
Nufriend Gazigaz |
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Gazigaz screams, surprised by the dead woman flying towards them. Suddenly alert, he immediately starts to look around frantically. As soon as he spots the robot, the green skittermander runs into the room (as shown on the map) and shoots.
Static Arc Pistol: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 ⇒ 1
"YOU MURDEROUS PILE OF RUSTY JUNK!!! GET HIM, GET HIM, GET HIM!!!!", screams Gazigaz as he shoots Get 'Em +1 Attack (using hyper to take an extra move action)

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Gazigaz screams as the dead crew-woman's body hits the ground, but his shot misses, glancing against the power core.
Quonx (botted) rushes in and takes up position, then uses her own hyper ability to activate Combat Tracking, finally lining up a shot on the security robot.
Laser Rifle + Combat Tracking + Get 'em: 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22 vs. EAC
Fire Damage: 1d8 ⇒ 5
Her attack seriously singes the robot's armored plating!
Nako (botted) grits her teeth and makes a full attack!
Attack 1: 1d20 + 4 + 1 - 4 ⇒ (20) + 4 + 1 - 4 = 21 vs. EAC
Attack 2: 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18 vs. EAC
Both of her attacks find their mark, one critically so!
Fire Damage 1: 1d8 + 4 ⇒ (1) + 4 = 5
Critical Damage: 1d8 + 4 ⇒ (8) + 4 = 12 (+50% Vulnerability to Critical Hits = 18)
Fire Damage 2: 1d8 + 4 ⇒ (8) + 4 = 12
Nako's Total Damage: 5 + 18 + 12 = 35
Critical Wound: 1d20 ⇒ 20
Fortitude Save DC 16: 1d20 + 4 ⇒ (12) + 4 = 16
The robot is seriously damaged, but it remains standing...and attempts to pummel Nako with a full attack of its own!
Slam 1: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 vs. KAC
Slam 2: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26 vs. KAC
Bludgeoning Damage 1: 1d6 + 7 ⇒ (5) + 7 = 12
Bludgeoning Damage 2: 1d6 + 7 ⇒ (2) + 7 = 9
Critical Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Total Damage: 12 + 9 + 10 = 31
...and also hits twice, one of them a critical strike that leaves Nako barely standing!
ROUND 2
Dakoyo (0 Damage)
Gazigaz (0 Damage)
Quonx (-2 SP)
ROUND 3
Nako (-18 SP, -15 HP)
Security Robot (41 Damage)
All Skittermanders are up!!
Track 11: Main Engineering Fight - YouTube Link: Outlaw Star - "Gravitation"

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Was gonna be Nako's flanking buddy. But not now.
"Nako! Ibra help us." Dakoyo scuttles behind his friend and grabs his shoulder to pull him back and heal him.
Move as shown. Spend a RP to use healing channel. (2 RP left) The pull him back bit is just flavor, and a hint that maybe we should get into a slowly retreating battle to prevent the bot from unloading another full attack.
Healing channel: 2d8 ⇒ (7, 6) = 13

Nufriend Gazigaz |

"NAKOOOOO!! Hurting my friends is a no-no Mister Robot! A NO-NO!" Gazigaz shoots again.
Static Arc Pistol: 1d20 + 4 ⇒ (18) + 4 = 22
Damage, Electric: 1d6 ⇒ 2

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I presume Gazigaz is still renewing his "Get 'em" to give himself and everyone else the attack bonus, as well?
Gazigaz scores another hit with the arc pistol that does more damage than expected!
Quonx and Nako (both botted again?) continue to attempt full attacks on the robot.
Quonx Rifle 1 + Combat Tracking + Get 'em: 1d20 + 4 + 1 + 1 - 4 ⇒ (3) + 4 + 1 + 1 - 4 = 5 vs. EAC
Quonx Rifle 2 + Combat Tracking + Get 'em: 1d20 + 4 + 1 + 1 - 4 ⇒ (9) + 4 + 1 + 1 - 4 = 11 vs. EAC
Fire Damage 1: 1d8 ⇒ 6
Fire Damage 2: 1d8 ⇒ 8
The mechanic's first shot hits a glancing blow on the robot's shoulder, but the second one goes a bit wide.
Nako Doshko Attack 1: 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8 vs. EAC
Nako Doshko Attack 2: 1d20 + 4 + 1 - 4 ⇒ (5) + 4 + 1 - 4 = 6 vs. EAC
Fire Damage 1: 1d8 + 4 ⇒ (5) + 4 = 9
Fire Damage 2: 1d8 + 4 ⇒ (1) + 4 = 5
Critical Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Even without taking into account the critical systems damage Nako would have dealt to a more powerful robot than this, the sheet amount of damage she dishes out is more than enough to utterly demolish this bucket of bolts! You are now out of combat!
HOWEVER! Mere moments after you catch your breath, M2's normally calm computer voice comes over the PA system once more, not quite as even and collected as you've heard it before...
(Next post incoming in just a few minutes)

