
Asenath C |

Pilot Initiative: 1d20 + 11 + 2 + 2 ⇒ (13) + 11 + 2 + 2 = 28
Yielding to SOs and Captain prior to move, let me know on Hangout if prefer to go after we move instead.
Adding the maneuver to shake the Whelp
Maneuver (special): 1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35
Thank you, Lady of the Void. May we always listen in reverence to your silent wisdom.

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Helm Phase, Round 2!
GM roll: 1d20 + 13 ⇒ (1) + 13 = 14
Jarix shifts his computer in scanning mode and scans the damaged Besmaran for interesting bits of intel.
Jarix, please let me know what Science Officer action (as per the Starship Combat Quick Reference document in the header of this page) that you’d like to take.
All Helm phase rolls may be rolled! The captain may act in this round if so wished.

Verne Sevenstorm |

Computers: 1d20 + 1 ⇒ (18) + 1 = 19
Hopefully we've taken a notch out of the whelp's offensive capabilities.
"Scanning weapons," He informs the rest of the crew, "I'll try to pick up anything I can." i.e. if the whelp doesn't have a load, any other remaining ship stats.

Jarix |

Sorry for my posting rate. My daughter caught strep throat and has passed it among everyone in the household.
Jarix was Scanning the whelp to get up to get it's current condition. You said to use the roll which was a 23.
Ideally, he'll go back to gunnery for round 3.

Asenath C |

Asenath holds her breath as she traces another intricate pattern in the air before her, all of her consciousness collapsed down to the world of her HUD. On the viewscreen, the stars begin a wild shift, curling endlessly to the left. She closes her eyes and lets her hands rest in her lap.
Forward 1. Turn to Starboard. Forward 2. Turn to Starboard. Forward 2. Turn to Starboard. Forward 1. Turn to Starboard.

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Apologies for the typo: we're in Helm Phase, Round 3 currently. Jarix, you can return to Gunnery actions next round - round 4 - if you so choose.
Its heart is almost twice as powerful a 'computer' as your ship PCU. Its armour is a bit more powerful than yours as well. It will feed on your ship's power core if given the chance, but once the power core is depleted, it will likely leave. Likely.
GM roll: 1d20 + 13 ⇒ (18) + 13 = 31
The massive creature rolls over in space, attempting to bring its starboard claws to bear on the Kevolari Venture. Unfortunately for it, Asenath and the crew have different plans and scurries the ship well out of the space shark's physical grasp.
Gunnery Phase, Round 3!
GM roll: 1d20 + 5 ⇒ (9) + 5 = 144d4 ⇒ (3, 1, 1, 3) = 8 HIT! - 5 shield; 3 hull points
Critical threshold not exceeded.
An area of dark focus just above the creature's nose glows bright purple as a beam of energy shoots through the starboard shields, further damaging the hull of the AbadarCorp Vessel MRM3500.
Gunnery action (turret) may be rolled!

Mr. Mayhem |

Missile vs. TL: 1d20 + 4 ⇒ (12) + 4 = 16
"Its a shame we only have five of these things!"
High Explosive Missile Damage: 4d8 ⇒ (5, 5, 3, 8) = 21

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Damage from Mayhem's attack exceeded two more critical thresholds.
Random CT #1: 1d100 ⇒ 38 Propulsion (Piloting)
Random CT #2: 1d100 ⇒ 19 Weapons
Which weapons arc?: 1d4 ⇒ 3 Port (again)!
The fired missile from the Kevolari Venture loops around the Besmaran in a lazy arc, slamming into the beast's port side once more. A massive explosion rips through the creature, showering the immediate space between the creature and the ship with space shark guts and a miasma of blood crystals.
Engineering Phase, Round 4!
GM roll: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Engineering phase actions may be rolled! The captain may act here if they so choose.

Jeryn D'han Power |

"Starboard sheilds down! Re-routing power there now"
Engineering: 1d20 + 8 ⇒ (19) + 8 = 27
Success. 5 points to starboard sheilds

Mallura Barbinis |

"Great job, Mayhem! I was going to tell you to do your best, but it looks like you did it on your own!" Captain Barb stands from her seat and directs a finger at the whelp, "Now, time for you to rejoin the fight, Jarix! Take down that beast!"
Encourage Gunner - Piloting DC10: 1d20 + 6 ⇒ (13) + 6 = 19
Posting this a bit ahead so I don't miss the window for this round, but I will use my action during the Gunnery round to encourage Jarix.

