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
Character Skill Matrix
Loot Tracking Sheet

The Barazad


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Grand Lodge

The Mountain's Maw |

Doc Epplendell happily complies with the crew's needs, healing everyone's wounds as she supervises the packaging of her most vital medical triage equipment for the temporary evacuation. As she does so, she provides you all an update on the condition of your crewmate, Lih Soloroh.

"Traumatic brain injury with occipital skull fracture and intracerebral hameorrhage. I've got him in subzero stasis for neuroprotection. He's likely to need a few more days in regeneration stasis before its safe to up-thermoregulate." She smirks at your blank stares in a nonchalant way.

"He should be right as rain when we all come back to the colony, if the medical care on this rock can be trusted."


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

"That's wonderful news. Thank you for your assistance."

Grand Lodge

The Mountain's Maw |

The crew of the Brilliance spend the evening getting patched up by the doctor, checking their equipment, and tracing their forthcoming journey on a locality map provided by Madelon Kesi.

"We will be relocating here," the damaya lashunta says, indicating a point on the map, "BTEP-1, one of the blue tin mines that we've established in the mountains. It is a defensible position with a decent amount of space for all of us, though it will be cramped."

Top Slide

Madelon will answer any questions you might have about any of the locations marked on the map.

By first light on their eighth day on Nakondis, the crew consider their options to transit to the crash site of the Azlanti ship.

On foot? Via spaceship? Via hovertrike? Other?


"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

To Dr. Epplendell: JD nods at the Doc's assessment. He gives no other sign that he understands or if he is just nodding along.

For Funzies:
Medicine: 1d20 + 7 ⇒ (8) + 7 = 15

"Do what you can, Doc. Thanks. Appreciate the stitches too."
Are we at max HP now?

JD looks down at the map. "Blue tin mines? How long can you hold out there?" He scans around at the other points of interest, his finger landing to the east of Madelon's Landing. "Dales-ko, Da-lesko? what's that?"

JD would vote for our own buggy, and maybe a loaner hovertrike in case the 4th didnt want to ride on his makeshift running boards

Grand Lodge

The Mountain's Maw |

Yes, you are all at full SP, HP, and RPs.

At JD's question, Madelon's antennae droop and hang limply. He replies in a low voice. "You want to avoid that area. Dalesko was our second colony site, led by Tannia Helsedar, may the scales balance in favour of her soul."

Madelon takes a deep breath. "It was a fortnight after they had finished their first plantings; Jellik Fulson was the one who went to deliver water to their colony. Dalesko was abandoned - not a soul or a body to be found. There were signs of struggle...and a single pale yellow flower, growing seven feet tall within their barely-sprouted crop garden. We mounted a search party, but not a trace was found. It was a few days later that the Azlanti arrived."


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

Hopefully, at least one of the colonists can fly the ship. If so, we'll do as JD suggests and take the buggy and trike.

Grand Lodge

The Mountain's Maw |

A patched up Jellik Fulson finds the crew of the Brilliance just before departure. He salutes you cheerfully, his mouth still wired shut from the beating that he took.

"Ehr've pin toad we gon fish yer ship up wall you hunt some bigger fish. Eh just want to make sure dere ain't nuttin' security-wass eh need to know abowt yer ship before eh pallet her to the worksatt."

With a combination of partly-garbled words and gestures, you glean that Jellik will be working with Aibretta within the colony alone on upgrading your ship - the two of them abstaining from the colony evacuation. When asked about his concerns for their safety lest the Azlanti return, or worse, decide to detonate the colony from space, Jellik chortles.

"Eh don't got inny fear. Aibretta - she got fosh-holes amongst fosh-holes around Nakondis. Some of dem got lead-linin'. She's crezzy about dat pre-Gap metal-ergy. We good."

The mystery solved, the team retrieves their buggy from the Brilliance while a lone team member fetches their hover-trike from Ludvar Cresk's stable.

Who is riding the hover-trike? It cannot be JD if he plans to travel in or with his new drone.

The journey to the reported crash site takes four hours, most of which is a relatively-pleasant journey along a trail carved through the jungle that leads north by northeast out of town towards the Blue Tin mountain range. The permanent mist maintains a wet chill to the air. As the trail turns to the west (about 2/3 of the way there), an ominous rumble signifying incoming inclement weather shatters the peace. By the time the team arrives at a safe perimeter to the crash site, what started as a light shower has progressed into a full thunderstorm. The electrified fog catches lightning blasts from the storm and diffuses them across the permanent fog for yards in multiple directions, blasting the ground with intermittent hot-white flashes of light. The effect is similar to being caught in a malfunctioning strobe machine and just as unpleasant.

