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Rez diverts power to the weapons
Pan skillfully evades as he flies very close to one of the enemy drones
AAO To hit your aft: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d4 ⇒ (1, 1) = 2
which causes you some more rear shielding
Engineering to restore shields: 1d20 + 8 ⇒ (3) + 8 = 11
You fire on the rear end of the platform which didn't close up this time around.
Using the extra power diverted by Rez D'Vost manages to punch through the remaining shields and dislodge some actual hull plating
1d100 ⇒ 37
which seem to jam some of the hangar doors
Nole encourages Baxter to open the hole even wider but Baxter can't handle that much encouragement and fires prematurely missing his target
Yvaine fires one of the light laser cannons at one of the drones
To hit Green: 1d20 + 4 ⇒ (4) + 4 = 8
Damage if hit: 2d4 ⇒ (3, 3) = 6
but Yvaine is as startled as Baxter was
The drone start to return fire (due to positioning all vs your right side)
To hit: 1d20 + 5 ⇒ (4) + 5 = 9
To hit: 1d20 + 5 ⇒ (11) + 5 = 16
To hit: 1d20 + 5 ⇒ (6) + 5 = 11
To hit: 1d20 + 5 ⇒ (19) + 5 = 24
Two of the drones manages to connect a shot even with Pan's evasive flying
Damage: 2d4 ⇒ (2, 4) = 6
Damage: 2d4 ⇒ (2, 4) = 6
and shoot away your rear shields completely and causing a large part of a metal plate to detach from your hull.
Mean while you notice that no new hangar door is starting to open.
Your init: 1d20 + 12 ⇒ (6) + 12 = 18
Platform init: 1d20 + 8 ⇒ (17) + 8 = 25
Drone pink init: 1d20 + 2 ⇒ (20) + 2 = 22
Drone red init: 1d20 + 2 ⇒ (14) + 2 = 16
Drone green init: 1d20 + 2 ⇒ (2) + 2 = 4
Drone blue init: 1d20 + 2 ⇒ (19) + 2 = 21
Two of the drones move to get close to you and shield the platform from your fire
init
You guys+move
Blue,Pink + Platform to move
Damage: You guys ; rear 10 Hull 8
Enemy platform: aft shielding 10, hull damage: 16 - critical; glitched stuck launch doors
Drone pink: Hull 18 damage (It takes extra hull damage instead of suffering from critical effects)
Drone red: None
Drone green: None
Drone blue: None

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Sorry I just noticed I applied damage to your ship wrong; fixing it now
Damage: You guys ; rear 6, right 10, Hull 2
Enemy platform: aft shielding 10, hull damage: 16 - critical; glitched stuck launch doors
Drone pink: Hull 18 damage (It takes extra hull damage instead of suffering from critical effects)
Drone red: None
Drone green: None
Drone blue: None

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Shirren is really smug about his shoots but he looks with dismay at the outcome of Baxter and Yvaine: "We need you to start aiming more carefully here <click>"
After that, he focuses on doing some more damage to the platform
Shooting coilgun: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Coilgun damage: 4d4 ⇒ (3, 4, 3, 2) = 12
I knew it, the moment I will tell others to start hitting I would miss :P

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"Gah!"
Pan whips the ship around, hoping to protect the starboard and rear arcs of the ship.
Fly evasively: 1d20 + 13 ⇒ (17) + 13 = 30
Hopefully this will get us another shot with the main gun at the aft arc when the platform moves as well.

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Waiting until all movement is complete before firing, just to see where we land up.

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Engineering, Divert (Shields), DC 13: 1d20 + 11 ⇒ (16) + 11 = 27
Rez sees the glaring red spot on his HUD where the rear shields used to be. "Our pants are currently around our ankles, hitchin' them back up to the beltline here!"

