GM Skeemo |
Ash's attack clears a hole through the ball lightning, which Remi safely flies through. From this vantage point, you can see the wreck of the Amber Reconnoiter, settled into a planar debris field. You remotely use the codes to disarm the weapons system, but the electricity-pulsing detritus is too closely bundled to safely navigate your damaged ship through, so you must approach on your own through open space.
Establish your means of surviving in vacuum at the start of your post. I'm guessing most of you have armor with boot clamps and environmental protections, but if not then clarify. The spaceship has some basic spacesuits if you need them.
Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition. If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zero-gravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the off-kilter condition.
If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount.
Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.
Rora: 1d20 + 2 ⇒ (7) + 2 = 9
Remi: 1d20 + 6 ⇒ (6) + 6 = 12
Ash: 1d20 + 4 ⇒ (8) + 4 = 12
Stella: 1d20 + 1 ⇒ (2) + 1 = 3
Y Data Y: 1d20 + 2 ⇒ (15) + 2 = 17
We are in rounds, but there is no foe currently present. This is more to control navigation through this hazardous environment. Post each turn one at a time (though not necessarily in order, since there is no active enemy), and I'll give you details as we move through the rounds.
Order
Y Data Y
Remi
Ash
Rora
Stella
Rora |
Rora activates her armour's environmental protections. The she peers across the drift at the Amber Reconnoiter, looking for a likely place to enter the ship safely.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
phaeton_nz |
Looking suitably chastised, Stella yields the science station to Data to stand behind the command chair and watches as their ship approaches the Amber Reconnoiter.
Did someone send the deactivation codes? she asked a bit nervously. And are we going to dock or spacewalk?
Oh please please please let it be the latter she thought to herself.I so LOVE being out in space.
Being a star mystic, she was able to survive, unprotected, in the harshness of space, and would spend some of her free time, outside the station, just contemplating the Cosmos or flying around a bit dressed like a comic book superheroine. Maybe she might take up star dancing as a hobby.
Although, being that they were in a Drift Bubble, she'd better wear armour - just in case. Being hit with four million volts would not be fun.
GM Skeemo |
Looking suitably chastised, Stella yields the science station to Data to stand behind the command chair and watches as their ship approaches the Amber Reconnoiter.
Did someone send the deactivation codes? she asked a bit nervously. And are we going to dock or spacewalk?
Oh please please please let it be the latter she thought to herself.I so LOVE being out in space.
Being a star mystic, she was able to survive, unprotected, in the harshness of space, and would spend some of her free time, outside the station, just contemplating the Cosmos or flying around a bit dressed like a comic book superheroine. Maybe she might take up star dancing as a hobby.
Although, being that they were in a Drift Bubble, she'd better wear armour - just in case. Being hit with four million volts would not be fun.
You get your wish! This is a spacewalk to the right side of the map, although you can investigate any and all of the strange structures en route if you'd like. The codes were already used to deactivate the weapons systems.
Remi of Castrovel |
Remi activates the environmental protections on her D-suit, and then double checks to make sure it worked properly. She parks their ship so it will stay a fixed distance from the Amber Reconnoiter and exits through the airlock when everyone else is ready.
She gestures toward some of the debris floating nearby and speaks over the team's comm units. "I'll move out that way to see what I can find. Please watch out for any debris coming at me from a blind spot." Remi pushes off the small rock to fly out into open space, aimed at the rock directly in front of them.
I'm pushing off and moving 20 feet due "east".
phaeton_nz |
Stella, clad only in second skin armour, (really must get better armour one of these days) just casually stepped out of the airlock, and floated in space. She then checked to make sure her fly ability worked (20ft fly) while trailing out 50ft of rope.
I've got your back Remi ... and it's a nice back too
And the rest of you, if you want, grab this rope and I'll tow you ..... and don't forget Newton's Laws of Motion
Rora |
Rora grabs on to Stella's rope -- just in case -- kicked off and launched herself at a wall across the way. (I drew an arrow for her intended path and moved her 15 ft toward it)
Y Data Y |
Data can survive in a vacuum and has zero g gravity clothing, but isn't acrobatic, so he will hold onto Ash if he allows it, knowing the soldier boost both of them across.
