Baurquathus |
Culture: 1d20 + 8 ⇒ (15) + 8 = 23
Ticcus sighs..."I think we can get a ship from a company called Periphery Stars on such short notice. They don't have the best reputation in quality ships. Trying to get any other company to let us have their might be both expensive because of the said short notice...But maybe with Sev and Mute we can make certain the ship we get from Periphery won't explode when it leaves dock....."
Sev- |
"But maybe with Sev and Mute we can make certain the ship we get from Periphery won't explode when it leaves dock....."
"Avoiding an explosion would be preferable." Sev concedes.
Revvy Bitterleaf |
As Sharni-too hears Kadef mention taking a Society ship her upper lip starts to tremble
"But Cat-man just said there's a company called Periphery Stars. Periphery is sacred for my race, we just have to take the tour that's named after that. It's like an Omen for sure."
She says with a pout.
Just some out of character information; you can take another ship for a tour which basically bypasses most of the encounter. But Sharni-too won't like it. Your chances of further improving her outlook on the Society are not very great if you don't take her on the Periphery Stars tour - but still possible. She already seems to like (most of you) a decent amount already as far as you can tell so not improving her outlook further won't necessarily be a bad thing. You don't have to take her on that specific tour and you can certainly arrange for a (much safer) Society ship to provide a tour. Up to you guys
Kadef |
Kadef inclines his head while he listens to her attentively. Ever the diplomat, he retreats up from the confrontation, and shores up a second line of argument.
"Miss Shrani-too, I am merely exploring alternatives. I was unaware of the omen-like character of the Periphery name.
"Remember, Bar also said that Periphery Star Tours is not renowned for the safety of their ships. If Mute and Sev determine that the Periphery ship is unsafe, we should consider a Society ship. I am sure that it would be more fun to fly, and we could set our own course.
"If it pleases you, tell me about the significance of Periphery."
It would be hilarious if my diplomat ended up as the least-liked party member.
Reticent Stroidjumper |
"Right mate, space flight is mostly launching and landing. Most beings survive from both. Should be fine..."
He giggles with Shrani at some joke he whispered to her as they start walking...
D'vost |
D'vost follows Shrani looking around to scout the surrounding.
"It is Absalom Station I am sure that Periphery Star Tours will be fine,<click> there could be some glitches but I doubt that it would be anything life-threatening. <click>"
Baurquathus |
"If it is important to the lady, we take the Periphery Star ship....We just might want to go over the ship to make certain that it is going to not blow up while we are on it..."
Ticcus is for getting the ship.
Sev- |
Sev is indifferent.
The player votes for taking the Periphery ship.
Revvy Bitterleaf |
Seems the site is stable again after a day of being incredibly wonky..so moving on
Jumping with joy at getting to go on a Starship tour that also happens to be a good Omen Sharni-too watches as you log onto a website and make a reservation - forwarding any payment details to the society.
After a short tour through Absolom station you arrive at the docks, manage to locate the Star tours location and board Periphery Stars’ outdated starship for a tour. You find that you are the only ones onboard during the automated tour. A robotic voice explains the process, detailing that the ship is scheduled for a 2-hour flight that takes it around the nearby Armada and then several close fly-bys of Absalom Station.
Security is lax on board. You immediately recognize that key control systems have been covered up by by rudimentary plating. You could remove these plates without much effort, gaining access to
primary control over the starship.
As the ship starts to tremble and takes of Sharni-too's eyes light up and she enjoys the tour immensely, pointing and squeeling at things that you as experienced Starfinders have seen multiple times already
You could try to impress her by trying to provide a more engaging tour of the area around Absalom Station, pointing out landmarks (or performing stunts with the ship if you somehow manage to do so)or doing something else that's appropriate during a tour to be used as entertainment
D'vost |
D'vost boards the ship and looks at the Absalom station showing no strong emotions during the trip. He looks around realizing that they are the only one on the ship. So he asks Sharni-too
"Want to play catch with a grenade?<click> It sounds dangerous but is completely safe, <click> you know I made it. <click>"
When he sees Shrani-too's puzzled and frightened look he decides to change the topic:
"Let me tell you a joke then: <click> My wife laughed when I said I still had the body of an 18-year-old. <click>"
After a moment of pause:
"Until she checked the freezer." After which you can hear another display of the Shirren laughter.