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Sorry, I had started an update earlier but I had to abandon it..so starting again
Rez diverts some power to the shields
Pan whips the ship around, hoping to protect the starboard and rear arcs of the ship with some evasive fly
D'Vost fires the turret gun at the platform
Platform to try to repair launch doors - engineering: 1d20 + 8 ⇒ (12) + 8 = 20
As you fly very close past one of the drones it fires at you as you pass it
AAO vs your aft: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 2d4 ⇒ (1, 1) = 2
blasting away a bit of the shields Rez just restored
Piloting to slide: 1d20 + 8 ⇒ (9) + 8 = 17
The platform slides away while the remaining 2 drones move to box you in once more
init
Baxter, Nole, Yvaine
Enemy to fire
Damage: You guys ; rear 8, right 7, Hull 2
Enemy platform: aft shielding 10, hull damage: 16 - critical; no longer glitched stuck launch doors
Drone pink: Hull 18 damage (It takes extra hull damage instead of suffering from critical effects)
Drone red: None
Drone green: None
Drone blue: None

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Yvaine will stay poised to move as the ship rolls and transfer to whatever (unoccupied) turret we need to keep firing on the platform.
To hit: 1d20 + 3 ⇒ (1) + 3 = 4
damage if hit: 2d4 ⇒ (1, 3) = 4

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Spotting the heavily damaged pink drone off the starboard, Baxter sprints from the forward gunner station to that side. "Time to finish you off, scoundrel!"
Damage Roll: 2d4 ⇒ (1, 1) = 2

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Nole decides to switch things up and take a shot himself now that Baxter left the forward guns open
To hit Red: 1d20 + 4 ⇒ (11) + 4 = 15
Damage if hit: 3d6 ⇒ (1, 3, 3) = 7
but he ends up missing the agile drone
D'Vost misses with his shot from the turret at the platform
Yvaine follows D'Vost example and also misses with a shot at the platform
Baxter blasts one of the drones out of the sky
..but not before it takes a shot back along with it's 3 companions
To hit red: 1d20 + 5 ⇒ (4) + 5 = 9
To hit green: 1d20 + 5 ⇒ (20) + 5 = 25
To hit pink: 1d20 + 5 ⇒ (14) + 5 = 19
To hit blue: 1d20 + 5 ⇒ (2) + 5 = 7
Damage green to front: 2d4 ⇒ (4, 2) = 6 (no crit damage because you still have shields in that location)
Damage pink to right: 2d4 ⇒ (3, 1) = 4
with 2 shots slamming into your shields and one lucky shot from the now destroyed pink drone blasting away all your shields on the right side and cutting a gash through your hull plating.
Your init: 1d20 + 12 ⇒ (1) + 12 = 13
Platform init: 1d20 + 8 ⇒ (13) + 8 = 21
Drone purple init: 1d20 + 2 ⇒ (20) + 2 = 22
Drone red init: 1d20 + 2 ⇒ (11) + 2 = 13
Drone green init: 1d20 + 2 ⇒ (18) + 2 = 20
Drone blue init: 1d20 + 2 ⇒ (3) + 2 = 5
At the same time the platform opens it's now unstuck hanger door and another drone emerges
Two of the drones decide they are fine where they are and hover there
init
You guys+move
Still to move ; platform, drone purple+green
Damage: You guys ; front 6, rear 8, right 10, Hull 3
Enemy platform: aft shielding 10, hull damage: 16 - critical; no longer glitched stuck launch doors
Drone pink: destroyed
Drone red: None
Drone green: None
Drone blue: None
Drone purple: None

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Shirren being angry at himself for missing that shot kills the music and focus his attention at the platform aiming carefully, feeling being one with the ship crew
D'vost is using Communalism to roll twice for the attack and pick higher result.
Shot from coilgun: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Shot from coilgun: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage from coilgun: 4d4 ⇒ (3, 4, 1, 2) = 10

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Pan pulls the Pegasus behind the platform, continuing the fly defensively.
Piloting: 1d20 + 13 ⇒ (7) + 13 = 20

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As Pan tries to get behind the platform while performing evasive maneuvers Delta the platform moves away from you in a slow turn while the purple drone stays behind to cover the platforms retreat and the green drone moves around to your vulnerable side
D-Vost - shoots turret
Pan - evades
Still up
Yvaine
Nole
Rez
Baxter
Damage: You guys ; front 6, rear 8, right 10, Hull 3
Enemy platform: aft shielding 10, hull damage: 16 - critical; no longer glitched stuck launch doors
Drone pink: destroyed
Drone red: None
Drone green: None
Drone blue: None
Drone purple: None

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The platform comes into view, a bit far but a clear shot. Baxter sprints to the forward gunner station. "Well positioned, young Pan!"
-2 penalty for the second range increment, +1 floating
Damage roll: 2d4 + 1 ⇒ (3, 3) + 1 = 7

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Engineering, Divert (Shields), DC 13: 1d20 + 11 ⇒ (3) + 11 = 14
"Took a hit there, but I'm putting everything I can into getting those shields back up!"