GM Skeemo |
The party continues floating toward the central rock, Remi's flight obstructed somewhat by the android and warrior. As you drift, you see several chunks of debris surge with an ambient electrical discharge.
Marked rocks electrify those touching them every couple of rounds. All PCs moved along their flight paths except Stella (who has a flight speed, and should move independently).
Rora |
Rora continues to drift forward, nearly reaching a wall.
Luce 'Stella' Lumen |
Stella flew parallel to her party but a little higher up in order to see over the wall that they were approaching.
"Careful" she warned. "Many of the nearby rocks are accumulating a static charge from the environment."
Already she could feels the finer hairs on her body reacting to the electro-magnetic fields in the area. If this kept up, this lashunta was going to have a 'bad hair day'.
GM Skeemo |
Assuming that you continue on your current flight paths without disruption.
Rora Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19
Rora bumps somewhat unceremoniously against the wall before her, spinning around in space (she gains the off-kilter condition, but being a ysoki that doesn't bother her too much). From her spinning position, however, she glimpses movement from behind the platform, evidently disturbed from her impact. The rest of the group sees two large, iridescent yellow cephalopods emerge from the far side of the debris, their porous membranes rippling with electricity.
Yellow Cuttle: 1d20 + 2 ⇒ (4) + 2 = 6
Attack vs. KAC: 1d20 + 12 ⇒ (11) + 12 = 23
Damage (B + E): 1d6 + 7 ⇒ (6) + 7 = 13
The darker-colored creature flies around the barrier jutting from the rock, reaching out with a long, electrified tentacle and aggressively grasping the spinning ysoki.
Round 1 (bold may post)
Y Data Y
Remi
Ash
Rora (-13 SP, off-kilter)
Stella
Yellow Cuttle
Round 2
Orange Cuttle
Rora |
With a grunt of pain Rora pulls out her baton and gives the creature a solid whack to the tentacle!
Attack vs. KAC: 1d20 + 4 ⇒ (18) + 4 = 22
Bludgeoning Damage: 1d4 ⇒ 1
Rora |
Sorry, I thought we were side by side for some reason. Instead she pulls out her pistol and fires it at the creature. Attack roll is unchanged but against EAC instead of KAC, and damage is 1d4+1 fire, so 2 fire damage.
GM Skeemo |
Rora pops the beast with her laser, but it first attacks her as she attempts to shoot it. Attack of opportunity vs. ranged attack.
Damage (B + E): 1d6 + 7 ⇒ (6) + 7 = 13
The beast clobbers her again, a spatter of blood filling the viewing mask of her armor.
Round 1 (bold may post)
Y Data Y
Remi
Ash
Rora (-18 SP, -8 HP, off-kilter)
Stella
Yellow Cuttle
Round 2
Orange Cuttle (-2 HP)
Remi of Castrovel |
Remi jerks her head backwards in surprise, but keeps drifting inexorably toward the wall in front of them.
I'm not sure how it works when more than one person is following the same path, but I'll try to catch myself on the surface.
Acrobatics: 1d20 + 12 ⇒ (18) + 12 = 30
She gracefully comes to a stop, and tries to get a closer look at the closest creature to tell what it is.
Life Science: 1d20 + 12 ⇒ (6) + 12 = 18 (It's +8 instead of 12 if it's Mysticism to identify)
Seeing how much damage it has done in a short time to Rora, Remi pulls out her perforator pistol and fires at the closest one.
Attack orange EAC: 1d20 + 7 ⇒ (15) + 7 = 22
Sonic damage: 1d4 + 2 ⇒ (3) + 2 = 5
phaeton_nz |
Leggo that Ysoki ..... " Stella cries while zapping the creature with her azimuth laser pistol and flying up and around another 20 ft in order to get an better angle.
shoot: 1d20 + 3 ⇒ (2) + 3 = 5
fire damage: 1d4 ⇒ 4
GM Skeemo |
Remi recognizes these creatures as Drift cuttles, void-dwelling beasts native to the Drift that feed on energies emitted from planar bubbles like this one, but require biological nutrients to reproduce. Dwelling in dangerous environs leads them to be resistant to the energy types they feed on. These ones have electricity resistance 5.