The crash site clearing resembles an overgrown hill. Only a few crumpled exhaust ports and a rear stabilising fin jut out from the ground to the west, indicating that the bulk of the vessel must now be underground. The visible portions of the ship are all heavily weathered and corroded, except for a hatch between the exhaust ports and the fin. The hatch is currently open, and the inside of the hatch gleams with the shine of polished metal; clearly, the interior of the ship is in better shape than its weathered and overgrown exterior. To the south of the hatch, the earth has recently been churned up by something massive. There is a strange smell of ozone in the air.

New Map (the yellow line is the open hatch over a jutting tail fin)


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 will take the trike.

Jarix readies his pistol as he approaches the ramp. "Someone's been here recently. More recent than when Cedona came by, I mean. Keep alert." He starts up the ramp.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


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

Verne heeds Jarix's warning, keeping his sensors on high alert.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

"I'll check for an airlock hatch or other way to get in," he announces to his crew.

Grand Lodge

The Mountain's Maw |

As both Verne and Jarix have indicated that they've started up the ramp, I've moved their icons on the new map, but please do move your icons from here on.

GM roll: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 12 ⇒ (15) + 12 = 27

Jarix spies the fallen form of an Azlanti solder off the back edge of the ramp leading up to the hatch. He sees that the form lies in a darkened area that still appears moist, and the dirt looks slightly churned up near the body, as if something has been recently digging.

Verne takes in that most of the ship is buried under the mound of earth that it crashed into. This tail fin (and the hatch) is the only visible portion of the ship. There is likely no other way in or out.

Slide 2 for some lovely art of the scene

As Jarix tries to make heads or tails of this, and as Verne comes up behind him, a three-foot-long worm bursts out of the ground next to the corpse, spraying the two crew members with a white-coloured viscous substance!

I've drawn a cone on the map to indicate the area of effect of the mucus.

Slide 3 for a pic of this horrid thing

SURPRISE ROUND!

Reflex Saves for Jarix, Verne: 1d20 + 5 ⇒ (13) + 5 = 181d20 + 1 ⇒ (3) + 1 = 4
Jarix Damage: 1d6 ⇒ 2 pts of electricity damage, Jarix!
Verne Damage: 2d6 ⇒ (2, 5) = 7 pts of electricity damage, Verne! You also are dazed.

The dark green-grey thing (Life Science DC 18 to identify) coats the two advance members of the Brilliance in a shock-inducing effluvium, stunning the android!

COMBAT BEGIN!

Initiative Rolls:
1d20 + 2 ⇒ (5) + 2 = 71d20 + 4 ⇒ (6) + 4 = 101d20 + 2 ⇒ (9) + 2 = 111d20 + 1 ⇒ (19) + 1 = 201d20 + 0 ⇒ (14) + 0 = 14

Initiative Order:
  • Verne DAZED
  • Worm
  • Mallura
  • Jarix
  • JD
  • Verne sways in place, his cybernetic neural network overwhelmed the synaptic shock delivered by the worm's mucoid spray. The worm sees another potential meal and lunges forward at the android!

    Melee Attack vs Verne's KAC: 1d20 + 10 ⇒ (13) + 10 = 231d6 + 6 ⇒ (5) + 6 = 11 HIT! 11pts of damage, Verne, and you are also grappled.

    The worm bites deep into the android's neck, wrapping itself around him!

    Mallura, Jarix, and JD (and drone?) all 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 gets to a better position and fires at the thing. "What is that?"

    Trick Attack: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 Damage: 1d4 ⇒ 1
    Semi-Auto Pistol: 1d20 + 4 ⇒ (19) + 4 = 23 Pierce Damage: 1d6 ⇒ 5

    Grand Lodge

    The Mountain's Maw |

    Jarix shows off his mastery of tactical postioning, scoring a choice shot on the thing ensnaring Verne.