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Your comm units buzz as Nakonechkin calls you. "Just caught that PA message from on board the Clutch, fuzzballs. I ran a quick scan from here and I think you can cut the AI out of the system if you can disconnect three of the ship's computer nodes. They're way too small for a human or vesk to get into, but you skitters should be just the right size! That crazy computer lady is masking where they are, though, so you're on your own finding them. Good luck, and hurry - we want to get the full reward for bringing this baby back in one piece, passengers and everything!"
You now have to race against the clock to find the computer nodes hidden in the unmapped substructures of the Emerald Empyrean before M2 vents the ship's interior out into space!
Here's the way this works - each "round" represents 1 minute of searching. You can go in any order you want. To find a computer node, you need to make a DC 14 Intelligence check. Failing a check (as long as you don't roll a natural 1) means you get a +1 on your next intelligence check. Finding a node means your bonuses from failed checks go away and you start over (same thing if you roll a natural 1 - you end up turned around and have to start over). You get no hints on how many nodes there are, or how long you have *evil GM grin*
Once you've found a node, somebody (Quonx) will have to run to that node and make a Computers check to cut the node off from the system. There is an Engineering check option, too, but your GM will give you a freebie by telling you that the DC on Engineering is higher than the difference between Quonx's Engineering and Computer skill modifiers.
And now...hurry!!!
ROUND 1
Dakoyo (0 Damage)
Gazigaz (0 Damage)
Nako (-18 SP, -2 HP)
Quonx (-2 SP)
Track 12: Shut It Down...Fast! - YouTube Link: Outlaw Star: "Over"

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"I... be fine." Nako says quickly brushing off her armor and assessing damage. "Better to get rid of crazy robot thingy than another one of those." Does put the mk 1 serum of healing in one hand just encase.
Int: 1d20 - 1 ⇒ (3) - 1 = 2
Only down 2 HP, unless someone has an SP reset, its not worth even hitting her with a serum. And grr... website.

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Int: 1d20 - 1 ⇒ (3) - 1 = 2
"What if we just shut down the whole power core, then look for the modes?"
Dakoyo pulls out his stethoscope and begins by listening to the power core, then he moves along the walls until he finds an access panel that he opens and crawls inside. All the time he stops, places the stethoscope against a nearby object and listens intently.
"If computer lady is hiding the nodes, how does the boss know that only small skitters can reach them?"

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Nakonechkin radios back. "I can scan and see the crawlspaces are too small for vesk and humans, but I can't make heads or tails what's inside of them other than that the crazy AI is blocking my scans!"
After a brief pause... "Oh...and don't shut off the power core - that might just kill all the life support and everything!"
(Botted) Gazigaz also goes out searching.
Gazigaz Intelligence: 1d20 ⇒ 19
"I think I found one!"
Quonx (botted) runs over and tries to work magic on the computer node!
Quonx Computers: 1d20 + 9 ⇒ (18) + 9 = 27
She disconnects the node! One down - two to go!
Dakoyo: 1d20 + 9 ⇒ (6) + 9 = 15
Gazigaz: 1d20 + 5 ⇒ (3) + 5 = 8
Nako: 1d20 + 0 ⇒ (13) + 0 = 13
Quonx: 1d20 + 5 ⇒ (8) + 5 = 13
ROUND 2
Dakoyo (0 Damage)
Gazigaz (0 Damage)
Nako (-18 SP, -2 HP)
Quonx (-2 SP)
Track 12: Shut It Down...Fast! - YouTube Link: Outlaw Star: "Over"
Skittermanders are up!

