Rahdokama
|
Stage 1
Disguising as a captured soldier sounds like an exciting idea for the large vesk captain, though he is unsure exactly on how to act. "Psst, so ahhh, any tips? Hmmmmp! I have never been captured by the enemy before. What should i do?" He does his best acting like he has seen on those reality holo-shows he always watches.
Culture: 1d20 + 2 ⇒ (5) + 2 = 7
...
Stage 2
Following Wraiths lead, he tries to blend into the crowd, which is impressive for a green large reptile who glows on occasion.
Stealth: 1d20 + 4 ⇒ (4) + 4 = 8
...Serves me right haha! This character is obviously a skill master!
| GM Sedoriku |
In the alley way, wraith pulls out of the armor and tries to find her own way, while Requiem jumps in. Krara then leads the armor and Basalt carrying something that might be a camera into the group. They bully their way about the crowd, under the pretense of shooting videos of the gathering, their aggression fitting right in, but earning a few dirty looks and curses back at them. Near the edge of the other side, you spot an actual broadcast crew with very distinctive banners from a broadcasting station, and one of them catches sight of you. The jinsul shakes in a way that anyone with a good knowledge of them knows indicates suspicion and anger. It starts to chase after you aggressively, before an arm of the 'dance' swings through and he gets cut off from sight.
The three of them make it to the base of the tower with out much other issue though.
Wraith and Rahdokama both try to nonchalantly sneak around the mass of thronging jinsul. Wraith very nearly blends into the scenery, her form and movements perfectly timed to not stand out to anyone in the crowd or nearby people watching. Rahdo... is a bit less subtle. At one moment there's a tense second where what almost looks like some kind of security starts to approach the large green reptile. It takes Wraith breaking out of her movements to grab the vesk and toss him into an alley way while a pack of worshippers dance by to through the security off of Rahdo's trail.
Vexus on the other hand decides to join in on the fun, and picks up the board the jinsul from earlier gave him. The android has troubles at first. The patterns and dance is hard to get, and the pounding of the wood truly needs at least 4 hands to be done well, but he gets into the rhythm of it after a bit. However there are some definite glares of disapproval tossed his way and he could almost swear one or two people stopped worship to get on their comms units. But luckily he is able to blend into the crowd enough he reaches the other side intact.
All six of you gather next to the front steps of the building. The security at the front door is tight, two guards either side and some kind of key card system to get in. A card you clearly don't have. There are alley ways to either side of the building as well. There might be a back door that way. Additionally all of the guards have a keycard on them themselves. After a moment of watching people enter and exit, you're sure if the guards weren't looking you could slip in behind someone else, the doors take a few good seconds to close behind someone.
The next stage to get over is getting into the building. The guards and impressive security on the front doors make it hard to waltz right in but you can break in through a back door (an Engineering check), distract the guards (a Bluff check), or steal a key card (a Sleight of Hand check).
++++++++++++++++
Stage 3
Rahdokama
Vexus
Baslt
Wraith-19
Requiem
Krara
Bold are up!
++++++++++++++++
Krara
|
Krara eyes up the guards in front of the primary entrance to the tower and frowns. Could probably take them in a fight. But the dozen more that'd attract...
Slinking off, she notices a side entrance, and though its sealed, the vesk sees if she can fix at least that obstacle.
Engineering: 1d20 + 6 ⇒ (13) + 6 = 19
'Requiem'
|
Taking a moment to collect themselves from the overwhelming smells and sounds created by a great number of foreign bodies, Requiem digs into their connection to their deity in an attempt to better understand the Jinsul around them.
Sense Motive: 1d20 + 14 ⇒ (16) + 14 = 30
Whilst Krara goes in an attempt to create a new exit, Requiem seeks to support their allies in crafting a diversion now they have a better understanding of the sentries’ personalities and drives. Taking a deep breath, the Vlakan calls upon their Shaman gift and sends a board dropped by one of the faithful sailing towards the guards.
bluff: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Rahdokama
|
Radokhama takes his time to come up with a brilliant play to distract the guards.
Bluff: 1d20 + 2 ⇒ (3) + 2 = 5
It goes just like it did in his mind, finds the guards then runs straight into the wall beside them, knocking himself out. "HMPH! I COULD HAVE SWORN THAT WAS THE ENTRANCE TO PLATFORM 9 AND 3/4! ...MMMMPH!"