    That makes the worm flat-footed if I'm not mistaken. Correct, Jarix? JD and Mallura 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

    Yes


    "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

    Just to make sure it's clear, the worm is flat-footed against Jarix's attack only. Once he gets to be 4th level Operative and gets Debilitating Trick, he can choose to make the target of his Trick Attack either flat-footed or off-balance until the beginning of his next turn.

    Mallura shouts in alarm as the creature explodes from the ground and quickly puts Verne in severe danger. She rushes up, grabbing her semi auto pistol from its holster as she shouts encouragement to Verne, "Come on, get yourself together, Verne! We've got a job to do here!"

    Move action to get a little closer to the action and to draw my pistol; standard action to use Inspiring Boost on Verne, restoring 8 SP.


    "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 readies an action (Standard) to fire after Sh-Ux's movement. He then directs the drone to move (Move, granting the drone an extra Move action), the drone moves (Move action), and they both fire (Readied Action plus drone Standard action.

    Tactical Semi-Auto Pistol: 1d20 + 3 ⇒ (15) + 3 = 18
    Damage, P: 1d6 ⇒ 3

    Azimuth Laser Pistol: 1d20 + 3 ⇒ (12) + 3 = 15
    Damage: 1d4 ⇒ 1

    The sound of heavy footfalls and hydraulic actuators gives way to the shots ringing out from JD and Sh-Ux as they March forward towards the creature.

    Grand Lodge

    The Mountain's Maw |

    JD and Sh-Ux take the non-finesse route, firing a barrage of bullets and laser blasts at the somewhat-alarmed android. Regardless, the results are effective, splattering bits of worm onto Verne's armor.

    ROUND 2!

    Initiative Order:
  • Verne GRAPPLED
  • Worm
  • Mallura
  • Jarix
  • JD
  • Verne may act! Here are the grappled rules for Starfinder.


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

    Verne, snapped out of his dazed state by his captain's cries, writhes as he attempts to escape the worm's slimy grasp.

    Acrobatics: 1d20 + 1 ⇒ (11) + 1 = 12

    Grand Lodge

    The Mountain's Maw |

    Verne squirms ineffectively within the worm's grip. The worm tightens around the android's neck.

    Maintain Grapple: 1d20 + 10 + 5 ⇒ (15) + 10 + 5 = 30 SUCCESS!

    It then tries to burrow into Verne's neck.

    Piercing Damage: 1d6 + 6 ⇒ (4) + 6 = 10 pts of damage, Verne!

    Blood sprays from Verne's form as he squeaks and grunts.

    You all 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 kill the thing to get it from around his friend.]

    Trick Attack: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23 Damage: 1d4 ⇒ 4
    Semi-Auto Pistol: 1d20 + 4 ⇒ (10) + 4 = 14 Pierce Damage: 1d6 ⇒ 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

    Mallura moves around JD and Verne to attack the worm from the other side together with Jarix.

    Semi auto pistol: 1d20 + 3 ⇒ (5) + 3 = 8 Damage (P): 1d6 ⇒ 5

    Grand Lodge

    The Mountain's Maw |

    Both Mallura and Jarix's bullets are off-target as a result of the bloody, thrashing scene unfolding in front of them.

    JD may act!


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

    Not sure if I missed my chance to break the grapple again. Here's a roll just in case:

    Grapple escape attempt:
    Acrobatics: 1d20 + 1 ⇒ (2) + 1 = 3


    Combat Drone HP 20/30 | EAC 13 KAC 16 | Fort: 3 | Ranged +4 | DR 1/-

    The drone and mechanic fire at the creature again.

    JD, Semi Auto Tactical Pistol: 1d20 + 3 ⇒ (4) + 3 = 7
    Damage: 1d6 ⇒ 4

    Sh-Ux, Azimuth Laser Pistol: 1d20 + 3 ⇒ (10) + 3 = 13
    Damage: 1d4 ⇒ 2

    Not sure that was worth the wait!

    Grand Lodge

    The Mountain's Maw |

    JD misses but Sh-Ux scorches the worm. It doesn't make a big splash, sadly.

    ROUND 3!

    Initiative Order:
  • Verne GRAPPLED
  • Worm
  • Mallura
  • Jarix
  • JD
  • Verne squirms and claws at the worm to no avail. The worm goes for the kill.

    Maintain Grapple: 1d20 + 10 + 5 ⇒ (13) + 10 + 5 = 28 SUCCESS!

    Piercing Damage: 1d6 + 6 ⇒ (2) + 6 = 8 pts of damage, Verne. That brings you to 0 pts and DYING.