Nufriend Gazigaz |

Encouraged by his first victory, Gazigaz keeps searching for more nodes vigorously.
Intelligence: 1d20 ⇒ 5

Nufriend Quonx |

Thanks for the multiple bots, GM
Quonx also tries to find another node.
Int: 1d20 + 3 ⇒ (6) + 3 = 9

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Dakoyo, also take a look under the spoiler in my last post, if you want ;)
(Botting) Nako also tries to find a node...
Intelligence: 1d20 - 1 ⇒ (5) - 1 = 4
ROUND 3
Dakoyo (0 Damage) +1 to Int Roll
Gazigaz (0 Damage) +1 to Int Roll
Nako (-18 SP, -2 HP) +1 to Int Roll
Quonx (-2 SP) +1 to Int Roll
Track 12: Shut It Down...Fast! - YouTube Link: Outlaw Star: "Over"
Skittermanders are up!

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Going over the last few posts, there's a spoiler with Perception rolls and one with the audio text. I didn't see anything significant in character.
Int: 1d20 - 1 ⇒ (16) - 1 = 15
Dakoyo finds a plumbing access panel and dutifully squeezes into the small space, diligently applying his stethoscope to various pipes and wiring junction boxes.

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The %#^&@#*$@'ing site ate the addendum to my last post *sigh*
Dakoyo made a perception check and noticed something special...grr. I won't penalize you for the site's screw-up (and for me missing it, too), so check below.
Dakoyo finds a second node!
As a result, if you share this info with your crew, any one of you can voluntarily trigger one of M2's countermeasures/defenses so that Quonx doesn't get hit (since when using the pregenerated characters, she's the only one with Computers who can disable the nodes). No rolls are needed for this - just a character saying they are intentionally walking around next one of the nodes prior to somebody trying to disarm it.
Nako, Gazigaz, and Quonx are up!
I recommend waiting to hear what Dakoyo has to say before finalizing your actions, though!

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"Skitters! I heard something! I think crazy computer lady is going to boobytrap the modes. Stay close to Quonx when he's disabling one to help him if he gets hurt."
Since I found this node, I'll stay there while Quonx disarms it.

Nufriend Gazigaz |

"Booby traps??? What a vile software!"
Gazigaz listens through the walls.
Intelligence: 1d20 + 1 ⇒ (7) + 1 = 8

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Dakoyo finds the second node and bravely moves around near it to intentionally trigger the AI's defenses...there are no obvious signs of countermeasures...but that's only because radiation is a silent and invisible killer!
(You can now all open the "Dakoyo only" spoiler above)
Dakoyo DC 17 Fortitude Save: 1d20 + 1 + 4 ⇒ (15) + 1 + 4 = 20
(+4 from your armor's environmental seals which I don't recall anybody turning off after the poison gas trap!)
Even after Dakoyo's armor registers the presence of radiation, the danger has passed as the concentration of radioactive particles disperses below dangerous levels. Your mystic has cleared the path to the second node for Quonx, while Gazigaz begins the search for a third one!
Nako and Quonx are still up!

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Quonx (botted) runs up to the node Dakoyo found...
Computers: 1d20 + 9 ⇒ (17) + 9 = 26
...and disables it! One more to go!
Nako (botted) tries to search for one
Intelligence: 1d20 ⇒ 3
ROUND 4
Dakoyo (0 Damage)
Gazigaz (0 Damage) +2 to Int Roll
Nako (-18 SP, -2 HP) +2 to Int Roll
Quonx (-2 SP)
Track 12: Shut It Down...Fast! - YouTube Link: Outlaw Star: "Over"
Skittermanders are up!

Nufriend Gazigaz |

"I think that I heard something near this door..."
Int: 1d20 + 2 ⇒ (8) + 2 = 10

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Dakoyo hops up and down gleefully and claps all six hands. Then he scurries off to examine some conduit in the hallway.
Int: 1d20 - 1 ⇒ (3) - 1 = 2 His intelligence comes shining through.