After using all his social interaction tools he decides to find a piloting room to take the steers and make the flight more enjoyable.
Piloting: 1d20 + 8 ⇒ (16) + 8 = 24
You can feel the ship to fly a bit closer to some of the points of interests and taking a few turns to increase the excitement level.
Baurquathus |
Following along with the group, Ticcus seems to recall an old sea shanty he heard as a young kit. Thinking to himself, he can't remember the lyrics, but can remember most of the cords.
Walking onto the ship, he quickly realizes that they could take the ship over if needed, seeing that the 'lockout' process is nothing but pieces of plastic over the keyboards. Over his comm's he reports to the rest of the group (keeping Shrani-too out of the loop), "It should just take a moment to take control of the ship. Somebody should be near the pilot controls in case this ship decides to fly straight at the station. And maybe somebody should head to the Engineering bay in case the engines decided to give up the ghost?"
Thinking this will be a good song to strum on his guitar, he proceeds to do so to help Shrani-too enjoy the trip Brave Nor-wegians--an unknown race in Starfinder...really!.
Profession (singing): 1d20 + 3 ⇒ (13) + 3 = 16
Profession (guitarist: 1d20 + 17 ⇒ (1) + 17 = 18
Reticent Stroidjumper |
Seeing Shrani distracted, Mute slips away and heads to the engine room. More for a breather and to make sure his arm is still in it's socket. Once he gets the feeling back in his arm, he stars to scan his surroundings to try and make the excursion more fun.
Engineering: 1d20 + 7 ⇒ (19) + 7 = 26
Sev- |
With the bridge and engineering presumably secure, Sev remains with the dignitary. Absence the appearance of any threats, he decides that he will monitor Shrani-too for potential eye strain.
Kadef |
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Kadef lounges at the forward end of the passenger compartment, ready to lend a hand if T'laka needs one. Meanwhile he points out different ships in the Armada, and features of Absalom Station. If Shrani asks questions about the Armada or station, and no one knows the answer, Kadef makes up answers.
Diplomacy: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (3) = 20
Bluff: 1d20 + 7 ⇒ (4) + 7 = 11
It's been years since I heard Harbo and Samuelson. Unbelievable story.
Does Shrani have armor or a space suit? Or does the ship have suits for passengers?
Revvy Bitterleaf |
Does Shrani have armor or a space suit? Or does the ship have suits for passengers?
I can't imagine anyone not having some basic space suit, so yes - let's say she's wearing a second skin suit
As Kadef looks into the ship having spacesuit in case of an emergency he comes across a cabinet labeled [open in case of emergency] which when he opens it up contains a note saying "Took suits to get repaired, singed EV"Revvy Bitterleaf |
As D'vost flies the ship closer a bit to some of the points of interests and taking a few turns to increase the excitement level resulting in Shrani-too screaming with glee with Ticcus providing an onboard entertainment system and Kadef making small talk and answering a lot of questions that start with "and what is that for? What does that do? What is that?" Shrani-too seems to doubt a few of the answers Kadef gives after a while but doesn't let that dampen the fun she's having at all.
Mute doesn't notice anything that would make the trip more fun..he does spot a lot of things that look like they could break well, not right now..but soon and make that trip a lot more exciting.
After about an hour - after which Kadef starts to get a bit bored with answering _yet another question_ the ship suddenly begins to judder and shake as though it were experiencing turbulence.
Reticent Stroidjumper |
Mute is almost sent off his feet and he comms up to the bridge, "I know your trying to show the girl a good time, there D'Vost, but there's no need to be so rough."
Knowing the fragile state of the engine room, he quickly goes over the instrument panel while keeping an eye on the equipment.
Computers: 1d20 + 7 ⇒ (17) + 7 = 24
Engineering: 1d20 + 7 ⇒ (17) + 7 = 24
Baurquathus |
Piloting: 1d20 + 9 ⇒ (5) + 9 = 14
Engineering: 1d20 + 6 ⇒ (5) + 6 = 11
Not noticing anything, Ticcus just keeps on playing keeping Shrani-too's attention, so that the rough
profession (guitar): 1d20 + 17 ⇒ (4) + 17 = 21
Dice hate me here...I hope it doesn't roll over into the other games...