Wraith-19
|
The cards may be useful later. Better to swipe one that jimmy open a single door, Wraith thinks as she shuffles into the queue.
Sleight of Hand
1d20 + 11 ⇒ (19) + 11 = 30
Vexus Ghostpuncher Omega-6
|
Vexus tries to help sell the lie, while cognizant that he is terrible at bluffing.
Bluff aid: 1d20 - 1 ⇒ (13) - 1 = 12
| GM Sedoriku |
You guys rock, posting during Easter Weekend! Sorry to keep you waiting.
Krara slinks off into an alley and finds there are back doors. She breaks open a panel and tries to short out the locks. After a few minutes of work she's able to get the unusual technology working and the door pops open. Only afterwards does she realize there was something that might have been an alarm against this very thing... but there's no sirens blaring so maybe the system isn't working or maybe it's a silent alarm. However no one is coming to tackle the vesk so she's able to slip in without problem, for now at least.
Everyone else decides to assault the front. Requiem's board distracts the guards for a second, allowing Wraith to lift keycards from the all distracted guards. (Cause dang that's a 30!) Rahdokama's distraction proves to be hilarious for the rest for the guards, Basalt recognizing their chittering as them making fun of the 'lesser' being for being so stupid as to walk into a wall and not a door. But with the key cards in hand, and Vexus and Basalt's airs of complete confidence, the group is able to swipe their cards and slip inside.
Inside the front group is able to find Krara. The lobby seems empty for now but there's no guarantee it'll stay that way. Along one side is a jinsul managing the front desk, they look up, scowl for a moment. After a second they give a very uninterested shrug at you and go back to watching their holovid. Across from the front desk is what proves to be a useful map of the building, where sadly the data core proves to be on the top floor. A few seconds at the elevators proves that they are busy taking people up and down else where in the building meaning you'd risk discovery that way. Of to one side is a flight of stairs, but taking over a hundred flight of stairs might not be the best idea either. You'll probably have to find a quicker way up.
The fourth stage is getting up to the computer room before the guards notice something is up. You can get up there by quickly scaling the stairways (an Acrobatics check or Athletics check these are separate for successes) or finding a shortcut (a Perception check).
++++++++++++++++
Stage 4
Rahdokama
Vexus
Baslt
Wraith-19
Requiem
Krara
Bold are up!
++++++++++++++++
Krara
|
Krara sees Wraith smoothly ascend the stairwell trying to take the most efficient route
The vesk follows her with a less graceful gait.
Athletics: 1d20 + 8 ⇒ (4) + 8 = 12
Vexus Ghostpuncher Omega-6
|
Vexus sprints up the stairs, moving with ease all the way up. If he breathed, he'd be only breathing a little hard by the time he reaches the right floor.
Acrobatics: 1d20 + 13 ⇒ (16) + 13 = 29
Rahdokama
|
"STAIRWAY? I HAAAATE STAIRS!" The vesk complains as he tries to move up them as quickly as he can. He does a few stretches first to limber himself up.
Athletics: 1d20 + 8 ⇒ (16) + 8 = 24
| GM Sedoriku |
Wraith and Krara both try the most efficient way up the stairs, but both still get tired part way through. Vexus starts a little bit after them, but does some amazing acrobatics from railing to railing, scaling the whole building in no time flat. He even picks up the other android and vesk on his way, depositing all three on the top floor without breaking his composure.
Basalt starts trying to climb up the sides of the stairwell, but gets quickly surpassed by Rahdokama, who'd stopped to stretch which apparently made all the difference!
It's not been 24 hours, but I'll bot Requiem just to keep us moving along.
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Requiem catches scent of what must be a freight elevator that could take him all the way to the top. A minute of searching, he finds it, and with the security guard's keycard is able to call it and takes it to the top. He is able to greet everyone at the top of the stairs.
With the all access cards from the front guards, you slip into the room with the data hub unnoticed so far, but you're sure it's only a matter of time before someone comes calling about the unusual activity without warning.
The computers look hackable, the data cores are also nicely labeled, and someone has carelessly left a slew of documents on the desk as well.
The fifth stage is actually retrieving the information! You need to find and extract the info Celita needs. You can hack the computer (a Computers check), eject and steal a starship data log (a Piloting check), or connect the dots from some adjacent documents detailing supply transportation (a Sense Motive check).
