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Snorting with amusement, John uses the passcode to go deeper into the complex.

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B2:
The ceiling of this frigid room is 20 feet high. Crates and gas canisters are arranged in orderly stacks and on racks five feet tall. Stairs to either side of the room lead halfway up the walls to railed platforms that sport large, humming machinery. Along the north wall of the warehouse is a smaller room with a lower ceiling, its roof forming another sort of platform here.
Four more Ikeshti are scattered around the room, whilst a vesk is up on a small platform to the east, at some computers.
Seeing John, they curse, and draw weapons.
"I thought you locked the doors!"
"We did, Tola!"
"Well, that soft-skin got in somehow!"
Bloodshot Thug: 1d20 + 3 ⇒ (15) + 3 = 18.
Tola: 1d20 + 2 ⇒ (11) + 2 = 13.
John: 1d20 + 9 ⇒ (16) + 9 = 25.
Putting Them On Ice, Round 1:
John (-)
Bloodshot Thugs (-, -, -, -)
Big Tola (-)

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Shaking his head, John opens fire.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11, for 2d10 ⇒ (7, 2) = 9 damage.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18, for 2d10 ⇒ (10, 3) = 13 damage.
Trick: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (18) + 6 = 24, for 1d6 + 1d8 ⇒ (1) + (6) = 7 Electricity damage.

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John's second machinegun shot literally disintegrates one of the Ikeshti, leaving only its equipment.
He then fries another slightly with his arc pistol.
"S++!!"
"What the f&!& is that weapon!"
"Take him down, now!"
All of them open fire...
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3, for 1d6 ⇒ 6 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16, for 1d6 ⇒ 2 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4, for 1d6 ⇒ 4 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13, for 1d6 ⇒ 6 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5, for 1d6 ⇒ 3 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5, for 1d6 ⇒ 4 damage.
"Get'em, boys!"
The big vesk inspires his minions, healing the one that John only winged.
Putting Them On Ice, Round 2:
John (-2)
Bloodshot Thugs (-, -, -)
Big Tola (-)

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"Really? Really? Is that all you have?"
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13, for 2d10 ⇒ (6, 9) = 15 damage.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14, for 2d10 ⇒ (6, 6) = 12 damage.
Trick: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (19) + 6 = 25, for 1d6 + 1d8 ⇒ (2) + (8) = 10 Electricity damage.

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John's first shot disintegrates another Ikeshti, but his second only severely wounds another; however, before it has a chance to celebrate its good fortune, his static arc pistol takes it out.
The remaining Ikeshti keeps firing...
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7, for 1d6 ⇒ 2 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7, for 1d6 ⇒ 4 damage.
...as does the Vesk...
Tactical Semi-Auto Pistol: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17, for 1d6 + 2 ⇒ (4) + 2 = 6 damage.
Tactical Semi-Auto Pistol: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17, for 1d6 + 2 ⇒ (1) + 2 = 3 damage.
...who has better luck than his remaining minion.
Putting Them On Ice, Round 3:
John (-11)
Bloodshot Thugs (-)
Big Tola (-)

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John turns his attention to the Vesk.
"I guess someone just volunteered for target practice..."
Annihilator Light Machine Gun: 1d20 + 7 ⇒ (19) + 7 = 26, for 2d10 ⇒ (1, 4) = 5 damage.
Trick: 1d20 + 12 + 4 ⇒ (2) + 12 + 4 = 18 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (2) + 6 = 8, for 1d6 + 1d8 ⇒ (3) + (1) = 4 Electricity damage.

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Incredibly, John only lightly grazes the vesk.
"See! Once he has to target a real fighter, he can't close the deal! Keep firing!"
Both remaining foes then proceed to do just that.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15, for 1d6 ⇒ 6 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14, for 1d6 ⇒ 2 damage.
Tactical Semi-Auto Pistol: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6, for 1d6 + 2 ⇒ (2) + 2 = 4 damage.
Tactical Semi-Auto Pistol: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19, for 1d6 + 2 ⇒ (3) + 2 = 5 damage.
...scoring two hits.
Putting Them On Ice, Round 4:
John (-22)
Bloodshot Thugs (-)
Big Tola (-5)

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Better positioned now, John fan-fires at the Vesk!
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6, for 2d10 ⇒ (2, 1) = 3 damage.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19, for 2d10 ⇒ (4, 3) = 7 damage.
Trick: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (18) + 6 = 24, for 1d6 + 1d8 ⇒ (6) + (3) = 9 Electricity damage.

