
GM Skeemo |

Damage (B + F): 1d6 + 5 ⇒ (4) + 5 = 9
Buster Fort: 1d20 + 3 ⇒ (3) + 3 = 6
Buster's overhead swing completely dissipates the elemental, despite his fur being singed from the close proximity.
Combat over!
Buster (-17 SP)
Fixit
Gordon
Ears (-2 SP)
Mustachio (-18 SP, -2 HP)
Spider (-6 SP, -6 HP)
After a beat, Envar looks at you with a sheepish grin. "You are the best friends to have around when things go sideways! Here, bunch together!" He turns and takes a selfie with you all looking battered in the background, posting it to the infosphere (Caption: Envar and friends: 1, Sun: 0). "Here, take whatever you want from the shelves! A fitting reward for the heroes of Brilliance! Don't worry, I'm a ranking member, I allowed to offer this stuff."
Perception checks to search the room. You may take a 10 minute rest as you do so.

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After the picture was taken, Spider takes a look around the room to go through things. Later he takes a sit on one of the chairs, reloads his pistol and recovers a bit after the fight.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

GM Skeemo |

Spider finds an armorcrafter engineering specialty tool kit, a fire extinguisher, 2 high-capacity batteries, a spy drone, and 2 advanced medkits.
Envar scratches his head. "Well, that's pretty much everything except the boring levels. Is there anyplace else you wanna go on Brilliance? I can get you in literally anywhere, I'm basically like the boss around here."

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Ears catches Mustachio's eye and nods pointedly toward the computer station. They ysoki climbs up on the chair and tries logging in again.
Rolled a 24 computers check just before combat.

GM Skeemo |

Ears catches Mustachio's eye and nods pointedly toward the computer station. They ysoki climbs up on the chair and tries logging in again.
Rolled a 24 computers check just before combat.
The computers only control the observatory functions; they have no connection to the other data throughout Brilliance.

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Figured so, but had to ask.
After a few moments at the screen, Ears shakes his head emphatically.
"These control only the observatory. Do you still want that moon shot?"

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Mustachio sits down to catch his breath after the fight, and continues to attempt to butter up Envar.
"I'll say! That was hairier than the arena. Envar, you should use your pull to get more of those mini suns into the fights. Of course, give us a little inside knowledge when that is to happen and we'll bring fire extinguishers, and you can bring extra money to place your bets." Mustachio winks at his conspiratorially.
"We are having a good time hanging with you and seeing your business here. Do you have an office? What about your mom's office? Does she have a liquor cabinet?"
diplomacy: 1d20 + 10 + 1d6 ⇒ (20) + 10 + (6) = 36
well...that is my max diplomacy roll!

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Mustachio pulls out his medkit and starts treating his wounds and the other's.
DC25-- if I succeed you get your level # worth of HP back
medicine Me: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (3) = 17
medicine Ears: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (4) = 21
medicine Spider: 1d20 + 7 + 1d6 ⇒ (3) + 7 + (3) = 13
Frustrated by his lack of skills, Mustachio stuffs the medkit back into his backpack. "I can't believe I wasted my time taking that month long first aid class. They didn't teach me squat!"

GM Skeemo |

Envar's face brightens at Mustachio's recommendation. “You know, I’m the only other employee who has access. Mom's office is really plush. I go there sometimes to get away from it all... I mean, when she’s not around.” He quickly leads the way to the elevator.
You get off on the third floor, and Envar eagerly leads you past a pair of vesk security agents. Their gaze lingers on you for a moment, but they continue their rounds without stopping you. You eventually reach a hard plastic door. Envar flashes a key card, foolishly emulating the face he made in the ID photo, and swipes into the room.
This rectangular room is starkly different from the typical gold-and-silver metal decor found throughout the rest of Brilliance. Darkwood credenzas and bookcases complement the woodpaneled walls and tan wooden floor here. A model of the Pact Worlds system, sculpted in gold and silver metal, hangs from the ceiling near the center of the room. Framed parchment maps from some ancient era adorn the walls. The lone visible piece of modern technology is a silver computer console affixed to a darkwood desk on the eastern side of the room. A private climate-controlled and air-sealed balcony overlooks open space to the north. Racks lined with dusty bottles stand along the western wall of the office, watched over by an oil painting of a graceful lashunta woman reaching up toward a radiant sun.
Envar tosses his key-card onto the desk, then goes over and starts picking up and looking at the labels of the bottles. "No way these are still good. Mom likes really old stuff for some reason. Bet drinking this would make you blind or something."

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"You aren't going to wuss out on me, are you, friend Envar? Crack it open and pour! Let's see what you are made of!"
Mustachio gestures for Envar to join him out on the balcony, leaving the key-card, the computer, and his comrades alone in the office.