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"That door looks good again. $#!4. Don't let it launch another drone. We're already horribly outnumbered."
Captain to boost D'Vost
shot?: 1d20 + 3 ⇒ (20) + 3 = 23 AGAIN?

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Rez restores some shields (spread around over the damaged areas?)
Yvaine fires at one of the drones
To hit green: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d4 ⇒ (2, 1) = 3
connecting solidly while D'Vost inspired by team work and Nole hits the platform right side with enough force to blast the shields away followed quickly by a shot from Baxter that causes even more damage to the hull.
Engineering to repair platform shields: 1d20 + 8 ⇒ (19) + 8 = 27
All drones return fire
To hit red vs left: 1d20 + 5 ⇒ (4) + 5 = 9
To hit green vs right: 1d20 + 5 ⇒ (10) + 5 = 15
To hit blue vs left: 1d20 + 5 ⇒ (20) + 5 = 25 - no crit since you still have shields there
To hit purple vs front: 1d20 + 5 ⇒ (14) + 5 = 19
Even Pan's fancy flying can't prevent 3 of the 4 drones hitting your shields in various locations
Damage green: 2d4 ⇒ (2, 2) = 4
Damage blue: 2d4 ⇒ (1, 2) = 3
Damage purple: 2d4 ⇒ (1, 1) = 2
The platforms launch doors don't open.
Your init: 1d20 + 12 ⇒ (18) + 12 = 30
Platform init: 1d20 + 8 ⇒ (9) + 8 = 17
Drone purple init: 1d20 + 2 ⇒ (20) + 2 = 22
Drone red init: 1d20 + 2 ⇒ (3) + 2 = 5
Drone green init: 1d20 + 2 ⇒ (2) + 2 = 4
Drone blue init: 1d20 + 2 ⇒ (18) + 2 = 20
The platform moves further away from your current location while the red and blue drone move closer to surround you
Init
You guys + move
Damage: You guys ; front 6, rear 6, right 10, left 3 Hull 4
Enemy platform: aft shielding 5, right side: 10 hull damage: 23 - critical; no longer glitched stuck launch doors
Drone pink: destroyed
Drone red: None
Drone green: None - 3
Drone blue: None
Drone purple: None

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@Revvy: Since you have to disperse the points evenly amongst the damaged shield quadrants with any excess going to the forward, last round would've been forward +3 SP, then the starboard/aft both +2 SP.
"All subsystems still holding strong. Keeping power cranked to the shields!"
Engineering, Divert (Shields), DC 13: 1d20 + 11 ⇒ (13) + 11 = 24
7/4 makes it awkward. This round'd be:
Forward +4 SP, port/starboard/aft +1 SP.

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D'vost aims carefully at the platform and takes a shot
Aiming with coilgun: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage with coilgun: 4d4 ⇒ (4, 1, 4, 4) = 13
After taking that shot D'vsot makes small victory dance.

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Yvaine will attempt to fire in the platform's course, to cause it to veer into D'vost's fire arc.
Pew Pew: 1d20 + 4 ⇒ (3) + 4 = 7

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Baxter tries to continue firing on the platform.
Floating +1. Not sure on where we're going to end up, so not applying the range increment penalty here yet, if any.
Damage roll: 2d4 + 1 ⇒ (2, 4) + 1 = 7

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Pan guns it and flies in pursuit of the platform.
Piloting evasively: 1d20 + 13 ⇒ (17) + 13 = 30

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@Revvy: Since you have to disperse the points evenly amongst the damaged shield quadrants with any excess going to the forward, last round would've been forward +3 SP, then the starboard/aft both +2 SP.
According to the core book - yes
According to the FAQ;When an engineer diverts power to shields (page 323), what do the rules mean when they say "...putting any excess Shield Points in the forward quadrant"?
The last sentence of that action should instead read, "You can distribute the restored Shield Points across the shield's four quadrants as you see fit."
Can you give an example of how the divert engineer action works with regards to restoring shields?
Of course.
Assume your ship has a Pulse Gray power core (100 PCU) and Basic 20 shields. After some starship combat, your Shield Points are down to forward 0, port 5. starboard 3, and aft 1. The engineer succeeds at the divert action and restores a total of 5 SP. As some examples, the engineer could place them all into the forward quadrant and bring up the forward shields to 5, split the shields up between two section so that they are now forward 3, port 5, starboard 3, and aft 3, or even spread around the points so they're forward 2, port 6, starboard 4, and aft 2.
Sorry I assumed for some reason that everyone was aware that there is a FAQ