Damage (B + E): 1d6 + 7 ⇒ (1) + 7 = 8
Attack vs. YDY KAC (flank): 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Damage (B + E): 1d6 + 7 ⇒ (3) + 7 = 10
The lighter cuttle flies around the barrier and lunges out at the closest target—Remi—but swings wide and only spins itself around in the vacuum. The darker one, however, now recognizes the android as the greatest threat, flying around its ysoki prey to attack Y Data Y, connecting with another electrified tentacle. Rora may take an attack of opportunity if she is presently armed with a melee weapon.
Round 2 (bold may post)
Y Data Y (-10 SP)
Remi
Ash
Rora (-18 SP, -8 HP, off-kilter)
Stella
Yellow Cuttle
Round 2
Orange Cuttle (-17 HP)
Ash Beshisda |
Ash shoots twice at the creature next to her orange ready to take damages.
BURN!
Lazer vs EAC: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Damages, F: 1d10 + 4 ⇒ (2) + 4 = 6
Laser vs EAC: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Damages, F: 1d10 + 4 ⇒ (9) + 4 = 13
GM Skeemo |
Damage (B + E): 1d6 + 7 ⇒ (2) + 7 = 9
The cuttle does indeed lash out and zap Ash, but the close contact lets the soldier hit it twice from point blank, causing it to writhe in visible pain as fingers of electricity and streams of blood emerge into the void.
Round 2 (bold may post)
Y Data Y (-10 SP)
Remi
Ash (-9 SP)
Rora (-18 SP, -8 HP, off-kilter)
Stella
Yellow Cuttle
Round 3
Orange Cuttle (-36 HP)
Luce 'Stella' Lumen |
Stella lets fly with a full round of shooting stars at the darker coloured drift cuttle in the hope of finishing it off so everyone can concentrate on the other one.
shooting stars: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
Hang in there Rora.
Rora |
Rora carefully stows her pistol, being sure to cling tight to the wall behind her. She contemplates reaching for a healing serum before remembering she couldn't drink it right now anyway. Instead she pulls out her baton.
Y Data Y |
Data will full round magic missile, splitting the difference as he expects orange to be near death
dmg: 1d4 + 1 ⇒ (3) + 1 = 4 on orange, unless it is already dead from phaeton's attack
dmg: 2d4 + 2 ⇒ (1, 1) + 2 = 4 on yellow.
GM Skeemo |
Y Data Y who moves first fells the darker cuttle with his split missiles, allowing Stella to focus on the remaining beast instead.
Round 2 (bold may post)
Remi
Ash (-9 SP)
Rora (-18 SP, -8 HP, off-kilter)
Stella
Yellow Cuttle (-12 HP)
Round 3
Orange Cuttle (-40 HP)
Y Data Y (-10 SP)
Remi of Castrovel |
Remi eyes the cuttle sneaking up behind, and takes careful aim at a part of its anatomy that will be most effective. It can take an attack of opportunity if it still has its reaction.
Survival trick attack vs. 20+CR: 1d20 + 18 ⇒ (14) + 18 = 32
Attack yellow EAC: 1d20 + 7 ⇒ (14) + 7 = 21
Sonic damage: 1d4 + 2 ⇒ (3) + 2 = 5
Extra trick attack damage: 1d8 ⇒ 6
GM Skeemo |
Damage (B + E): 1d6 + 7 ⇒ (5) + 7 = 12
Attack vs Remi KAC (full): 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
Damage (B + E): 1d6 + 7 ⇒ (1) + 7 = 8
Attack vs Remi KAC (full): 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
Damage (B + E): 1d6 + 7 ⇒ (6) + 7 = 13
Round 3 (bold may post)
Y Data Y (-10 SP)
Remi (-13 SP)
Ash (-9 SP)
Rora (-18 SP, -8 HP, off-kilter)
Stella
Yellow Cuttle (-23 HP)
Luce 'Stella' Lumen |
Stella flies over towards Rora. On the way she fires two shooting stars at the beast.
shooting stars: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Remi of Castrovel |
Remi grits her teeth at the shocking blow, but knows they need to bring the creature down, so she stays right where she is next to the constructed wall and attempts to aim another good shot. AoO again...
Trick attack: 1d20 + 18 ⇒ (3) + 18 = 21 I assume that's a fail.
Attack EAC: 1d20 + 7 ⇒ (17) + 7 = 24
Sonic damage: 1d4 + 2 ⇒ (3) + 2 = 5
Rora |
Rora ducks behind the wall and speaks to Remi through her comms. "Lock and load, Remi, you've got this. No space-squids gonna take us down!"