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John tags the Vesk twice, but he barely seems to notice.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16, for 1d6 ⇒ 4 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21, for 2d6 ⇒ (1, 2) = 3 damage.
Tactical Semi-Auto Pistol: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15, for 1d6 + 2 ⇒ (4) + 2 = 6 damage.
Tactical Semi-Auto Pistol: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8, for 1d6 + 2 ⇒ (3) + 2 = 5 damage.
The Ikeshti gets a couple of lucky shots in, but Tola misses.
Putting Them On Ice, Round 5:
John (-29)
Bloodshot Thugs (-)
Big Tola (-18)

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Gritting his teeth, John tries to take down the stubborn Vesk.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14, for 2d10 ⇒ (7, 1) = 8 damage.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5, for 2d10 ⇒ (3, 3) = 6 damage.
Trick: 1d20 + 12 + 4 ⇒ (17) + 12 + 4 = 33 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d6 + 1d8 ⇒ (1) + (1) = 2 Electricity damage.

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Tola dodges all of John's attacks...
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9, for 1d6 ⇒ 2 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11, for 2d6 ⇒ (5, 5) = 10 damage.
Tactical Semi-Auto Pistol: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10, for 1d6 + 2 ⇒ (6) + 2 = 8 damage.
Tactical Semi-Auto Pistol: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24, for 2d6 + 4 ⇒ (1, 5) + 4 = 10 damage.
...then manages to get in a lucky shot.
Putting Them On Ice, Round 6:
John (-39)
Bloodshot Thugs (-)
Big Tola (-18)

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"Lizard, you are really starting to be annoying..."
John goes back to single shots.
Annihilator Light Machine Gun: 1d20 + 7 ⇒ (10) + 7 = 17, for 2d10 ⇒ (6, 7) = 13 damage.
Trick: 1d20 + 12 + 4 ⇒ (9) + 12 + 4 = 25 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d6 + 1d8 ⇒ (2) + (7) = 9 Electricity damage.

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It takes both shots, but John manages to take down the Vesk!
The Ikeshti screams in defiance, and keeps firing...
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2, for 1d6 ⇒ 5 damage.
Pulsecaster Rifle: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19, for 1d6 ⇒ 4 damage.
...and tags John once.
Putting Them On Ice, Round 7:
John (-43)
Bloodshot Thugs (-)

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Shaking his head, John tries to take the Ikeshti out.
Trick: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (16) + 6 = 22, for 1d6 + 1d8 ⇒ (2) + (8) = 10 Electricity damage.
Annihilator Light Machine Gun: 1d20 + 7 ⇒ (10) + 7 = 17, for 2d10 ⇒ (1, 6) = 7 damage.

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It takes both shots, but John manages to disintegrate the Ikeshti.
Combat over.
Searching the bodies:
Second skin x4, Thermal Regulator x5, longsword x4, pulsecaster rifle x4, high-capacity battery x4, industrial backpack x4, medpatch x4, credstick (50 credits) x4, graphite carbon skin, tactical semi-auto pistol, 27 small arm rounds, mk 1 serums of healing x2, Cryo-Generics manager key card, Meltdown key card, credstick (250 credits).
John: 1d20 + 8 ⇒ (15) + 8 = 23.
Searching the rest of the building...
B3:
This restroom has a mild temperature and facilities for multiple simultaneous users.
B4:
Balmy in comparison to the warehouse, but still cool, this office has a long desk with a computer terminal and an oversized but aging executive chair. Behind the desk is a view screen playing a trivid of Cryo-Generics’ services in a silent loop. To the east is a kitchenette, and to the west is an area with a couch and low table. A clear-doored refrigerator nearby holds a multitude of beverages. Doors stand to the east and west.
John: 1d20 + 12 ⇒ (18) + 12 = 30.
John: 1d20 + 12 ⇒ (14) + 12 = 26.
John easily hacks into the computer, uncovering a variety of innocuous business records, which nevertheless clearly link Cryo-Generics to the Meltdown’s lawful operations. The last activity shown on the terminal occurred yesterday — a brief log of payments the company received and then transferred to a bank.
John also finds an Engineering Specialty Toolkit (Environmental Systems).
B5:
This washroom has a toilet, sink, standing cabinet, and shower. It’s warm inside.
Treasure: The cabinet contains towels and toiletries, as well as a basic medkit and an evenfire unit.
What now?

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John expends some bullets to 'delete' the two remaining bodies, then collects the equipment, installs a Thermal Regulator in his armour, and goes shopping.
Specially, looking to re-stock on Heavy Weapon Rounds.
After that, he heads to Meltdown.