Kadef |
Piloting: 1d20 + 5 ⇒ (9) + 5 = 14 Oh everything's fine then.
Kadef's eyebrows furl at the turbulence. "No need to worry, miss. No doubt D'vost is trying to make the tour more interesting with some sprightly maneuvers."
D'vost |
Piloting: 1d20 + 8 ⇒ (16) + 8 = 24
"Guys,<click> we should not encounter the turbulences where we are at.<click> Can you check if none of the engines are failing?<click>"
Speaks D'vost through the comms to his allies.
Sev- |
Engineering: 1d20 + 11 ⇒ (7) + 11 = 18
Computers: 1d20 + 11 ⇒ (1) + 11 = 12
"Are you certain?" Sev inquires of the halfling, curious how that particular agent was able to make a determination that this skilled, far-more-efficient unit was unable to ascertain. After a moment of calculations drawn from his files noting the past hour of inefficient inquiries, inaccurate responses, and nonsensical "squeals" within his positronic Sev suggests, "Regardless, I shall accompany you." Though he speaks with his usual, hollow sounding voice, there appears to be almost a hint of relief in Sev's tone that indicates some sort of pleasure in having a reason to remove himself from the dignitary's presence.
Revvy Bitterleaf |
After assuring Shrani-too that everything is fine Sev- and Mute head out to investigate the forward compartments timing their approach in such a way that they arrive there together at the same time even though Mute had a slight head start but his smaller halfling legs allow Sev- to catch up.
Slides update with map of the Startours - locations based on what's my understanding of where everyone is at the moment - D'vost at the helm, Mute and Sev- in the forward compartment and everyone else in the observation deck
As Mute opens the door he and Sev- see what you'd expect of a cargo pod of an badly maintenance automated space ship..except that in one corner there's a 2-1/2 feet tall and weighing approximately 20 pounds creature with long, spidery arms and legs that looks to be made out of static. Currently it's tearing at some loose electrical wires - most likely the cause of the turbulence - as it's clinging to the side of a wall a few feet from the floor.
Init Mute: 1d20 + 4 ⇒ (3) + 4 = 7
Init Sev-: 1d20 + 5 ⇒ (16) + 5 = 21
Init what ever it is: 1d20 + 3 ⇒ (20) + 3 = 23
As the door opens it sends a electric spark out from it's claws which causes some pipe above the door to starts to leak an oily substance which drips down to the floor and covers a rather large patch in grease (reflex save DC 14 or fall prone)
init
Everyone can act (reflex save for Sev+ Mute DC 14)
Enemy
Grease: A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone
Sev- |
Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Caught by surprise, Sev fails to properly account for the sudden reduction in friction and falls to the ground.
The android scans the creature and he residue that it placed on the floor before calculating the proper amount of force to apply to his footpads and adjustments to his foot actuators.
Rising to his feet, he attempts to move toward the creature.
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
A blade appears from a compartment in the android's arm as he approaches the creature.
Stand, Move
Reticent Stroidjumper |
Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Side stepping the fallen pipe and resulting grease spill, Mute taps his comms to everyone but Shrani, "Well, seems were not alone on this heap. Got some type of energy beasty here that I couldn't begin to ID. Ticcus, stay with Shrani for now. D'Vost, we may need some back up.
Forgive me, I think this is gonna be my first trick attack ever.
Mute then rushes forward his full 30ft, allowing the shadows to consume him as he pulls his Hail Pistol to try and trick his foe.
Trick Attack vs CR: 1d20 + 15 - 20 ⇒ (13) + 15 - 20 = 8 causingTrick Damage: 1d4 ⇒ 4 if the beasty is surprised.
Then he looses a shot.
Ranged Attack vs EAC: 1d20 + 3 ⇒ (9) + 3 = 12
Cryo Damage: 1d4 ⇒ 1
D'vost |
Shirren receives the message from Mute when another vision kicks in
A battlefield, a swarm of shirrens fighting with giant lizzard-like creatures. The fight is brutal, no pardon is given and the ground is filled with body parts. D'vost looks around trying to understand the chaos around him. Suddenly a great yell in his mind says:
Protect the swarm!
