GM Dinketry's Against the Aeon Throne for FoDs and GCP Faithful! (Inactive)

Game Master dinketry

Here's to the finest crew in Starfinder!

Starship Stats
Starship Combat Cheat Sheet
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The Barazad


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"Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

"Nice hit, Verne! Just watch out for this big lummox!"

Inspiring Boost on Verne. He gets 8 SP back (or up to max, whichever comes first).


"J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
Skills:
Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

JD attempts to take advantage of the shield being turned and fires at the soldiers side.

Azlanti Hunting Rifle vs Yellow KAC: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
Damage: 1d8 ⇒ 4


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

Jarix takes a pair of shots at green hoping to quickly take her out of the fight.

Thunderstrike Sonic Rifle: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2 Sonic Damage: 1d10 ⇒ 8

Thunderstrike Sonic Rifle: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 Sonic Damage: 1d10 ⇒ 4

Grand Lodge

The Mountain's Maw |

JD's gun blasts and a bullet thuds into the cadet's arm as they cry out. Jarix fires twice at the far cadet but misses both times. Mallura concentrates on the android at her side, soothing his unease.

It is Verne's turn.


Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

Verne shakes his head slightly to rid himself of the daze of the rifle blast.

He nods briefly at his captain, then turns to the nearby yellow cadet and gathers his mental energy.

"Drop," he says, casting command at his nearby enemy.

Grand Lodge

The Mountain's Maw |

Will Save: 1d20 + 0 ⇒ (11) + 0 = 11

I found it.

The riot shield-wearing cadet abruptly drops both the riot shield and their pulsecaster pistol, the two items clunking off of each other as they land on the ground. The cadet stoops to attempt to pick up the shield, stops, growls, and draws a knife from their boot, lunging at Verne!

Melee Attack vs Verne's KAC: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 1 ⇒ (3) + 1 = 4 MISS!

The other cadet quickly fires twice at Jarix.

Ranged Attack #1 vs Jarix's KAC: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 101d8 ⇒ 5 MISS!
Ranged Attack #2 vs Jarix's KAC: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 81d8 ⇒ 3 MISS!

The hapless cadets continue to show their lack of training.

It's the crew's turn!


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

Jarix takes a little more care in targeting green this time.

Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (12) + 4 = 16 Sonic Damage: 1d10 ⇒ 5


"J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
Skills:
Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

"Nice job, Verne!" JD calls out as he lines up his next shot on Yellow.

Azlanti Hunting Rifle vs Yellow KAC: 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 10
Damage: 1d8 ⇒ 1

He nods off a little as he pulls the trigger.


"Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

Mal focuses fire on Yellow while he is without his shield.

Laser Pistol: 1d20 + 3 ⇒ (11) + 3 = 14 Damage (F): 1d4 ⇒ 2


Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

"Any time," Verne responds. He adds a blast of his own pistol to the crew's takedown effort of the unarmed yellow soldier.

Pulsecaster pistol: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 ⇒ 3

Grand Lodge

The Mountain's Maw |

Jarix successfully lands another sonic blast into the reeling rifle-wielding cadet while Mallura and Verne take advantage of the riot-shield-less cadet's unshielded state. JD appears to be entering severe alcohol withdrawal.

The knife-wielding cadet slashes at Verne again, then grabs the riot shield from the ground. The other cadet speaks aloud into his helmet in Azlanti as he steps back from Jarix and fires again.

"ကျနော်တို့လေးယောက်ထိတွေ့ဆက်ဆံနေကြသည်။ သူတို့ဟာမျှော်လင့်ထားသည့်အဆိပ်။ အင်ပါယာအတွက်!"

Azlanti:
"We are engaging four enemies. They are the expected vermin. For the empire!"

Melee Attack vs Verne KAC: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (3) + 1 = 4 MISS!
Ranged Attack vs Jarix KAC: 1d20 + 6 ⇒ (7) + 6 = 131d8 ⇒ 6 MISS!

Round 7!

"ကျူးကျော်သူတွေက။ ကျူးကျော်သူတွေက။"

The same message repeats on a loop, klaxon blaring in tandem.

The crew is up!


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

"We've just been positively identified." Jarix loosely translates what the cadet reported. "Here's some of those anger management issues I have." He fires again at green.

Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (11) + 4 = 15 Sonic Damage: 1d10 ⇒ 10

Grand Lodge

The Mountain's Maw |

The rifle-wielding cadet goes down in a crumpled heap, his limbs folded in the wrong ways.


Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

"Perhaps we can find a way to lock down the building," Verne replies, his voice strained as he dodges the angry cadet's knife, "once we take care of this situation."

He lashes out at the cadet with his baton.

Tactical Baton: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 ⇒ 3


"Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

Mal grins as the battle continues to turn in the crew's favor. She raises her laser pistol and fires another shot at the yellow cadet.

Laser Pistol: 1d20 + 3 ⇒ (10) + 3 = 13 Damage (F): 1d4 ⇒ 3


"J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
Skills:
Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

"I think we can expect more company soon" JD fires again at the remaining cadet.

Azlanti Hunting Rifle: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22
Damage: 1d8 ⇒ 2
Crit Damage: 1d8 ⇒ 8

Grand Lodge

The Mountain's Maw |

Verne and Mallura ping shots off of the riot shield. The cadet takes an opportunity to peer around the shield after the two missed shots, but catches a bullet in the face and collapses like a deflated balloon.

COMBAT END!

With a chance for a breather, the crew look around the room as the alarm continues to blare. The long room is lined with bunks, each with a footlocker bearing two different insignia. All the beds are neatly made. The side of the room you entered contains two rounded protrusions with a narrow hall between them; the northern protrusion has a small door with WASHROOM' painted on it in Azlanti. Two doors lead out of this room to the south and one more leads east, all labeled with green letters.

Azlanti:
Jarix is nearest to the door marked 'Main Staging'. The other door in the south wall is marked 'Mess'. The door you entered is labelled 'Rear Staging'.


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

Can Jarix get one of the comms from the one of the dead guys?

"That way." Jarix points to the door closest to him. "It says 'Main Staging'."

Grand Lodge

The Mountain's Maw |

The comm unit appears to be built into the helmet of their armour, much like the microchip that accessed the door. Unless worn, it's not going to be usable.


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

OK then, how about finding the channel to listen in?


"Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

Can we get a quick rundown of what gear the cadets had on them? Curious if any of these folks were wearing light armor or using small arms that would be an upgrade.

Grand Lodge

The Mountain's Maw |

I didn't see anyone say that they checked the cadets for gear; I was waiting for that.

Apart from the (basic) riot shield and the single Azlanti hunting rifle, the most-recently terminated cadets each had pulsecaster pistols and survival knives. The partially-armoured cadet also had a survival knife, but upon further inspection, you see an articulated compartment in the greaves of his armour with space to hold a one-handed weapon (a quick-release sheath).


Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

Verne checks the cadets for any ammunition for his Pulsecaster pistol. Then, he attempts to help Jarix determing the Azlanti communication frequency.

Engineering: 1d20 + 2 ⇒ (4) + 2 = 6


"J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
Skills:
Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

JD will check the footlockers quickly to see if they're locked, or contain anything of value. While he doubts the over zealous Azlanti might have any stashed away contraband, it never hurts to look.

While he's playing with the footlockers, he inspects the two different insignia. Is there a roll I can try to determine what these might be, or if we've seen them before

Grand Lodge

The Mountain's Maw |

The two pulsecaster pistols each have batteries in place. A quick look by Verne indicates that they're both half-full (i.e. 10 charges each). Verne and Jarix attempt to fit their heads into dead cadets' helmets to listen in to a channel that doesn't seem to be broadcasting anything.

In the meantime, JD goes to check the footlockers. Each of the footlockers has two side-by-side hinged lids. A different insignia emblazons each side.

Society DC 16:
You have no idea what they mean specifically, but you get the feeling that these are family crests.

JD:
Within the unlocked lockers is a mish-mosh of mundane personal items and gear. JD finds two photos in a single foot locker of a cadet in full armour giving a hand signal with his rifle pointing upwards, his knee on the back of two different gruesome kills that look like they might have been Nakondis colonists.


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

After only a few moments, Jarix gives up on the radio. He says, "Company's coming. We should get moving." He goes to the door marked main staging and tries to stealthily open the door enough to see what's in the next room.

Stealth: 1d20 + 9 ⇒ (9) + 9 = 18


"J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
Skills:
Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

JD passes the photographs to Mallura. From the JD spoiler tag above "Figures. Not a cigarette or drop of booze anywhere, so they get their jollies by shooting innocent people."