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...
DC25-- if I succeed you get your level # worth of HP back
Frustrated by his lack of skills, Mustachio stuffs the medkit back into his backpack. "I can't believe I wasted my time taking that month long first aid class. They didn't teach me squat!"
"Thanks anyway," Ears says tepidly.
Would we get HP or SP back? Ears had no HP damage, so you could save a use if it heals HP.
Spider seeing an opportunity grabs the card from the desk and pass it to Ears.
...
"Thanks !!" Ears says more enthusiastically as he snatches the card and rushes to the computer. "Let's see what we can see!"
I'll take 20 on computers if I can. If I have to roll ... Computers: 1d20 + 7 ⇒ (4) + 7 = 11
Apparently the computer genius is trying to insert the card backwards.... Fixit!!!!

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Gordon takes a quick glance at the portrait to see if it is a hologram like we saw earlier and beckons buster over to stand between the picture and the computer. He looks at the pact world display and asks buster "Do you think it's an orrery or just a static display of the pact worlds"

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Treat deadly wounds is HP only. I glanced at the combat tracker too fast and thought Ears was -2 HP. Sorry! Medkits don't run out of use so it is no big deal.

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Buster cleans elemental goop off his hammer as he takes a breather. "Not the first time I kill one a' these 'mentals. They get used as cheap shock troops by some people. Dumdums too stupid ta feel pain, but if ya put enough lead in 'em, they die just like anybody else," the grizzled little mercenary comments darkly. He gazes off in the distance, shutters briefly, and then goes back to cleaning off his weapons and reloading his reaction cannon.
Buster spends a Resolve to recover Stamina.
In Tamm's office, Buster scans the room for anything interesting besides the computer. He stops to look at the model of the Pact Worlds hanging from the ceiling.
"Orrery? That's a 10 credit word if I ever hear one. I dunno, though. Could be. What I'm more curious 'bout is if that's real gold its made outta. Ya think Envar's mama would notice if we pulled it down n' took it with us?"

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Shaking his head sympathetically as Ears fumbles with the computer, Fixit gently nudges her to the side and, after making a show of cracking his knuckles, unleashes the byte power.
Computers (T10): 10 + 15 = 25

GM Skeemo |

Can't actually take 10 on this one. Defaulting to Fixit, since he's got the higher modifier.
Fixit Computers (key card): 1d20 + 15 + 5 ⇒ (17) + 15 + 5 = 37
Envar scoffs at Mustachio. "Do I look like a wuss?" He hesitates for a second, then grabs the least well-aged beverage and takes a long drag straight from the bottle. While he does so, Fixit uses the key card to get past the first security measure, then hacks into the mainframe. He bypasses Ilia's firewall and finds a collection of folders, some of which must contain the data Historia-7 is looking for. He quickly copies the files into his custom rig and logs off the computer. Meanwhile, Envar passes the bottle to Mustachio after vigorously shaking his head. "WHOO! That's got some kick to it! I wish there was more to do on this hunk of junk. How long can you guys stick around?"

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"I'm figuring a month or so. We barely scratched the gladiatorial itch I have! Why, the Piped Piper has got to be a BRAND NAME before I leave this place. And with you with us, EVERYONE will be talking. Everyone! Ah... but now I'm starting to get a little bushed. Been a long day. Maybe the crew needs to head back to the hotel and get a little rest before our next battle, am I right?"
bluff: 1d20 + 12 ⇒ (19) + 12 = 31

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"Yeah, I'm beat. A good meal and bed sound perfect about now." Ears contributes.

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Bouncing from one foot to the other while looking nervously at the door, Buster grumbles, Ya nerds almost done playin' wif that computa? I think we should get outta here, like quick."

GM Skeemo |

Envar yawns at the suggestion. "Right! Lots of violence today, need to get some sleep to stay in fighting form! I'll text you tomorrow and we'll figure out our next adventure!" He leads you out and walks you to the visitor's quarter, then parts with one last selfie.
Recognizing your opportunity, you rush back to the docks and board your starship. You exit mostly without disruption, but as you fly into Drift-capable space, two small fighters launch from directly behind you! It appears some of the Brilliance security caught on to your subterfuge!
3d6 + 5 ⇒ (5, 3, 4) + 5 = 17
Starship Combat!
Relij Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Patrol 1: 1d20 + 9 ⇒ (17) + 9 = 26
Patrol 2: 1d20 + 9 ⇒ (10) + 9 = 19
Engineering Phase (Fixit)
Helm Phase (PCs move first) (Relij, Ears)
Gunnery Phase (Buster, Gordon)
Be sure to note Captain Mustachio's action and your use of any computer nodes (+1 to any three checks).