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@Yvaine; I don't think it's possible to aid on a gunnery check. I'm not 100% sure but I can't find anything allowing (or not allowing) you to do this...It doesn't matter now since you don't succeed, but as far as I can tell the only way to help someone aim is to encourage (or intimidate) from the Captains chair[/ooc]

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Rez restores some of your shields
I'll assume you'd want most of them are your rear shields since that's the side that will face most of the droids and what's left to your right side
Engineering to restore shields platform right side: 1d20 + 8 ⇒ (9) + 8 = 17
Pan flies after the platform
D'vost aims carefully at the platform and takes a shot encouraged by Nole and manages to blast through the platforms rear shields and open a big hole in the hull causing the power core to leak
1d100 ⇒ 96
Baxter capitalizes on the opening and blasts it even wider
Yvaine tries to help out as well, but fails to connect
In return the drones open fire
To hit red: 1d20 + 5 ⇒ (14) + 5 = 19
To hit green : 1d20 + 5 ⇒ (20) + 5 = 25
To hit blue: 1d20 + 5 ⇒ (2) + 5 = 7
To hit purple: 1d20 + 5 ⇒ (2) + 5 = 7
Even with the penalty to distance and Pans evasive flying 2 manage to connect with their shots
Damage: 2d4 ⇒ (2, 4) = 6
Damage: 2d4 ⇒ (1, 4) = 5
Blasting away your restored rear shielding and chipping away a small piece of armed plating from your hull
The platforms launch doors stay closed.
init
Your init: 1d20 + 12 ⇒ (1) + 12 = 13
Platform init: 1d20 + 8 ⇒ (3) + 8 = 11
Drone purple init: 1d20 + 2 ⇒ (14) + 2 = 16
Drone red init: 1d20 + 2 ⇒ (3) + 2 = 5
Drone green init: 1d20 + 2 ⇒ (4) + 2 = 6
Drone blue init: 1d20 + 2 ⇒ (15) + 2 = 17
Two of the drones fly closer to your ship while the platform continues to try to fly away from you
init
You guys+move
Purple+Blue still to move
Damage: You guys ; front 6, rear 10, right 9, left 3 Hull 5
Enemy platform: aft shielding 10, right side: 5 hull damage: 38 - critical; no longer glitched stuck launch doors , glitched power core
Drone pink: destroyed
Drone red: None
Drone green: None - 3
Drone blue: None
Drone purple: None

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Pan, I think that we have a speed of 10 hexes rather than 8, so you can push the throttle a bit more.
D'vost says through the comms: "Good job agents<click>, keep it coming.".
Once again aiming at the platform shirren tries to repeat his last success.
Coilgun attack: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Coilgun damage: 4d4 ⇒ (4, 3, 4, 4) = 15

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Oops, adjusted, thank you.
Pan punches it and pulls right up behind the platform.
Defensive piloting: 1d20 + 13 ⇒ (14) + 13 = 27

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@Revvy: Oh, awesome. I didn't know about the FAQ re-wording, that definitely makes things a lot cleaner.
Rez quickly takes a look at the Pegasus' operating manual, and sees that this is a 2.1E model, with a more efficient deflector dispersal routine.
"Huh, go figure – you take a break from flying these boats, and turns out they bring out somethin' new that makes it so much easier!"
Engineering, Divert (Shields), DC 13: 1d20 + 11 ⇒ (4) + 11 = 15
Rez will throw all 7SP into the aft shields.