D'vost shakes his bug-like head, his hands quickly turn-on the auto-pilot, and he runs towards Mute and Sev.
1 action: turn on autopilot
2 action: move full speed, pull out his rifle.
Baurquathus |
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Ticcus, still singing and playing, just nods to D'vost and thinks real hard, hoping he can hear his thoughts.
"I will keep Shrani-too entertained, and be the backup protection in case something sneaks by. Go help our friends."
Continuing to play, thinking of some song that might be solar/space related, Ticcus continues to play
Profession (singing): 1d20 + 3 ⇒ (16) + 3 = 19
Profession (guitar): 1d20 + 17 ⇒ (18) + 17 = 35
Song I think fits! Everything is going well
Since he is sitting down with his guitar on his legs, during a slight lull in the song, Ticcus stealthily slides his pistol behind the guitar, for a quick grab if needed.
Sleight of hand: 1d20 + 8 ⇒ (12) + 8 = 20
Revvy Bitterleaf |
Sev- goes down and get's up again and moves closer to the creature
Mute manages to stay standing and moves in a round-about way out of the grease spot
Not sure where you wanted to move to, you were still in the same location on the map. And if you rush in a straight line you move through the grease possible causing you to go prone..I moved you to where you would get a decent shot for now
and using a nice deep dark shadow manages to surprise his opponent and his shot manages to hit his surprised target but the blast of cold doesn't seem to damage the creature at all.In fact the attack ricochets wildly to cause damage to the ship and its systems causing some parts 1d4 ⇒ 3 around the storage area to fall down and create difficult terrain through the area The x's on the map
1d100 ⇒ 3
As D'vost puts the ship on autopilot he notices some red warning lights blink rapidly indicating a problem with the lifesupport systems and as he moves to provide assistance he suddenly notices his feet leaving the ground and he floats around weightlessly Effected area on the map in red
Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can’t take move actions to move its speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.
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 (see page 276). 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 zerogravity 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 offkilter 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.
Weapons: 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.
While Ticcus keeps Shrani-too blissfully unaware of what is going on with a nice performance causing her to rapidly look back and forth at Ticcus and outside at the pretty, pretty stars that can be seen there.
init
Kadef
Enemy
You guys again
Damage:
Ship - life support glitching , similar as if damaged during Starship combat so this can be repaired by an engineering check but with a different effect.
Enemy : 0
D'vost: 0 - in zero gravity
x = difficult terrain
blueish = area of grease
red = zero gravity area
Kadef |
Kadef looks at Ticcus, then over the veil his eyes flick toward the door and back again.
After a few seconds the kasatha excuses himself and leaves the observation deck. Once through the door he draws his pulsecaster.
Double move as shown, assuming armor boots keep me anchored to the floor.
He's certain Bar would be more useful in a fight, but the pahtra is obviously also more effective as a distraction.
Revvy Bitterleaf |
Double move as shown, assuming armor boots keep me anchored to the floor.
Just to be clear, (currently)the only area of zero gravity is the red area on the map
Kadef sensing his help could be required moves closer to the action.
The creature next to Sev-'s hisses and tries to bite the android
To hit KAC Sev: 1d20 + 3 ⇒ (9) + 3 = 12 before taking a careful step away as it's teeth scrape uselessly across Sev-'s armor.
Since this is a bit unusual I'm going with what I _think_ happens now with D'vost
Meanwhile D'vost surprised that his feet have no firm grip any longer continues at the same speed he was going when he started and drifts quite fast towards the door. The automatic sensor at least are not one of the effected ship systems yet and open up as the notice him approach. Sliding through the air gravity suddenly takes hold of D'vost once again causing him to hit the opposing wall and bounces back. Shaking his head to clear his thoughts he sees another of the creatures nearby. It has removed a wall panel and is busy tearing out some electrical wires. It's looking straight at D'vost while doing so with a wide grin on it's alien face.
You all also notice the engines sputter - possibly indicating that something there is getting damaged - as the ship suddenly looses a bit of speed before starting up again.
Shrani-too looks at Ticcus and asks
"Where is every one else going? You're not going to leave me as well are you? Should we go look for the others? I mean..they might like totally be missing me right now you know."