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Spider dropped his clown disguise and switched his cane to a one with Besmara symbol on it. There is another Besmara symbol set next to the control panel.
Kasatha swears under his breath and speaks through comms to his teammates.
"To your battle stations! Two enemy spaceships are behind us. I will make a turn to face them forward arc. Take what you can! Give nothing back!"
With saying that Spider forces the Drake to turn to make few dodges along the way.
If no one minds I would take the +1 for my piloting roll.
Evade DC 13: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 Success

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"I took the liberty a' switchin' out that wussy gryolaser in the back with some spore torpedas. These goobas start chasing us, we got a little surprise fer them."
Buster slotted a spore launcher starship boon, which lets him trade out a light weapon with spore missile launchers. It seems like it would be a suitable upgrade to the gyrolaser. If the missiles cause hull damage, it continues causing critical damage to a system each round until its removed with an Engineering action.
My vote would be for the other two +1's to go to the gunners.

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This goes to which ever gunner acts first.
At the helm of the ship, Mustachio does what he does best: sitting on his butt, doing nothing of use except for talking too much.
"Yes! Steer the ship, pilot. Fire those torpedos, torpedo firer! Fix the ship, engineer. Scan that ship, science guy. And fire fire fire! Your captain is here for you to inspire your actions!"
diplomacy encourage: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (6) = 22
DC15 for a success, so next gunner take a +2 on your roll

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Ears rushes to the science station, hops onto the chair, and expertly flips a few switches. Then he flips a few more to turn the sensors back on.
Computers: 1d20 + 7 ⇒ (2) + 7 = 9 What are we flying? A tier 2 drake?

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Yeah Drake tier 2. With regards to spore torpedos. The only drawback is that it has 5 missles. If the fight takes longer than that we would be left with only a turret. Can it replace the build in torpedoes (also have 5 missles only)?

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Shoot, I thought there was also an aft gun for some reason. My bad. I will say, the spore launcher is a pretty strong weapon, especially if they don't have an Engineer to fix the spore damage. If we alternated between the missiles and the spore launcher, that's 10 rounds of combat. I still think it's a better to replace the gyrolaser, but if people are really worried about us going past 10 rounds, then I guess we can leave the ship as is.

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"Why did we turn around? We've got what we need! Let's get out of here!"
Wish I knew how they were armed, but a chase might be our best bet.

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When the warning claxon sounds, Fixit rushes down into the bowels of the ship heading towards auxiliary power. Once there, he reroutes the extra juice to the weapons yelling through the comms while he's at it...
"Let em have it, boys!"
Engineering: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30

GM Skeemo |

Delayed for Mother's Day. It's a Tier 2 Drake, up-to-date stats were posted in Discussion a while back.
Evade DC 11: 1d20 + 9 ⇒ (4) + 9 = 13
Laser Cannon (3 incr.): 1d20 + 9 - 6 ⇒ (11) + 9 - 6 = 14
Damage: 2d4 ⇒ (2, 1) = 3
Laser Cannon (2 incr.): 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7
Upper patrol hull damage: 8
Upper patrol Crit: 1d100 ⇒ 14 Sensors
The fighters break into spiraling evasive maneuvers and move to flank your ship, though they still visibly have some catching up to do. Their forward laser cannons fire in your direction, with only one hitting your forward shields.
Gordon bot (coilgun, node): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage: 4d4 ⇒ (4, 2, 4, 3) = 13
Gordon returns fire in a significant way, ripping through the left fighter's front shields and severely damaging its hull.
Status (F/P/S/A/HP)
Drake (7/10/10/10/70)
Upper patrol (0/?/?/?/?)
Round 1 (bold may post)
Gunners (Buster, Gordon) Both targets in forward arc.
Round 2
Relij Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Patrol 1: 1d20 + 9 ⇒ (11) + 9 = 20
Patrol 2: 1d20 + 9 ⇒ (9) + 9 = 18
Engineering Phase (Fixit)
Helm Phase (Enemies already moved; Relij, Ears)

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"Those bastards try to flank us! Hold on to something I will push this baby a bit. Prepare for some turning!"
With that his four arms move with great speed to try to position the ship in the best possible spot. After a set of turns and increase of throttle, Drake is positioned near one of the patrol ships
Evade DC 13: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

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Mustachio gets on an open com and trash talks the aggressors.
"Attention enemy ships. This is the...ah... Mustachio's Drake, hailing you who have engaged us. Your ships are inferior to ours. Your crew is inferior to us. Your gunners are likely to be the product of incest, just like your ridiculously drunk and high Envar, whom we tricked and stole from and hopefully made into the laughingstock of your Station."
taunt/intimidate roll on their gunner: 1d20 + 9 ⇒ (16) + 9 = 25
So I would like to use the "push" action option for taunt, but am not exactly sure how to do this. Does it simply take a resolve point? It will be -4 to their hit roll for d4 rounds
d4 rounds: 1d4 ⇒ 4

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Round 2 Computers, scan enemy: 1d20 + 7 ⇒ (8) + 7 = 15
"That's better. I'm getting something on them ... "

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Buster locks onto the same target as Gordon.
"Time t' eat yet veggies, ya suckas!" he grumbles as he fires one of the spore missiles at the fighter.
Gunnery Roll: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 3d6 ⇒ (1, 3, 1) = 5
7 damage if it actually hits, due to the Engineering action plus the spore infestation if any hull damage was inflicted.