Did you mean culture check, GM? I'll wait to open.
Culture: 1d20 + 4 ⇒ (13) + 4 = 17

He'll get ready to follow Jarix into the next room.

Grand Lodge

The Mountain's Maw |

Ha! Yes, Culture is correct.

GM roll: 1d20 + 4 ⇒ (17) + 4 = 21

Jarix attempts to stealthily open the door. The room beyond is sparsely furnished but well illuminated. A heavy metal double door to the west resembles a starship airlock door. Flashing red lights and klaxons in synchrony with the intruder alert are specifically localised to that area of the chamber. A layer of detritus and dirt lays on the floor in front of the sealed door. A smaller door to the east is labeled in Azlanti (as indicated previously by Jarix) as 'Mess' in bright green lettering. The south wall bears several holovid screens displaying a detailed composite map of Madelon’s Landing, with heavy annotations scrolling beneath each building. A computer panel fits snugly beneath the screens on a sleek foldout shelf. Standing at the panel is another cadet behind another riot shield, but this does not immediately draw Jarix's attention.

The small metal canister that goes plink-plink-plink across the floor towards Jarix's position at the door does.

Readied Ranged Attack: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8 HIT! (Barely)

I need a Reflex save from you, Jarix. I'll let you roll it!


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

Tell me a get a bonus for being behind the door?"
Refliex: 1d20 + 5 ⇒ (8) + 5 = 13


Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

Verne pockets the ammo from both pistols.

Culture: 1d20 + 5 ⇒ (14) + 5 = 19

"These insignia appear to be some kind of family crest," Verne muses as he surveys the footlockers."

Perception check to see if Verne notices the commotion:

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Grand Lodge

The Mountain's Maw |

The doors in this Azlanti barracks are, as noted previously, doors that automatically open, portal-style, as you approach. As such, there's no cover provided by being near a doorway. That being said...

The grenade explodes in a blinding flash of light and smoke. Jarix shields his eyes at the last split-second. Everyone notices the bright flash.

GM rolls:
1d20 + 2 ⇒ (2) + 2 = 41d20 + 4 ⇒ (7) + 4 = 111d20 + 2 ⇒ (5) + 2 = 71d20 + 1 ⇒ (18) + 1 = 191d20 + 1 ⇒ (8) + 1 = 9

Round 1!

Initiative Order:
  • Verne
  • Jarix
  • Cadet
  • Mallura
  • JD
  • Verne and Jarix may act!


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    Jarix tries to get close enough to the cadet to keep it from having cover and fires.

    Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (18) + 4 = 22 Sonic Damage: 1d10 ⇒ 7

    Grand Lodge

    The Mountain's Maw |

    Jarix's sonic blast screams past the cadet's defenses, battering her up against the console behind her.

    It is Verne's turn.


    Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

    The grenade's boom ringing in his ears, Verne speeds into the room (move 30ft).

    He aims his pistol at the cadet and fires off a shot.

    Pulsecaster pistol: 1d20 + 2 ⇒ (17) + 2 = 19
    Damage: 1d4 ⇒ 3

    Grand Lodge

    The Mountain's Maw |

    The grenade didn't have a loud boom to it, Verne. It was a flash grenade.

    Verne's pulse blast gets deflected by the shield. The cadet takes a guarded step and tosses another grenade at Jarix.

    *plink plink plink*

    BOOM!

    This one is NOT a flash grenade.

    Ranged Attack, Grenade: 1d20 + 5 ⇒ (9) + 5 = 14 HIT!
    Jarix Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20 SUCCESS!
    Piercing Damage: 1d6 ⇒ 4 That's 2pts of damage, Jarix, for your successful save.

    The remainder of the crew (JD and Mallura) are up, and then Jarix and Verne may act at the top of Round 2.


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    Another grenade? Come on!


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    JD moves into the room and fires at the cadet.

    Azlanti Hunting Rifle vs KAC: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
    Damage: 1d8 ⇒ 1


    "Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

    Mal moves in, hugging the walls, and fakes a charge across the room to get in the cadet's head.

    Clever Feint, expertise: 1d20 + 11 + 1d6 ⇒ (12) + 11 + (4) = 27


    Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

    Observing his previous shot reflecting off the cadet's shield, Verne tries the same spell he had successfully cast moments earlier in the bunkhouse.