++++++++++++++++
Stage 5
Rahdokama
Vexus
Baslt
Wraith-19
Requiem
Krara
Bold are up!
++++++++++++++++
Vexus Ghostpuncher Omega-6
|
In a complete turn around, Vexus finds he has little he can contribute here. Getting out of the way of those who have the skills to attempt the hack, he tries to help sort the documents.
sense Motive aid: 1d20 - 2 ⇒ (10) - 2 = 8
Krara
|
Krara waits impatiently for the techies in the party to print out the relevant documents. As soon as they do so, the vesk feverishly flips through the pages to try and find which ones are tactically important.
Sense Motive: 1d20 + 6 + 1d6 ⇒ (14) + 6 + (4) = 24
| GM Sedoriku |
Vexus finds there's little he can do, but when Krara sits down and starts going through the papers on the desk, the android finds he can start shuffling papers to the vesk. However the work proves boring, and he drops things more often than he helps.
Krara finds there are plenty of documents strewn across a couple of desks here, all of the people working here either out to lunch, at the event downstairs or not working right now. The half-empty cup of coffee like substance proves to be tepid, delicious and a sign someone might come back. But more importantly, she starts to shuffle through the papers, piecing together the data as best she can, thinking she might have found what she needs, though Celita would probably enjoy some digital data as well.
You have the information and could get moving, but I'll give you guys some time to hack the data or eject a starship data core before I move you along.
'Requiem'
|
Yeah Sorry Bank Holiday Monday here in the UK which as busier than expected!
With the others busy with the Jinsul logs, Requiem knows that a Jinsul Starship pattern would help them exploit any potential weaknesses. Not having much training in the arts they attempt to assist Rahdokama in their search.
Piloting, Assist, co-operative: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
| GM Sedoriku |
Yeah Sorry Bank Holiday Monday here in the UK which as busier than expected!
Meh, no worries! Life happens, the game didn't suffer for it.
Basalt moves to the computers and tries to fiddle around with the controls, but despite his ability to read jinsul, the quinary base programming language has him stumped. He ends up just reading things on the screen off to Wraith as she hacks the computer.
Wraith steps up and starts to interface with the computer. The programming is elegant, like a beautifully brewed cup of tea, full of depth and balanced to run smoothly with out any problems. It also means it is supremely easy to find exactly what you need.
Finally Requiem starts to help Rahdokama pull out a starship navigation core, the vlaka unable to see which one is the best to take from the writing on the device, but more than capable of taking one out if he's guided to one.
Rahdokama is left. I'll move you guys along in 12 hours (botting Rahdo if need be).
| Overseer Tyranius |
Incoming transmission from First Seeker Luwazi Elsebo: "Our salvagers managed to extract enemy strike coordinates from some of our felled starships orbiting Agillae-5. It appears the jinsuls’ plan to topple our long-range scanning towers on Bastiar-8’s fourth moon, which feed us all our information about their fleet movements in that system. We need stalwart warriors to stop the attackers so our data can keep coming in."
You watch on the monitors as both the Starfinder fleet shifts to Agillae-2 and the Jinsul fleet begins to converge on Bastiar-8.
GM's Recovery Efforts has now been completed and the Scanner Defense Action Mission is now available!
| GM Sedoriku |
Rahdo has a bit of trouble finding what looks like a suitable data core to take. He ultimately points Requiem at one and the two quickly get it out.
Just in time too, as the door the group came in from starts to open. The team dives behind the core, hidden from view as a few jinsul come in, one of them picking up their mug and looking disappointed to find it empty. Behind the core proves to be a service hatch that leads out of the room, and given it's sized for jinsul bodies, you have no trouble sneaking through the vent, the workers none the wiser that you were there.
In some of the data that you stole, there were the schematics to the building and guard rotations as well. It's easy work to make it down to the hanger bays, unnoticed and no alarms raised.
Too pull back the GM screen here, you guys did an awesome job. The goal here was to get as many successes as possible. You would have been able to steal the data if you failed everything, but you would have been detected and taken a good deal of damage. However, you needed 9 to be undetected, and together you scored 11!
| GM Sedoriku |
Wraith pops off the cover of a vent and you're in the hanger bays. Though hanger proves to probably be a miss translation as it seems to be more like a commercial airport; chairs, waiting areas, and even restrooms all present. But it seems this one is closed down for the time, given the lack of souls. There however is not a lack of ships anyone of which youcould hijack and get off planet with. There also isn't a lack of security as a few drones drop from the ceiling at the unauthorized access of the area. Their scorpion like bodies start to advance, clearly finding you a threat.