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I get that folks are dealing with RL stuff - it happens to us all, and my rule #0 is RL > Game, so please don't worry about it :)
Nako (botted) tries to look around for a third node...
Nako Intelligence: 1d20 + 1 ⇒ (17) + 1 = 18
...and succeeds!
Quonx hurries to the third computer node her red friend found...which then suddenly blasts the blue mechanic with an electrostatic shock!
Electricity Damage: 6d6 ⇒ (5, 3, 3, 4, 2, 5) = 22 (DC 14 Reflex for Half)
Quonx Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20 (11 Damage)
Quonx struggles through the electricity, and leverages her special spanner to try and disable the computer!
Quonx Computers: 1d20 + 9 ⇒ (14) + 9 = 23
As Quonx succeeds at disabling the third node, M2's voice comes over the intercom one last time, her voice slowing with each word: Dropbox Link: Audio File - M2 Termination
After a moment of silence, the computer systems reboot themselves, and you are now in full control of the Emerald Empyrean!
Next post coming in just a minute or three...

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Returning to the bridge of the cruise vessel with at least half of your furry crew battered and bruised, you receive a message from Nakonechkin that the ship's auto-distress signals that went out prior to M2 taking over must have been intercepted, because the Clutch and the Emerald Empyrean are now under attack by a sleek, speedy pirate vessel bearing the name Nova Witch!
You power up the engines, shields, and cannons as Nakonechkin distracts the pirates for a few seconds as you decide to take the cruise ship into combat! The pirates thought they had found easy prey - a small salvage vessel and a cruise ship that was running on auxiliary life support only (when they arrived). They weren't counting on the four of you ready to take your Skitter Shot at them!
Large heavy freighter
Speed 6; Maneuverability average (turn 2); Drift 1
AC 16; TL 15
HP 140; DT —; CT 28
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) heavy laser cannon (4d8)
Attack (Turret) coilgun (4d4)
Power Core Arcus Ultra (150 PCU); Drift Engine Signal Basic; Systems basic computer, budget short-range sensors, crew quarters (common), mk 2 defenses, mk 3 armor; Expansion Bays cargo hold, guest quarters (luxurious, 2), guest quarters (good, 2), recreation suites (3)
Modifiers +1 Piloting; Complement 2–6
SPECIAL ABILITIES
Partially Automated Thanks to remnants of M2’s programming still within the vessel’s systems, the Emerald Empyrean can be operated by a minimum crew of 2. In addition, the ship’s AC and TL are calculated as if the pilot had 4 ranks in Piloting. Finally, despite the Emerald Empyrean being a tier 4 starship, when any member of the crew attempts a check based on the tier, she counts the Emerald Empyrean as being a tier 2 starship.
Track 13: Pirate Attack - YouTube Link: Outlaw Star - "Asiatic"
In a dramatic display of teamwork (helping!) and bravado, the four of you turn the Emerald Empyrean into battle, and before the pirates even know what hit them, you disable their ship, leaving them floating listless in space!
Track 14: Triumphant Cruise Home - YouTube Link: Outlaw Star - "Get Higher"
With M2 deactivated and the space pirates driven off, the Clutch can lead the Emerald Empyrean back to the Pact Worlds. In fact, Nakonechkin allows you to pilot the pleasure barge for the time being, admitting tersely that all of you went above and beyond the call of duty — what amounts to effusive praise from the usually laconic vesk. The Emerald Empyrean’s passengers are much more vocal in their appreciation, jubilant that they can once again return to their normal lives.
The wounded crew member, Locke Linler, remains in stable condition long enough to receive any additional medical attention he needs. Finally, Trendsetter Excursions pays handsomely to keep the incident out of the public eye to avoid any negative publicity. They assure everyone that they are also scrapping their artificial intelligence program, so the tragedy of the Emerald Empyrean should remain an isolated incident.
After the uproar over their return has died down a bit, Nakonechkin promotes all of you to full partners in his salvage operation, using the payoff from Trendsetter Excursions to buy you your own starship! After all, there’s a whole galaxy out there, full of people who need help!
And with that, we conclude: Skitter Shot!
Again, I know that several of you had a bunch of RL issues come up near the end, so I decided that the optional starship combat would have been adding a bit too much. I very much hope that you all had fun playing in this game. I loved how you each portrayed your skittermander characters! Check the Discussion tab in just a bit for chronicle sheet information...and maybe* a surprise! :)
* unless somebody spoiled it for you already, that is

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Skitter Crash is live and ready for you all to head over there!
Once everyone has checked in, I will make this game inactive, and get that one started!