    "Drop," he commands the cadet.


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    Sorry. Didn't realize we were waiting on me.

    Jarix continues to try and position himself to keep the enemy cadet from cover.

    Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (8) + 4 = 12 Sonic Damage: 1d10 ⇒ 5

    Grand Lodge

    The Mountain's Maw |

    (the bottom of) Round 2!

    JD pings a bullet off of the riot shield as Mallura charges into the room.

    GM roll: 1d20 + 1 ⇒ (5) + 1 = 6 FAIL!

    Round 3!

    Somewhere between Captain Mallura's feint and the android's mystic command, the riot shield drops to the floor. Jarix takes the opportunity to bring the sonic boom once again! The cadet shouts in alarm and draws another grenade from her belt, tossing it between the android and the engineer in a desperate attempt to escape as she runs from the room!

    Grenade Attack: 1d20 + 5 ⇒ (20) + 5 = 25 CRITICAL HIT!
    Verne Reflex Save: 1d20 + 1 ⇒ (15) + 1 = 16 SUCCESS!
    JD Reflex Save: 1d20 + 5 ⇒ (1) + 5 = 6 FAIL!
    Piercing Damage: 2d6 ⇒ (1, 1) = 2 pts of damage to JD; 1 pt of damage to Verne. You guys are so lucky.

    The cadet races through the eastern door!

    JD and Mallura are up!


    "Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

    "Where do you think you're going?" Mallura demands as she wheels around and focuses her mind on freezing the cadet in their tracks. Her antennae stick out straight at the cadet and a faint glow emanates from their tips.

    Cast Daze on the cadet using Lashunta Magic racial ability; DC 14 Will save or the target in unable to take any actions for 1 round (assuming they're CR 3 or lower).


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    JD takes a step back into the room to line up a shot on the fleeing cadet.

    Azlanti Hunting Rifle: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
    damage: 1d8 ⇒ 7

    Grand Lodge

    The Mountain's Maw |

    Will Save: 1d20 + 1 ⇒ (4) + 1 = 5 FAIL!

    The cadet halts right in the doorway of the next room at Mallura's mental order. JD steps towards the doorway and fires a bullet straight through the cadet's back, dropping the cadet to the ground.

    OUT OF COMBAT!


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    "Pull him back in here."

    Jarix goes to see what the cadet was working on.

    Computer: 1d20 + 7 ⇒ (3) + 7 = 10

    Grand Lodge

    The Mountain's Maw |

    Jarix doesn't need to do much to call the screen of the computer back online after ending the cadet. Reading in Azlanti, the operative determines that this cadet was most recently completing counter-insurgency lockdown measures to seal the front door of the barracks from any further attacks. A camera feed focused on the path leading up to the main entrance of the compound shows just the right amount of chaos with the remains of Sweetums embedded in the outer door and burning merrily.

    Given your Computers check, Jarix, you don't know how you would go about accessing the system from this computer in order to make any desired changes.


    "Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

    Mal steps up next to Jarix after giving JD a little salute for his excellent shooting. "Well, soldier boy? Can we open up this tin can a little more, or the systems not wanting to cooperate? Maybe I can help a little."

    Shoving her way in front of the terminal, Mal begins search-and-pecking on the keys to try to quiet the alarms and disable the security measures.

    Computers: 1d20 + 5 ⇒ (3) + 5 = 8


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    JD reaches down to grab the cadet and drag the body back into the room as Jarix suggested. Athletics: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4 and I assume struggles due to his exhaustion. He looks down at the face of the cadet he finished off and looks away, leaving the body.

    If he's not shot at when he exposes himself in the doorway to manhandle the corpse.:
    He'll slink back to the group at the computer and offer his assistance. "It's an Azlanti keyboard, I've spoken it alot longer, let me have a look"

    Computers: 1d20 + 9 ⇒ (19) + 9 = 28

    Grand Lodge

    The Mountain's Maw |

    Unfortunately, before JD can get to the monitor, Mallura’s attempts to “open up this tin can” results in the screen flashing green then going dark. Further taps at the keypad result in no activity.

    Counter-measure tripped.


    1 person marked this as a favorite.
    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    Jarix looks from the screen to Mallura. To the screen again then back to Mallura. "Laser fight must have busted it." He goes to guard the door until they're ready to continue on.

    What the cadet have on him?

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