The successes don't prevent an encounter, however. Thus:
Begin Combat
Vexus: 1d20 + 4 ⇒ (20) + 4 = 24
Rahdo: 1d20 + 2 ⇒ (19) + 2 = 21
‘Requiem’: 1d20 + 1 ⇒ (13) + 1 = 14
Wraith-19: 1d20 + 4 ⇒ (14) + 4 = 18
Basalt: 1d20 + 5 ⇒ (6) + 5 = 11
Krara: 1d20 + 4 ⇒ (8) + 4 = 12
Ro: 1d20 + 2 ⇒ (2) + 2 = 4
You remember these creatures from a briefing before the mission. They're sentry robots designed by the jinsul to be able to guard things if needed. They are particularly annoying in they can create magical darkness to hide themselves if in danger.
You can ask for another piece of useful information for every 5 over the DC
The robots are however not the fastest at getting down from the ceiling allowing the party to get a good shot at them before the bots can do anything themselves.
++++++++++++++++
Round: 1
Active conditions:
Rahdokama
Vexus
Baslt
Wraith-19
Requiem
Krara
Scorpion robot things
Bold are up!
++++++++++++++++
Current map
Basalt Stonepeak
|
Engineering: 1d20 + 7 ⇒ (15) + 7 = 22
Tell me resistances and immunities
Basalt goes forward and targets red with his pistol.
Bruiser Decoupler Pistol v EAC: 1d20 + 5 ⇒ (2) + 5 = 7 Acid Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Wraith-19
|
Wraith charges toward Red, popping her blade to hand as she goes, stabs it and dances away.
Trick
1d20 + 18 ⇒ (15) + 18 = 33
Attack
1d20 + 5 ⇒ (16) + 5 = 21
1d4 + 6 + 1d8 ⇒ (2) + 6 + (4) = 12
'Requiem'
|
Clambering out of the grating, Requiem just catches the unmistakable whirr and buzz of mechanised security - drawing their pistol as they go, Requiem takes a shot at the one marked with red lights, though they don't know it.
Attack vs EAC, Red: 1d20 + 3 ⇒ (17) + 3 = 20 for Elec Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Krara
|
Seeing the party advance, Krara rushes after them, passing by Requiem just after the Vlaka takes his shot and firing her own blast at the same robot.
Attack v EAC: 1d20 + 4 ⇒ (3) + 4 = 7 for Fire damage: 1d8 + 3 ⇒ (7) + 3 = 10
| GM Sedoriku |
Rahdokama takes a shot at the robots but it goes wide, singing a hole in the fountain behind them.
Basalt recognizes the type of bot at a quick glance.
Standard construct immunities, other than that, and the ability to make darkness there's not much scary about these guys.
He however spends a bit too much time studying them for the exact make a model to aim properly, he makes a nice acid splotch on the floor.
Wraith I don't think you have the movement to be able to reach with your knife this round, unless I'm missing something. You could shoot with either gun if you'd prefer. you can keep the trick attack rolls.
Wraith has no trouble feinting out the robot with the red light on it's tail, shooting deep into the plating and severing more than a few wires. A hit and dealing some amount of damage!
Requiem reacts to the sounds of machinery and is able to triangulate exactly where to shoot due to the wrenching noises of Wraith's knife thrust. He ping a few volts into the machine. Another hit for 2damage
Krara rushes forwards to shoot, but rushes a bit too much leaving her aim off, pegging the near by bathrooms instead of the robots.
++++++++++++++++
Round: 1
Active conditions:
Rahdokama 20/32 SP
Vexus
Baslt
Wraith-19 9/22 SP Did you want to take a rest? Also roll damage for a ranged weapon?
Requiem
Krara
Red sentry -??
Green sentry
Bold are up!
++++++++++++++++
Current map
Vexus Ghostpuncher Omega-6
|
Vexus rushes in as well, moving with enhanced speed. He calls a ghostly shield into existence as he closes, and once he has a clear view of the drone, his arms squirm and shift as they triple in length.
Entropy Points: 0
Spending only entropy point to boost speed.