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Monitoring the shields status and not worried about the minor damage inflicted so far, Fixit continues to pour power into the weapons.
Engineering (Boost Weapons): 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24

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”Do we switch targets and allow those spore missile thingies do their work or do we focus fire and make sure we take out one bad guy ship. I mean if we take out one surely the others going to stop and rescue survivors?”

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Ears shrieks, "Make sure they're dead! Don't give them a chance to come after us!"
By which he means, focus fire.

GM Skeemo |

Push just means you can't take the action when that system is malfunctioning or wrecked. Taunting uses Bluff against a specific target; pick a ship and either the helm or the gunnery phase (16 on the die will do the trick). And yes, I didn't apply the captain bonus to the botted attack, so it applies to Buster's instead.
15 damage to upper.
Evade Upper (crit): 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Evade Lower: 1d20 + 9 ⇒ (17) + 9 = 26
The spore torpedo slams into the near fighter, and you see bluish plant matter immediately start expanding around the impact point, interfering with the ship's thrusters. Both ships attempt evasive maneuvers again.
Round 2
Gunners (Buster, Gordon)

GM Skeemo |

Ears's scan also reveals some details about the ships.
BRILLIANT PATROL TIER 1/2
Tiny fighter
Speed 8; Maneuverability good (turn 1)
AC 16; TL 13
HP 35; DT —; CT 7
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Power Core Micron Heavy (70 PCU); Drift Engine none; Systems advanced medium-range sensors, mk 1 mononode computer, mk 3 armor; Expansion Bays none
Modifiers +1 to any 1 check per round, +4 Computers, +1 Piloting; Complement 2 (minimum 1, maximum 2)
Weapon: 1d3 ⇒ 2
Forward weapon micromissile battery

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Both ships are outside our forward arc, so we have to use our turret weapons this round. I don't know which one is which but I agree with focusing our fire on the one we've already hit whenever feasible.
"You ain't 'till you've fired a high explosive missile through some goob's hull. I ain't gonna deprive ya of that 'sperience Gordy. I'll take over the guns and you can fire off the HEM's."
Gunnery, Coilgun: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage: 4d4 ⇒ (4, 1, 4, 1) = 10
Hopefully Gordy will have better luck.

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Crap, I forgot that it was gyrolaser which could shoot at other arcs: https://thehiddentruth.info/player/starship/other/weapon.php?page=Gyrolaser but as we replaced it with the other weapon, we are out of luck :( Completely forgot about it.

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firing missiles: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 At the damaged target
I believe there is a +1 avaialble included above
missile boom: 4d8 ⇒ (8, 3, 2, 8) = 21
"Is there any hull left?"

GM Skeemo |

EDIT: Gordon retconned the damage. Post now up to date.
Lower Attack (array): 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
Crit Damage: 2d100 ⇒ (4, 1) = 5 Life supportx2
Malfunctioning: life support, thrusters
Glitching: Power Core, Sensors
Engineering (glitching) DC 15: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 All critical damage to thrusters removed.
Piloting: 1d20 + 9 ⇒ (12) + 9 = 21
Buster's shot flies out into the void, but Gordon's missile homes in on the nearer vessel, sending it spinning with explosive force! The farther ship releases a flurry of missiles. Fortunately your Drake's evasive maneuvering allows it to dodge the swarm of missiles from this distance.
One down...
Status (F/P/S/A/HP)
Drake (7/10/10/10/70)
Patrol - evading
Round 3
Relij Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Patrol: 1d20 + 9 ⇒ (3) + 9 = 12
Engineering Phase (Fixit)
Helm Phase (Enemies already moved; Relij, Ears)
The unharmed ship darts closer to yours, apparently attempting some type of strafing run.

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Computers, Target engines, DC 6 = 5+1 +0 ?? : 1d20 + 7 ⇒ (16) + 7 = 23
"I've got him, got got got him! Stay calm, guys! Aim where I've painted his engine power coupling with the ranging lidar!"
?? DC equals 5 + 1-1/2 the tier of the enemy starship + its bonus from defensive countermeasures. If successful any crits affect their engines.

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The ships comms are filled with a joyful screech from Fixit as the team destroys one of the chasing ships. This is followed by a low whine from the ship as more power is poured into the weapons.
Engineering - Boost Weapons: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Fixit gets his own computer node due to a boon so he's not using up one of the normal ship ones.