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As John is exploring the market...
The winding alleys of Corona open into a small plaza, where a throng gathers around a woman in flowing skirts and a sparkling vest that matches the supernatural glitter in her eyes. She catches sight of newcomers and extends a hand. The crowd parts like water, and she draws near with unnatural swiftness.
“Ha-ha! My new friend, no doubt these wearisome streets have run you raw, and I can only say that I empathize! They batter me down just as surely, and the only difference, my friend, between you and me is that I manage to greet every single morning fresh and renewed! Invigorated and ready! How do I manage such a feat, you no doubt ask? Not with pillows or pills! No! But with this wondrous device—the perplexing, penultimate patent in pain palliation, the attablossom! Yes, imported at
great personal expense from the wondrous genie laboratories of the distant Plane of Air, this device blends magic and technology in heretofore-unexplored genius, restoring vitality as you sleep. Yes, with an attablossom, no injury is too great, no ailment too malignant. You’ll sleep like a baby and then awaken like one reborn!”
The silvery, iridescent sphere in her hand hums quietly, before sliding open like a flower. “Now, how much would you expect to pay to never need a doctor again? To never bother your neighbourhood mystic? Would you pay five thousand credits? No! Four thousand? Preposterous! Not three or even two! No, today and today only, because I can tell you are injury-prone daredevils, I shall practically donate this wonder to you for a meager one thousand credits!
So, how many should I wrap up for you?”
Alright, so, there are supernatural elements to this sales-pitch.
You can attempt DC 20 Culture, Diplomacy, Engineering, Medicine, and Mysticism checks; each success grants you an 'aid' on the subsequent Sense Motive or Intimidate check to tell her to sod off. Failing that, you need to buy one...

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John is thoroughly bemused, but goes along with her patter. doing his best to haggle.
Culture: 1d20 + 12 ⇒ (15) + 12 = 27.
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25.
Engineering: 1d20 + 12 ⇒ (13) + 12 = 25.
Mysticism: 1d20 + 7 ⇒ (2) + 7 = 9.
Mysticism - RP: 1d20 + 7 ⇒ (9) + 7 = 16.
Sense Motive: 1d20 + 0 + 2 + 2 + 2 ⇒ (19) + 0 + 2 + 2 + 2 = 25.

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John manages to haggle her down to 500 credits and two free Mk I Serums of Healing, by pointing out that the device is similar in construction to a Veskarium sleeping aid (apart from the colour), and the improbability of the claimed effects given the device’s soothing but
mundane low-frequency vibration, and minor magical construction.
Eventually, she holds up a hand, and smiles.
"Fair enough. I can see that you have your heart set on other things. Good luck to you!"
She then turns, and starts targeting another potential customer.
John is now free to make any purchases that he *actually* wants ;-)

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Heading to Meltdown...
Smoke and chemical fumes fill the air with their reek and sting the eyes, but do nothing to deter the vermin scouring the trash-lined streets. A stained, grey concrete bunker looms over the surrounding buildings—a garage called Slick’s Vehicle Repair, a grooming shop named Ronda’s Hair and Scale, and a grungy kiosk with a sign that reads, “Sun Meat!” The bunker has “The Meltdown” written in block letters in peeling paint on each side. The Meltdown is a little over 20 feet tall, with a large outcropping to the northeast bulging from the main building 10 feet from the ground and rising 5 feet above the rest of the roof.
C1:
Massive doors, twenty feet wide and nearly as tall, provide an imposing entrance to the building, but a normal door nearby is carefully painted with “Meltdown: Recycling. Trespassers will be shot!” A sliding panel in the door is positioned to reveal the word “Closed.” A comm and card-reading panel next to the door has a flashing red light, indicating it’s offline.
John: 1d20 + 8 ⇒ (20) + 8 = 28.
John realises that the door is trapped.

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How unexpected...
John tries to disable it.
Engineering: 1d20 + 12 ⇒ (5) + 12 = 17.
Engineering - RP: 1d20 + 12 ⇒ (19) + 12 = 31.
He then turns his attention to jimmying the door open.
Engineering: 1d20 + 12 ⇒ (12) + 12 = 24.

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John successfully disarms the trap, and takes the door off its hinges.
C2:
Shelves and tables display a chaotic mix of gently used parts. This area contains salvaged components.
John: 1d20 + 12 ⇒ (12) + 12 = 24.
Treasure: John finds 4 bulk of components that can be sold for 800 credits, as well as a broken targeting computer that can be repaired with 4 hours of work and a successful DC 20 Engineering check.