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Baxter grins as Pan pilots right behind the platform. "Got you right where we want you, fiend!"
Damage Roll: 2d4 + 1 ⇒ (2, 2) + 1 = 5

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Rez quickly takes a look at the Pegasus' operating manual, and sees that this is a 2.1E model, with a more efficient deflector dispersal routine. Using the found information he restores some of your rear shielding.
Pan punches the throttle and pulls right up behind the platform while flying in an erratic difficult to predict pattern.
The two remaining drones fly up behind you.
D'Vost and Baxter fire on the platform
init
Nole, Yvaine
Damage: You guys ; front 6, rear 3, right 9, left 3 Hull 5
Enemy platform: aft shielding 10, right side: 5 hull damage: 38 - critical; no longer glitched stuck launch doors , glitched power core
Drone pink: destroyed
Drone red: None
Drone green: 3
Drone blue: None
Drone purple: None

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@Yvaine; I don't think it's possible to aid on a gunnery check. I'm not 100% sure but I can't find anything allowing (or not allowing) you to do this...It doesn't matter now since you don't succeed, but as far as I can tell the only way to help someone aim is to encourage (or intimidate) from the Captains chair[/ooc]
Sorry, I thought I saw someone else do something similar; I must have misunderstood. Luckily(?) my rolls continue to make my actions irrelevant. :(
Yvaine barrels her turret over towards the platform, or the green drone, if the platform is out of her arc.
Can I roll double digits to hit this time?: 1d20 + 4 ⇒ (4) + 4 = 8 Nope!
probably no damage: 2d4 ⇒ (1, 1) = 2

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Engineering, Divert (Shields), DC 13: 1d20 + 11 ⇒ (15) + 11 = 26
5 to the starboard (right), 2 to the fore.

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After Pan guides the ship to where it can get the most use out of it's gun the combined shots of D'Vost and Baxter blast through the enormous gap where the platforms rear shielding used to be causing a massive hole in it's hull
1d100 ⇒ 57
Sparks start to fly and smoke leaks from the inside of the platform, clearly it's engine has been damaged
4d20 ⇒ (16, 8, 12, 18) = 54
6d4 ⇒ (1, 3, 2, 4, 4, 4) = 18
20d20 ⇒ (1, 5, 8, 12, 14, 16, 11, 7, 5, 14, 12, 2, 17, 4, 2, 16, 5, 16, 10, 5) = 182
The drones return fire and manage to riddle your shields with small malfunctions which Rez at the engine station manages to fix while you continue to pepper the now slightly out of sync platform with weapon fire until it now longer is able to sustain itself or guide it's drones.
After firing a few more shots to make sure it's not going to repair it self any longer you take stock of your own vessel and figure that with a few hours or shield regeneration you can wait to fix the minor hull damage you sustained until you return to Absolom station after completing your current mission.

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Recalling your mission briefing from a few days ago you decide to take a closer look at the platform now that it is no longer attacking you
While old, it contains some unique algorithms that current starship designers might find interesting.

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Engineering: 1d20 + 7 ⇒ (11) + 7 = 18

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D'vost exhales after the fight and says through the comms:
"Good job team! That took way longer than I expected.<click> But I am glad about the outcome.<click>"
With that, he picks his jacket with punk bands emblems and heads towards the bridge to see what they were able to find.
Shirren observes emotionless when Pan is analyzing the parts of the extracted platform and asks:
"Can we now continue with our mission and try to land on the Elytrio? <click> Or is there something in the space that we should do beforehand?". You slowly get yourself accustomed to D'vosts different sounds that he makes while speaking.

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The majority of Elytrio is a post-apocalyptic wasteland. Scans reveal that the planet has a breathable atmosphere, standard gravity, and higher than normal (though still harmless) levels of radiation. While most of Elytrio shows little sign of life, the ship’s computer picks up a large energy output from what appears to be a fully functional city in the southern hemisphere. These readings indicate the city has a level of technology that is comparable to that of the Pact Worlds (albeit slightly outdated), and that the city contains life forms of some kind. It seems like the best place to fulfill the mission Arvin has sent you on.
However, as yous enter Elytrio’s atmosphere, the computer starts to beep a warning
Beep..Beep..Beep
As your science officer looks at the reading you notice that it's a warning that the city and a half-mile radius around it is encased in a powerful force field. The starship can’t land in or next to the city, but there is a safe landing zone fairly close to the edge of the force field. You can set down your vessel there with no problem and then walk a few hundred feet towards the edge of the forcefield.

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I made a stab at positioning us in walking order. I suggest putting Rez as the first as he is of the highest level, have the most HP+stamina, the best saving throws etc.
As a second I put Nole as he is second in terms of the highest level and during encounters he can be of use.
And then we have remaining 4 new heroes. I put myself as the last as in reality first and last spots are the most dangerous while going through the wilderness and I have the highest HP+Stamina.
The highest Survival skill has Rez and D'vost which are first and last.
And I put all Ysokis up front as we can see everything over their heads :P
Feel free to change it to any order.