Summon entropy shield as part of move.
Using Arm Extensions feat to gain 15 ft. reach.
| GM Sedoriku |
Vexus you have beautiful timing!
Vexus moves up and gets prepared to bring a beat down on the robots, his shield coming into existence and his arms growing to extra lengths.
The red robot, having been hit, billows out black smoke, hoping to cover itself from any further harm while it works to subdue the intruders. Everyone who's eyes are suited to seeing in the darkness sees the creatures just fine however.
The green stays where it is too and takes a shot at the closest target, Vexus. It only splatters an acid filled dart on the android's armor though, proving to be less than harmful.
Acid and piercing damage: 1d8 + 3 ⇒ (7) + 3 = 10
++++++++++++++++
Round: 2
Active conditions: Darkness
Rahdokama 20/32 SP
Vexus
Baslt
Wraith-19 9/22? Damage rolls from last round
Requiem
Krara
Red sentry -??
Green sentry
Bold are up!
++++++++++++++++
Current map
'Requiem'
|
Unfazed by the defender's tactics for their whole world is darkness, Requiem moves around the two Vesk so that their shot has no chance of catching either and calmly takes another shot at the one in red, their sensitive nose picking up the smoke billowing forth.
Attack vs EAC: 1d20 + 3 ⇒ (16) + 3 = 19 for Electric damage: 1d6 + 1 ⇒ (6) + 1 = 7
Vexus Ghostpuncher Omega-6
|
AOO on green, as it made a ranged attack within Vexus's reach
Attack vs EAC: 1d20 + 7 ⇒ (2) + 7 = 9 Acid damage: 1d4 + 7 ⇒ (2) + 7 = 9
Vexas, able to see in the smoke due to his infra-red armor sensors, continues to channel entropy into his strikes on the nearest drone. Hopefully they can deal with these robots quickly, before getting any more unwanted attention.
Entropy pool: 1 (gained from missed attack)
Attack on green Attack vs EAC: 1d20 + 7 ⇒ (13) + 7 = 20 Acid damage: 1d4 + 7 ⇒ (2) + 7 = 9
Wraith-19
|
Wraith has quickdraw and 40' of movement. I started 15' away from Red, made the attack and moved 25' back to where I was. Unless I misunderstood our starting positions on the map?
Basalt Stonepeak
|
"They can create an area of darkness but are otherwise pretty standard security robots, but the green one has some missing armor plates." Use Get'Em against green and fire.
Bruiser Decoupler Pistol v EAC: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 Acid Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Krara
|
The vesk blinks as blackness appears right in front of her face. Spinning her head around towards the allies she can still see, Krara bellows: Where the hells did they go?!?
If those who can see in the dark can direct Krara in the right direction, she'll take a literal shot in the dark at 'red's position.
Attack v red EAC: 1d20 + 4 ⇒ (10) + 4 = 14 for Fire damage: 1d8 + 4 ⇒ (5) + 4 = 9
Miss chance, low is good for me: 1d100 ⇒ 21
Rahdokama
|
Frustrated that he cannot see anything in the darkness, the vesk stamps his foot. "ARHHHGGG! WHERE ARE THEY? PUSH ME IN THEIR DIRECTIONS AND I WILL SQUASH THEM!"
He readies an action when someone pushes him in the direction of the enemy.
| GM Sedoriku |
Wraith has quickdraw and 40' of movement. I started 15' away from Red, made the attack and moved 25' back to where I was. Unless I misunderstood our starting positions on the map?
... I didn't actually specify to start within the green box, that is my fault. We'll use those rolls then and I'll try be more specific about my intentions next time!
Requiem, completely unfazed and, for the most part, unaware there has even been a change, takes a shot at the robot with the red lights, and fries some further circuits. That's another hit for 7 damage.
Vexus also seems to be unfazed by the migc tinged smoke, taking a punch at the green lighted robot for having the temerity to shoot at him. He misses the punch but his backswing does cut a swaith of the robot's armor off. First hit on green for 9 damage
Basalt takes advantage of the missing armor and calls everyone's attention to the opening in it's defenses. He also lands a shot on the robot, melting the armor further. Another 4 damage to green
Krara takes a blind shot at the red lighted robot, and proves to have the luck of Damatosh on her side, barely able to hit with her laser pistol, but melting a hole in the robot nonetheless. That was just barely enough to hit dealing a further 9 damage to red.