    The worm penetrates into Verne's trachea as the android's eyes roll back and he buckles, pitching onto the earth.

    Jarix, Mallura, JD, and Sh-Ux may all 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

    "Let's put an end to this." Jarix fires again at the creature.

    Trick Attack: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 Damage: 1d4 ⇒ 3
    Semi-Auto Pistol: 1d20 + 4 ⇒ (11) + 4 = 15 Pierce Damage: 1d6 ⇒ 5

    Grand Lodge

    The Mountain's Maw |

    Jarix puts a bullet into the worm as it retracts from the puncture wound at the side of Verne's throat. It continues to wriggle.

    Mallura and JD may act!


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

    Verne uses his RP to stabilize, and remains unconscious.


    "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 and Sh-Ux continue firing at the creature that took Verne down.

    JD, Semi Auto Pistol: 1d20 + 3 ⇒ (14) + 3 = 17
    Damage, P: 1d6 ⇒ 4

    Sh-Ux, Azimuth Laser Pistol: 1d20 + 3 ⇒ (7) + 3 = 10
    Damage, f: 1d4 ⇒ 2


    "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 fires a round into the worm as well.

    Semi auto: 1d20 + 3 ⇒ (2) + 3 = 5 Damage (P): 1d6 ⇒ 2

    Grand Lodge

    The Mountain's Maw |

    JD blasts a whole in the tenacious thing while Mallura and Sh-Ux's attacks miss the mark.

    ROUND 4!

    Initiative Order:
  • Verne STABLE; UNCONSCIOUS
  • Worm
  • Mallura
  • Jarix
  • JD and Sh-Ux
  • The worm detaches from Verne's crumbled and dives into the churned earth!

    It has burrowed into the ground and currently has total concealment. Mallura, Jarix, and JD/Sh-Ux may each 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

    Can we pull Verne into the ship?

    Grand Lodge

    The Mountain's Maw |

    Sure! I've revealed a bit more of the map to allow you a portal of entry into the ship. Getting to Verne's form will be one movement; dragging him back to the ship's entry (not picking him up) will be another movement. The latter movement will require a mundane Athletics check or you'll only move half-speed.


    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

    Athletics: 1d20 + 3 ⇒ (3) + 3 = 6

    Jarix will go to his friend to get him away from where the creature went to ground.

    Grand Lodge

    The Mountain's Maw |

    Verne is either heavier than original thought, or Jarix has a poor grip on him and has difficulty dragging him towards the door of the ruined spacecraft.

    Mallura and JD/Sh-Ux may go!


    "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

    Mallura runs up the ramp to cover Jarix and Verne, shouting over her shoulder as she trains her gun on the churned earth where the worm had disappeared, "JD, get your giant tin exo-butt up here and help me cover the retreat. We gotta get off the ground and inside before that thing tears someone else's throat out!"

    She stands ready beside Jarix, prepared to shoot at the first sign of the creature returning.

    Move, then ready an attack

    Reading attack in case creature reappears:
    Semi-auto: 1d20 + 3 ⇒ (8) + 3 = 11 Damage (P): 1d6 ⇒ 4


    "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

    "Ooof, good idea" The mechanic utters as he and the drone maneuver up the ramp onto solid decking and off the dirt. "I'm more comfortable with steel under my feet anyway. Been planet side too long, and it's not going well. How'se he doing?"

    Readied shots if the creature reappears:

    JD, Semi Auto tactical Pistol: 1d20 + 3 ⇒ (17) + 3 = 20
    Damage, p: 1d6 ⇒ 1

    Sh-Ux, Azimuth Laser Pistol: 1d20 + 3 ⇒ (3) + 3 = 6
    Damage, f: 1d4 ⇒ 4

    Grand Lodge

    The Mountain's Maw |

    The thing does reappear, winding its way through a hailstorm of bullet and blaster fire. Only JD's bullet finds a bit of the worm, which unfortunately isn't enough before the creature spews its synaptic mucus once again at the crew!

    I get everyone but JD in that cone.

    Reflex Saves: 1d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (4) + 5 = 91d20 + 0 ⇒ (11) + 0 = 11 Mallura saves; JD and Sh-Ux do not. JD and Sh-Ux both are dazed. Everyone takes acid damage.