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I'll give everyone a bit of time to (dis-)agree with D'Vost suggestion and I'll update later. I do want to point out that although you are free to walk in a straight line behind each other you don't have to. There are advantages and disadvantages to both. For example if you step onto a trap you know whom it will be hit by it - the first in line. But if you trigger a lightning bolt for example..it will hit everyone in line..so spreading out a bit could also be helpful. In this case as long as you stay within the same 10 by 10 square area I'm fine with it. but up to you on how you want to march, it's not like anything might happen on your way there...right? ;)

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Rez checks the seals on his environmental suit, then brass checks his slug thrower and ensures the battery on his arc-caster reads 100%. "Sure, I'll take point. Stay behind me, and if I stop, keep your distance. Wouldn't want the whole squad getting taken out by a mine or something, right?" He holsters both weapons, then makes sure his knife and baton are secured and in their right spots.
The wily ysoki's voice cracks at the last part, a mixture of sarcasm and anxiety. "I mean ... I don't intend on getting blown up, just remind me later how brave and selfless I was at the bar when this is all over."
Once everyone's good, Rez will take point, offsetting his position relative to the others by 5' to the south.

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Perception Nole: 1d20 + 4 ⇒ (8) + 4 = 12
Perception D'Vost: 1d20 + 1 ⇒ (11) + 1 = 12
Perception Pan: 1d20 + 4 ⇒ (16) + 4 = 20
Perception Baxter: 1d20 + 0 ⇒ (4) + 0 = 4
Perception Rez: 1d20 + 7 ⇒ (20) + 7 = 27
Perception Yvaine: 1d20 - 1 ⇒ (16) - 1 = 15
Init Nole: 1d20 + 2 ⇒ (13) + 2 = 15
Init D'Vost: 1d20 + 4 ⇒ (5) + 4 = 9
Init Pan: 1d20 + 4 ⇒ (9) + 4 = 13
Init Baxter: 1d20 + 2 ⇒ (15) + 2 = 17
Init Rez: 1d20 + 5 ⇒ (6) + 5 = 11
Init Yvaine: 1d20 + 3 ⇒ (9) + 3 = 12
Init enemy: 1d20 + 1 ⇒ (10) + 1 = 11
As you trudge through the sand, you are ambushed by a hungry creature hiding in the sand.
Other then Pan and Rez none of you managed to spot it as it emerges from it's hiding place under the sand.
It looks like a muscular lion with beige-colored manes, but the rest of it's body is covered with dark brown scales. It has a stubby face and a big, fanged mouth and a segmented tail.
init
surprise round - 1 action only
Pan, Rez
Enemy
Normal round
Nole, Baxter, Pan, Yvaine, Rez
Enemy
D'Vost+ the rest of you again
Bold can act

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Life Science: 1d20 + 4 ⇒ (9) + 4 = 13
"Heads up! Sandcat!? I'm not sure what it is, but it don't look friendly!"
Rez instinctively brings his static pistol to bear and squeezes off a charge. Giant felines... this planet is the bane of ysokikind...
Ranged, arc pistol (static), 2nd range increment: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Damage, E: 1d6 + 1 ⇒ (1) + 1 = 2

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"It's an, uh, cat thing!"
Pan's going to draw his laser rifle.

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Hrm. Since I didn't mention it specifically in a previous post, I guess Rez would've been walking without a weapon drawn as well.
So forget the attack, I'll just move 40-50' to the SW, drawing the arc pistol in the process.

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Spotting the dangerous creature Rez moves to the side while drawing his blaster while Pan similarly draws his laser rifle.
The creature roars imposingly but the sound of it's roar looses some of it's intimidating effect as it travels across the sand and only Rez seems to stumble as he hears the sound
DC 12 will save for Rez or be shaken (You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.) for 1d4 ⇒ 2 rounds
init
Nole, Baxter, Pan, Yvaine, Rez
Enemy
D'Vost+ the rest of you again
Bold can act

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D'vost looks with excitement at the beast, Shirren looks like he is smiling! However, it is hard to tell with them.
D'vost stands motionless and does not look like he is planning to do anything.