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Oops, forgot to post your end-of-round ship status.
And now, since JD has successfully patched your shields, that starboard shield is back at full power. I'm inching you ever-closer to that critical threshold, though...
Helm Phase, Round 4!
GM roll: 1d20 + 13 ⇒ (4) + 13 = 17
Jarix will get a +2 to his Gunnery check this round (if he gets one). All helm (Piloting and Science Officer) actions may be rolled! My lousy initiative roll will likely be bested by Nat, but a GM/Besmaran whelp can hope...

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It's a tie! The Besmaran has more ranks in Piloting than Asenath, so Asenath and the AbadarCorp crew go first. Aw, yuss.
Science officer actions may still be rolled.

Asenath C |

Flyby: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Forward 1. Turn to Starboard. Forward 1. Turn to starboard. Forward 2. Turn to Port. Forward 2.
Asenath silently spreads her wings behind her chair, pressing crossed hands to her chest for a second before abruptly thrusting forward her fists. One sketches a full circle as the other opens to an open, inward facing palm. She brings the fist to meet her palm in soft movement, holding another second before withdrawing her wings and resting her hands in her lap again.
Succeeded at Flyby. The front gun will be able to take a free close range shot at any quadrant of the whelp as an addition to the regular gunnery phase actions. The whelp is not permitted an attack of opportunity.

Jarix |

We don't get a free attack, but we can target any quadrant we want during the gunnery phase, and, even though we went through its hex, which would normally provoke, we do not provoke an attack of opportunity.

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GM roll: 1d20 + 13 ⇒ (16) + 13 = 29
The Kevolari Venture ship rockets just past the tattered Besmaran whelp, its guns blazing. The massive space shark wriggles and writhes in an evasive manoeuvre on a long arc that brings its jaws directly to bear on the spacecraft!
Gunnery Phase, Round 4!
GM roll: 1d20 + 5 ⇒ (3) + 5 = 8 MISS!
The reeling Besmaran mistimes its bite, slamming its proboscis against the front of the ship. The scene via the main view screen is horrifyingly toothy.
Gunners, you’re up!

Mr. Mayhem |

As the Daredevil (say, that's a great name for the ship!) skims the Besmaran whelp and rockets away, Mayhem twists the turret 180 degrees to launch a missile at the thing.
Missile vs. TL: 1d20 + 4 ⇒ (9) + 4 = 13
High Explosive Missle Damage: 4d8 ⇒ (3, 3, 7, 2) = 15
Mayhem swivels in his seat, suddenly no longer paying attention to the firing controls.
"Say Mal, how about calling the ship Daredevil? She certainly has one for a pilot!"
He winks at Asenath.

Mallura Barbinis |

A slight smile begins to spread across Barb's face at Mayhem's suggestion. "Let's make sure we live through this first. Personally, our lovely pilot's flying is making me think of calling the ship The Shark-Jumper!"

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Mayhem’s missile arcs around the Besmaran, angling towards the beast’s aft quadrant. At the last moment, the whelp’s tail swishes violently, pulling the tail out of the firing trajectory. The missile continues on past the space shark into deep space, its targeting lock spent.
That’s a miss! Jarix, you may fire!

Jarix |

Jarix hits the fire button repeatedly trying to get more and more power out of the forward guns as he fires at the port side.
Gunnery: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Light Laser Cannon: 2d4 ⇒ (2, 4) = 6

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Jarix finally gets to open up the laser cannon as the Kevolari Venture strafes the Besmaran, scoring a few satisfying shots to the whelp’s bulk.
Engineering Phase, Round 5!
GM roll: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Engineering phase rolls may be made! The captain may also act here, if so wished.

Jeryn D'han Power |
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"Let's make sure that last missile counts" JD adds as he diverts power to the gunnery station.
Engineering: 1d20 + 8 ⇒ (17) + 8 = 25
Sucess. Each damage die that rolls a 1 this round may be treated as if it rolled a 2
"Sh-Ux, that stabilizer has broken loose again, see if you can't lock it down'

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Helm Phase, Round 5!
GM roll (initiative): 1d20 + 13 ⇒ (10) + 13 = 23
All helm actions may be rolled! Nat, I'll need your initiative roll first, please.

Asenath C |

"So we're all a bunch of adrenaline junkies. Well, I aim to please," calls Asenath over her shoulder. Her hands flash in the air. "If we don't get that pup down this time, pray to any appropriate gods we don't get stranded out here having to call for a tow. I'll try to keep the cannon in play as much as possible, may it please the Lady."
Flyby Stunt: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Boo. Yah.
Forward. Turn to Port. Forward. Turn to Port. Forward. Turn to Port. Forward. Turn to Port. Forward 2. Both guns fire this round.