Rora is using inspiring boost on Remi. If the enemy counts as a 'significant enemy' then Remi regains 10 SP.
Ash Beshisda |
Ash continues to shoot this time against the last standing creature!
Burn!
Laser vs EAC: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damages, F: 1d10 + 4 ⇒ (3) + 4 = 7
Laser vs EAC: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Damages, F: 1d10 + 4 ⇒ (10) + 4 = 14
GM Skeemo |
Damage (B + E): 1d6 + 7 ⇒ (6) + 7 = 13
The cuttle cracks a tentacles into Y Data Y, but then gets torn to bloody electrified tatters by your combined assault.
Combat over!
Y Data Y (-18 SP, -8 HP)
Remi (-3 SP, received IB)
Ash (-9 SP)
Rora (-18 SP, -8 HP)
Stella
At this point, you can decide what you want to do: rest, explore the surrounding debris, and/or proceed to the ship are the clearest options.
Rora |
Rora sighs in relief, stows her baton, carefully clambers up the wall she's pressed against, and peeks over onto the other side.
Luce 'Stella' Lumen |
Stella uses her healing touch on Rora to heal up her wounds. (up to 15 points)
If you want to hang on to me I can help you get to where you want to go
perception: 1d20 + 10 ⇒ (12) + 10 = 22
Remi of Castrovel |
That brings me almost back to full stamina, so I'll save the resolve for now.
Remi breathes a sigh of relief. "Thank you, Rora. I'm glad we both made it through that." She takes a look around the debris to see if there is anything interesting, or any more lurking dangers.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
GM Skeemo |
One chunk of debris supports much of a simple house made of wood and cob, though the transition into the Drift cleanly sliced off part of the building’s back corner. Inside are a bed, a small bookshelf, a rug, a hearth, and a lockbox. The books are all written in an unknown language and detail primal rituals, herbalism, and hedge magic. The lockbox appears to be magically sealed (Mysticism or Engineering to open).
A separate floating island appears to have once been part of a massive building with thick walls before being pulled into the Drift. Subsequent collisions with other debris have broken off much of the architecture. Remi spots a chest hidden inside, although it is wedged inside part of the debris (Athletics to open).
Y Data Y (-8 HP, -1 RP)
Remi (-3 SP, received IB)
Ash (-9 SP)
Rora (-18 SP, received HT)
Stella
Remi of Castrovel |
"Oh, what's this?" Remi tries to pry free the chest she noticed.
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23
She also takes a few moments to wander around the out-of-place house. "It makes you wonder about the people who lived in this place. What were they doing when their house was ripped apart? I hope they were somewhere safe." She takes a look at the lockbox that Stella and Ash are poking at.
I have a set of thieves' tools, that give a +4 circumstance bonus to Computers or Engineering to open a lock. Assuming that works here, I'll add it onto my Engineering skill.
Engineering: 1d20 + 11 + 4 ⇒ (12) + 11 + 4 = 27
GM Skeemo |
The lockbox contains several pieces of jewelry, vials of precious oils, and an assortment of unfamiliar shells that would be of value to xenobiologists or collectors. The chest contains six beautiful outfits tailored for a humanoid creature with three arms and three legs, as well as a mk 2 serum of healing.
Proceeding to the Amber Reconnoiter.
The Amber Reconnoiter floats in the debris field, where it has clearly been for some time, based on its dented exterior. A huge chunk of debris remains lodged in the bridge, and the airlock on the starboard side is inoperable. As a result, you must enter through the gaping hole in the aft-port corner of the vessel.
Service lights intermittently flicker with barely perceptible light, giving faint glimpses of the ruined interior in this area. A seemingly nonfunctioning power core is located toward the front of the area, just forward of a line of cots and near a strange crackling barrier. A similar barrier blocks off a smaller hallway leading to the starboard side of the ship, next to another door. Toward the port side, a door sits partially cracked.
Dim illumination, ceilings 10 feet high. No initiative as of yet. Map is updated in slides.
Y Data Y (-8 HP, -1 RP)
Remi (-3 SP, received IB)
Ash (-9 SP)
Rora (-18 SP, received HT)
Stella