened—remains lit for an interminable time... and then eventually turns to green. The airlock of the Sigma appears to be in less than pristine condition, and damage (obviously caused by energy weapons) mars its utilitarian surface. Thankfully, its seal indicator also flashes green.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Does the damage look recent? Edit: adding in the perception roll.
Perception vs DC 15: 1d20 + 5 ⇒ (20) + 5 = 25

As a precaution, Ambrose will close his suit's environmental seals and go to his independent air supply. He looks at the others. "I wouldn't trust it. Might be glitched like that drone."

He puts his hands on his toolkits, ready for someone to open the door.


Shot Putter Funkmeister

Perception, Profession SOldier DC 15

Spoiler:
The damage looks to be about two weeks old.


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Profession Soldier: 1d20 + 6 ⇒ (16) + 6 = 22

Snorri looks at the energy weapon marks and nods grimly to himself. <Looks about two weeks ago whatever happened went down. So beyond comms systems went down this gives us a bit of a timeframe to work with. The rate the airlock was cycling maybe someone's slowing it down just enough to set up something nasty for us... no clue what that goop is so far but if we turn up more information things might get clearer. Does one of our tech heads have any idea of less sinister reasons the airlock might take so long to open.>


Shot Putter Funkmeister

Engineerin or whatever it should be DC 10

Spoiler:
The long cycling times for the airlock are completely in sync with the battle damage the shuttle and the airlock has received.


RETIRED

"Hmmm." Kit thinks.

Engineering: 1d20 + 10 ⇒ (6) + 10 = 16

"Naw, the long cycling times are in sync with the battle damage the shuttle and airlock have taken..."

Kit makes sure her suit's environmental seals are good to go before following the others forward.


Shot Putter Funkmeister

As the door to the airlock opens, you discover that a mass of webbing—or perhaps moss—lies in ropy tendrils all over the airlock and storage areas, and leads through a door to your right into the engine room. It completely blocks entry into the vessel.


RETIRED

"Well that doesn't belong here." Kit remarks. She eyes the web suspiciously. "Anyone know what it is?"


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Crud. We should have checked to see if the shuttle had said Weyland-Utani on the side. :P

"It looks like some kind of biological product. Maybe some kind of nesting material?" Ambrose proposes, drawing his energy pistols. "I don't suggest using slugthrowers in the shuttle, you could cause a breach."


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

"They could be trapped in there!" Vagoru remarks. "HELOOOO?" he shouts. "ANYONE ALIVE IN THERE?"

He turns back to the others.

"Anybody got a flamethrower? I didn't bring one."


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

"I've got a knife?" Ambrose offers. "It'll be messy, but it'll get the job done."


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Snorri stows his reaction cannon and draws his greataxe to grip in both hands looking at Ambrose. "This might work a wee bit better but if that stuffs sticky and tough we'll get bogged down fast enough."

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Khall watches the party work from her sniper perch. As she does she pulls her flare gun from her pack and loads a flare into it, setting it nearby incase she needs to use it...

Once she has this done she goes back to looking out for trouble.
perception (if relevant): 1d20 + 1 ⇒ (15) + 1 = 16


Shot Putter Funkmeister

you did not go to the sigma with the rest?

251 to 300 of 1,225 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dark Trilogy: 1 Dark Outpost All Messageboards

Want to post a reply? Sign in.