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GM roll: 1d20 + 13 ⇒ (16) + 13 = 29
The Besmaran attempts to flee as AbadarCorp Vessel MRM3350 strafes it once more.
Gunnery Phase, Round 5!
All gunnery actions (i.e. both attacks) may be attempted! The captain can act in this round as well.

Jarix |

Jarix fires again, making sure that the whelp has plenty of motivation to keep leaving.
Gunnery: 1d20 + 4 ⇒ (12) + 4 = 16
Light Laser: 2d4 ⇒ (2, 2) = 4

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The fleeing Besmaran spins in a corkscrew, keeping just out of Jarix's targeting arc as it moves.
That's a miss! Mayhem, you're up!

Mr. Mayhem |

Mayhem swivels back around in his chair and growls at the controls, "Either say still or run away!"
Missile vs. TL: 1d20 + 4 ⇒ (6) + 4 = 10
Damn
"What are you waiting for? Fetch!"
He barks a short laugh.

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The Besmaran defers its attack this round.
Mayhem's missile arcs around in a loop after the corkscrewing beastie, ultimately detonating far off to the port side of the creature as it flees.
Engineering Phase, Round 6!
GM roll: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Engineering and Captain (if desired) actions may be rolled for this phase!

Mallura Barbinis |

Barb watches as the creature appears to fly away from the Daredevli and calls to her crew, "Let it go, we're not here to hunt down interstellar beasts and I'm ready for some terra firms. In the meantime, JD, give us some more power in our shields if you can."
Encourage Engineer - Engineering DC10: 1d20 + 7 ⇒ (17) + 7 = 24

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I keep forgetting to post this...
”He’s given the shields all he can give; she cannae take any more!”

Jeryn D'han Power |

"Sheilds are at maximim, Captain"
He leans back from his console and surveys the bridge.
"Minor damage to port and starboard hull. All other systems normal."
He exhales deeply. "It didn't do any serious harm. It's just a wild animal. I'm with you, Captain. Let it go."

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Helm Phase, Round 6!
GM roll: 1d20 + 13 ⇒ (6) + 13 = 19
All piloting and science officer actions may be rolled!

Mallura Barbinis |

"Ah-ha! Didn't see that on my display. New system and all. Thank you, JD. Well if that's the case, then Nat, get us turned around and back on course to the Colony, thank you."
Encourage Pilot - Piloting DC10: 1d20 + 3 ⇒ (12) + 3 = 15

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I'm going to rule that the captain's actions already occurred. I'm not allowing the ret-con this time, Mallura. No bonus to piloting checks this round.
Awaiting SO and Piloting actions.

Mallura Barbinis |

"With any luck, the colony will have some left over materials we can use to repair the ship. Especially if there's any chance that thing will come back for more on our way out."

Lih Soloroh |
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Lih comes to, his vision still a bit gray and ears ringing. It took him a moment to remember what happened.
The ship had shook hard because... something attacked the ship. Were we hit or was it just a hard evasive bank? Who cares. I stumbled, but... why did I slip?
Again, who cares.
With no idea how much time had passed but certain that they were being dogged by some kind of enemy ship, Lih looks around for some way to be useful.
Grabbing a seat at an empty computer terminal he jogs his fingers along the row of keys in a way that usually got a computer's attention without actually telling it to do anything.
[dice=Computer - "SCAN"]1d20 + 3[/dice]
After hurriedly scanning the console's output, and spotting on the bottom readout what he hoped to be some sort of scanning macro programmed by the last crew, Lih punches in the corresponding input and hits the button usually reserved to tell a computer to "DO THING".
Then, remembering all of Asenath's little ritualized interactions with the ship computer over their time in the Drift, he decides at the last moment to telepathically 'shout' at the machine for good measure.
"SCAN. uh. THING."

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The Besmaran whisks off into the void and the enemy proximity alarms ping less frequently as the ship's sensors signal medium range then long range then out of sensor range, where they cease.
COMBAT END!
The immediate threat of the power core being feasted on having passed, the crew regards the curious aquamarine planet cautiously, wondering what other things might be circling its orbit.

Jeryn D'han Power |

"With any luck, the colony will have some left over materials we can use to repair the ship. Especially if there's any chance that thing will come back for more on our way out."
"I'll make it my top priority once we're planetside. If we find any I can get the repairs made. I'm not worried about spending "Big Ab's" profits on keeping the atmosphere inside the ship. Especially way out here."

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The crew ponders their next move.
Perhaps you’d like to scan the polar regions?

Jarix |

Jarix looks for a place to land that he thinks would be good. Someplace close to the outpost. Flat with good field of vision. And defensible, cause you never know.
Computers: 1d20 + 6 ⇒ (14) + 6 = 20