Sense motive DC hmm..let's say 2 -> She's getting a bit worried about being left alone
init
You guys
Enemies
Damage:
Ship - life support glitching , similar as if damaged during Starship combat so this can be repaired by an engineering check but with a different effect.
x = difficult terrain
blueish = area of grease
red = zero gravity area
Kadef |
Kadef continues walking, through doors, around corners. Worry also continues to grow in his mind. He draws his baton and a sticky bomb as he walks.
Move as shown.
Baurquathus |
Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15
We did well enough to know that she doesn't want to be left alone...that is a taboo. So with that.
Perception to keep his eyes scanning the room for threats: 1d20 + 5 ⇒ (5) + 5 = 10 Nope....I see nothing apparently....
Ticcus just smiles at Shrani-too. "I am in communications with the rest of the group. It sounds like we have small issues with engines and life support, likely caused by the ship not being as well maintained as I would have liked. Please put your suit's environmentals on right now, and switch communications to channel 4. It is an unencrypted channel so we may continue. I will stay here and play songs for you. I am also here in the case that there is something goes sideways, and I need to get you out. Consider me your bodyguard and protector."
Bluff? Diplomacy?: 1d20 + 10 ⇒ (16) + 10 = 26 Assuming bluff
Ticcus switches to encrypted channel 1--the one Starfinders usually use--"All, Shrani-too is getting a bit worried. What is the situation? If you need my help, just ask....though I will be having her accompany me. I am here as her protector right now....also make sure you are fully encrypting this, so that Shrani doesn't know what is happening."
With that done, Ticcus looks back to Shrani-too. "Would you like to dance while I play help calm your nerves a little? I highly enjoyed the dance you did back in the theaterium."
Diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20
Kadef |
On comm channel 1
"Ticcus, thank you for setting up secure communications. I believe that you would be of more use than I should this come to combat. Perhaps you could begin moving in this direction?"
Sev- |
"I do not believe that I have had the opportunity to perform vivisection on a creature of your genus before." notes Sev. Though flat and monotone, the android's nevertheless seems to convey a slight sense of eagerness and anticipation.
The artificial life-form then springs forward, attempting to slice the creature with his blade.
Acrobatics, Trick attack: 1d20 + 15 ⇒ (18) + 15 = 33
Melee attack (knife, survival): 1d20 + 7 ⇒ (1) + 7 = 8
Damage (knife)(S): 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Additional Damage if Trick Attack Successful: 1d8 ⇒ 7
Reticent Stroidjumper |
Mute ducks quickly to avoid the shot that he sent towards the beast being returned to him. Upon seeing the damage done to the ship, he remarks, "Well that's not supposed to happen. What kinda defrex shyte operation are these blokes running here...."
Hearing the exchange between his team, he calls out, "Does anyone know what these gods-be-damned creatures are?
He draws his baton with a hard click then quickly withdraws into the shadows until he figures out how to stop the creature.
Stealth: 1d20 + 14 ⇒ (11) + 14 = 25
Sorry I forgot about you, Kadef, when Mute was barking out orders. Guess I should try to have clarify before but did my shot ricochet cause it was terrible or did it really bounce off the creature?
Revvy Bitterleaf |
did my shot ricochet cause it was terrible or did it really bounce off the creature?
"and his shot manages to hit his surprised target but the blast of cold doesn't seem to damage the creature at all"
In case that wasn't clear before; you hit your target (and trick shot worked) but it took no damage (and then something else happend)
Revvy Bitterleaf |
Kadef moves closer (or further away from Sharni-too depending on your perception)
Ticcus sensing Shrani-too is getting a bit anxious manages to calm her down.
Sev-'s springs forward and even though it's tumbling through the room seems to catch the creature offguard the knife scrapes across the creatures though scaly hide without cutting through it.
Mute unsure on what to do next hides and contemplates his next move
init
D'vost
D'vost |
Shirren is surprised by the sight of additional enemy but it lasts only a moment he takes few steps to the side and aims his rifle at the enemy
Attack vs eac: 1d20 + 6 ⇒ (17) + 6 = 23
damage, laser: 1d10 ⇒ 9
Kadef |
...