Rahdo draws his hammer and waits for someone with better eyes to guide him into the smoke. You can hear the robots haven't moved from their position yet, you might be able to take a swing if you move in.
++++++++++++++++
Round: 2
Active conditions: Darkness, Get’em on Green
Rahdokama 20/32 SP
Vexus
Basalt
Wraith-19 9/22?
Requiem
Krara
Red sentry -30
Green sentry -13
Bold are up!
++++++++++++++++
Current map
Rahdokama
|
Alright!
The vesk moves in to strike at the one in front of him!!
Tactical Swoop Hammer + Photon At.: 1d20 + 8 ⇒ (2) + 8 = 101d10 + 7 ⇒ (4) + 7 = 11
Miss Chance? Same as in PF? 50+ hits: 1d100 ⇒ 8
Wraith-19
|
Wraith moves for a better shot and fires into the smoke cloud
Trick
1d20 + 18 ⇒ (9) + 18 = 27
Attack vs flatfooted KAC
1d20 + 5 ⇒ (11) + 5 = 16
1d6 + 3 + 1d8 ⇒ (1) + 3 + (1) = 5
Miss chance. Hit >50 1d100 ⇒ 14
weird that trick attack still works against targets with concealment, but it seems to be RAW
Sorry for my confusion on positioning. An attack with my slug thrower would yield damage...
1d6 + 3 + 1d8 ⇒ (3) + 3 + (8) = 14
| GM Sedoriku |
Rahdo charges into the smoke, but sadly he miscalculates the distance and overshoots the robot, cracking the floor right next to the fountain.
Wraith did you trade away your darkvision, if not they don't have concealment for you.
Wraith also moves to attack the red scorpion. She's able to successfully feint the robot, but she's not entirely sure whether her knife hit or not. Minus every thing but the concealment that's a hit. And the gun deals the same amount of damage as the knife, let's call it moot!
Fearing getting slammed again for being too close to the now long-armed android, the green robot, though no one can tell the difference right now, steps back along the fountain. It takes a shot at the android hoping to kill or incapacitate him. It only incapacitates the dart it shot at him.
The red one takes aim at the vlaka and fires at him in retaliation for the damage earlier. It however makes too much noise as it readies to fire giving requiem more than enough time to avoid the eventual shot.
Integrated tactical acid dart rifle vs. Vexus KAC: 1d20 + 9 ⇒ (3) + 9 = 12
Acid and piercing damage: 1d8 + 3 ⇒ (8) + 3 = 11
Integrated tactical acid dart rifle vs. Requiem KAC: 1d20 + 9 ⇒ (7) + 9 = 16
Acid and piercing damage: 1d8 + 3 ⇒ (1) + 3 = 4
++++++++++++++++
Round: 3
Active conditions: Darkness Get’em on Green
Rahdokama 20/32 SP
Vexus
Basalt
Wraith-19 9/22?
Requiem
Krara
Red sentry -30
Green sentry -13
Bold are up!
++++++++++++++++
Current map
'Requiem'
|
Still unaware of the pervasive darkness, Requiem moves to the side to stay out of the fearsome melee. Raising their pistol they once more fight at Red.
Pistol vs EAC: 1d20 + 3 ⇒ (1) + 3 = 4 for Elec Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Krara
|
That one still where it is? Krara yells as she fires another shot where she last saw her ‘red’ foe.
attack v EAC: 1d20 + 4 ⇒ (10) + 4 = 14 for Fire damage: 1d8 + 4 ⇒ (6) + 4 = 10
Miss? (Low good for me): 1d100 ⇒ 65
Wraith-19
|
Wraith switches to Green
Trick
1d20 + 18 ⇒ (3) + 18 = 21
Attack
1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
1d6 + 3 ⇒ (2) + 3 = 5
Miss: low is good for me 1d100 ⇒ 89
Vexus Ghostpuncher Omega-6
|
Vexus watches the robot try to skitter out of his reach and says "Aw, you can't quit now, we just started this dance!" He steps forward as well, getting back in range and snaking out a long arm to strike once more.
Entropy Points: 1
guarded step
Attack on green vs EAC: 1d20 + 7 ⇒ (15) + 7 = 22 Acid damage: 1d4 + 7 ⇒ (1) + 7 = 8