    Acid Damage: 2d6 ⇒ (1, 6) = 7 Mallura takes 3pts of acid damage; JD and Sh-Ux each take 7pts of acid damage.

    The worm slimes the captain, the mechanic, and Sh-Ux v2.0 in a sheathe of acidic, synaptic goo, dazing the mechanic and temporarily short-circuiting the drone! More concernedly, it damages the unconscious Verne, hastening his demise!

    ROUND 5!

    Initiative Order:
  • Verne UNSTABLE; DYING
  • Mallura
  • Jarix
  • JD and Sh-Ux Both DAZED
  • Worm
  • Verne, I need a stabilisation check, or you may alternately burn another resolve point to further stabilise. Mallura and Jarix may act!


    "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

    Mallura pulls out her laser pistol and fires another shot at the worm!

    Azimuth pistol: 1d20 + 3 ⇒ (13) + 3 = 16 Damage (F): 1d4 ⇒ 4

    Grand Lodge

    The Mountain's Maw |

    Splattered in mucoid goo, the captain levels her pistol and burns the worm out of existence.

    Verne will burn a resolve point to stabilise at this point.

    COMBAT END!


    "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 assume the dazed condition is resolved after one round, or combat ending?

    Hanging in the riding harness of the drone, JD stirs back into mental clarity after staring off into the distance for a moment. "Woof... what the..?'. He collects himself and looks about, trying to asses the drone's condition as well. He sets about restarting the sensor bank on the new chassis, and the drone's optical light flickers back on into a resting green state.

    JD clambers down and out of the drone. "Keep an eye out for more, Sh-Ux"

    Medicine, treat deadly wounds: 1d20 + 7 ⇒ (11) + 7 = 18

    JD will grab Verne's medical kits and attempt to repair some of the damage to the android.

    Grand Lodge

    The Mountain's Maw |

    You are correct, JD.

    JD can't make heads or tails of Verne's cybernetic anatomy.

    Basic Medkits provide a DC 25 Medicine check to treat deadly wounds; Advanced Medkits provide a DC 20. Either way, that's a fail.

    Grand Lodge

    The Mountain's Maw |

    Verne lays inert on the ground, vital signs stable, but clearly unconscious. The remainder of the team check their wounds, wipe off splattered goo, and reload their weapons.

    The portal leading into the decrepit ship awaits.

    WHAT....do you do?


    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

    Verne is our healer, isn't he? We rest here for a bit so that, hopefully, he wakes up.
    Jarix will try to help or help by treating deadly wounds or aiding someone else if there's a better skill bonus among us.
    Medicine: 1d20 + 6 ⇒ (13) + 6 = 19


    "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

    Mallura, not being trained in medical procedures, waits anxiously for Verne to regain consciousness.

    Verne should be able to spend another RP to "Stay in the Fight" and come back conscious and at 1 HP. He could then use his own abilities to heal himself, and we can take 10 to regain stamina, assuming he has any RP left at that point.
    This is why not being able to buy stuff at the settlement is so crippling. We should have access to at least some rudimentary stuff, like healing serums. I can understand the colonists not having the next tier of weapons and armor for us to buy or trade for, and I also appreciate that we don't have unlimited time to break down the Azlanti stuff and repurpose it into new gear, but basically giving a blanket statement that we can't buy anything there kinda screws us over. Sorry for venting; just expressing an opinion.


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

    GM, is that an option? Because I would definitely take it if so. Sorry, I didn't come across the ability in the rulebook, otherwise I would have used it already.

    Grand Lodge

    The Mountain's Maw |

    After a few moments, the android stirs and comes back to consciousness.

    Verne, you'll burn one more Resolve Point to return to 1 HP. Here's the rules on that (see 'Staying in the Fight').


    "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

    Mallura turns and kneels next to Verne as he wakes back up. "Hey there, Verne! Welcome back. You feeling alright?"

    Even as she speaks comfort to Verne, Mal is running through questions in her mind, 'Do we have any healing serums on us? Do we retreat to the colony? Do we have time for that? Are we all going to die out here?'


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

    "Not...particularly..." Verne groans and coughs. "Is the worm gone?"


    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

    "Yeah. It's gone. Will you be able to go forward?"


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

    The android gets to his feet, stumbles a bit, and rights himself. "I don't think I could make it through another fight. Perhaps I should return to the buggy, or try and make myself useful in another way?"

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