Sorry I forgot about you, Kadef, when Mute was barking out orders. Guess I should try to have clarify before but did my shot ricochet cause it was terrible or did it really bounce off the creature?
It's OK. Kadef's been really forgettable in this game.
Revvy Bitterleaf |
D'vost is surprised by the sight of additional enemy but it lasts only a moment he takes few steps to the side and aims his rifle at the enemy. His aim is true and the strange creature is hit full in the head. As the laser hits it it's whole body starts to glow for a brief second before an wave of energy ripples out of it causing various disruptions all through the ship
1d100 ⇒ 62 1d4 ⇒ 3
Just to be clear, D'vost hits but the attack doesn't damage the creature and then something happens
Somewhere an audible alarm goes off which can be heard ship wide indicating that the engines are in a bit of trouble.
At the same time some of the wall panels fall loose and clatter around on the floor creating an almost barrier around the bluesih creature.
As the alarms go of Sharni-too looks at Ticcus
"Are you sure we shouldn't go out and help? I can be like totally helpful. I mean I like took a class in something like not too long ago..I think I might know how to do well, like something..maybe?" She mentions as she activates her armor environmental protections as was suggested to her just a few seconds ago and steps up eager to go do something and almost on her way to the door as is her impulsive nature
Just throwing it out there so you guys realize it as an option, you can keep her away from everything and keep her save..or you can just tag her along and possible she can even do something useful (at the possible risk of getting a bit banged up along the way)
The creature near Sev hisses once again before taking a careful step back and then hurls a spark of electricity from it's fingers at Sev-
to hit EAC Sev-: 1d20 + 3 ⇒ (16) + 3 = 19
Elec damage Sev-: 1d3 ⇒ 2
zapping the android and causing some static electricity to cling to it's mechanical body.
The one near D'vost seems to gather a lot of the surrounding warmth in it's body and let's loose a blast of overheated air that shoots out in a cone shape enveloping D'vost in a wave of flames
Fire damage: 2d8 ⇒ (5, 7) = 12 Reflex DC 14 for half damage
init
You guys (reflex save from D'vost)
Enemies
[ooc]
Damage:
Sev-: 3
D'vost : 12 or 6
Ship
- life support glitching , similar as if damaged during Starship combat so this can be repaired by an engineering check but with a
different effect.
- engines glitching
x = difficult terrain
O = cover
blueish = area of grease
red = zero gravity area
Sev- |
"Your continued erratic movements will merely make your disassembly less efficient." Sev warns flaty, "Thereby rendering the process considerably more painful for you."
The android again attempts to make an incision.
Acrobatics, Trick attack: 1d20 + 15 ⇒ (19) + 15 = 34
Melee attack (knife, survival): 1d20 + 7 ⇒ (16) + 7 = 23
Damage (knife)(S): 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Additional Damage if Trick Attack Successful: 1d8 ⇒ 7
The strike, rendered with surgical precision, results in a deep, clean puncture to what, Sev concludes, should be the creature's chest cavity.
Revvy Bitterleaf |
The surgical strike has a deep impact on the creature as it's completely caught off guard by Sev-'s acrobatics display as Sev- tumbles through the air and uses it's knife to cut clean through the creatures chest which in turn causes the creatures heart stop functioning. A rather large pool of blood is slowly spreading around on the floor around the place where the creature landed.
Sev- |
Sev considers the result of his strike, then coldly concludes, "Diagnosis: Hemopneumothorax."
Kadef |
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
"Ticcus, I believe that I saw sparking in the engine room. Can you check it? I am still moving forward to help the others."
Sev's the man! Err 'droid.
Baurquathus |
Ticcus looks at Sharni-too closely, covertly opening up secure comms 1, "Are you sure my lady? I am here to protect you. The rest are dealing with computer and engine issues...and now it sounds like we have some kind of alien life form that might have either snuck aboard, or somehow got on board. It sounds like one might have been dispatched, but there is at least one more. We could go attempt to help them, but I want you to understand that you are not to put yourself into harms way. If you agree to that, we can go help them."
I know that we (myself and Sharni) could come help...but I also realize that having her out there might not be safe for her. If the group can handle the critters and engine issues, it might be safer to have her here, with me protecting her.