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C3:
Barrels, broken vehicles, starship components, and garbage form three
piles in this junkyard. A massive, open-pit foundry occupies the north wall. To the northeast, a raised office complex overlooks the work floor, with a rusting ladder that leads 10 feet up to a balcony and unmarked door.
John: 1d20 + 12 ⇒ (16) + 12 = 28.
John is able to tell that the foundry collects solar energy and heat from the surrounding area to charge a plasma-based furnace. After a 24-hour charging period and a 1-hour warm-up cycle, it can be activated for up to 4 hours. It can melt most materials, using nanotech and magnetic fields to separate distinct elements and form them into raw ingots or sheets.
John: 1d20 + 12 ⇒ (13) + 12 = 25.
John also realizes the Bloodshots probably find it useful for disposing of evidence...
As he is cogitating upon this, a reptile walking on its hind legs charges around a junk pile, and roars a challenge!
Kato: 1d20 + 3 ⇒ (15) + 3 = 18.
John: 1d20 + 9 ⇒ (8) + 9 = 17.
It charges forward, and tries to bite John...
Bite: 1d20 + 11 ⇒ (3) + 11 = 14, for 1d6 + 5 ⇒ (2) + 5 = 7 damage.
...but it only manages to scrape his armour.
The Junkyard Cur, Round 1:
Kato (-)
John (-)

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Snorting in surprise, John jinks and weaves around the beast, then fires!
Trick: 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (20) + 6 = 26, for 2d6 + 2 + 2d8 ⇒ (5, 5) + 2 + (5, 6) = 23 Electricity damage.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17, for 2d10 + 3 ⇒ (3, 3) + 3 = 9 damage.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17, for 2d10 + 3 ⇒ (5, 10) + 3 = 18 damage.

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Realising that the element of surprise is gone, John hurries over to the building in the north-east corner.

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C4:
Bunks line the northern walls, near a round table with a few chairs. Two computer workstations sit in the southeast corner. Three doors lead out to the west, just south of a kitchenette unit.
Standing near the computers, pistol drawn, is a middle-aged Ikeshti.
"So, you are the one causing all the trouble for me an' my brood? Well, that ends today, sonny!"
Mama Throsh: 1d20 + 3 ⇒ (15) + 3 = 18.
John: 1d20 + 9 ⇒ (16) + 9 = 25.
Taking Down The Godmother, Round 1:
John (-)
Mama Throsh (-)

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John snorts.
"I think not."
He then opens fire.
Trick: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 6 ⇒ (4) + 6 = 10, for 1d6 + 1 + 1d8 ⇒ (3) + 1 + (7) = 11 Electricity damage.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23, for 4d10 + 6 ⇒ (7, 5, 2, 7) + 6 = 27 damage.
Annihilator Light Machine Gun: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19, for 2d10 + 3 ⇒ (8, 6) + 3 = 17 damage.

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"Gah!"
Seriously injured, she opens fire...
Thunderstrike sonic pistol: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d8 + 2 ⇒ (8) + 2 = 10 damage.
Thunderstrike sonic pistol: 1d20 + 6 ⇒ (18) + 6 = 24, for 1d8 + 2 ⇒ (8) + 2 = 10 damage.
...scoring two solid hits.
Taking Down The Godmother, Round 2:
John (-20)
Mama Throsh (-44)

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Gritting his teeth, John tries to finish her off.
Annihilator Light Machine Gun: 1d20 + 7 ⇒ (10) + 7 = 17, for 2d10 + 3 ⇒ (10, 1) + 3 = 14 damage.

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John disintegrates Mama!
Combat over.
Searching the room:
Vesk brigandine II (mk 1 thermal capacitor, radiation buffer), tactical dueling sword, thunderstrike sonic pistol with 2 batteries (20 charges each), Meltdown key card, credstick (400 credits).
C5:
This bathroom has facilities for about four people.
C6:
An electronic card reader locks this door, but Mama's keycard opens it.
Debris and half-finished projects clutter this bedroom. The place smells of grease and old food. Tools, parts, and old meals pile on every surface other than a rolling chair, the unmade bed, and a tiny table beside it. On the table, under a simple lamp, is a big book bound in a dark cover.
The book is a ledger that contains Throsh’s notes on the gang’s operations, as well as those of Charik from years ago. The oldest portion is in Common, while the latter parts are in Akitonian and a different hand. Throsh’s commentary in her bookkeeping reveals her shrewdness. A recent entry is noted “DCI Delivery” with a payment labeled “military surplus.”
Subentries include travel expenses to the Eos Athletics Club with an address noted “on the rim” and reminders, saying, “mention Asanatown for extra scratch!” Another annotation reads, “Talk to Vadak. Use new guns against the Sirocco?”
John: 1d20 + 12 ⇒ (7) + 12 = 19.
A quick check on the infosphere learns that the Eos Athletics Club, despite being a newer building, was caught in a massive solar-shield failure a few years ago during which numerous guests and employees perished. Once a popular location, especially for Sarenrae’s faithful, the club is located on Corona’s rim, looking out onto solar plasma. Rumours suggest that the place is haunted, which is why it was never rebuilt.
John explicitly now has the address.
Also, please level up to 4 :-)

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John takes the opportunity to adjust the armour that he just acquired to his own physiology...
Engineering: 1d20 + 12 ⇒ (10) + 12 = 22.
He then turns his attention to the Targeting Computer...
Engineering: 1d20 + 12 ⇒ (11) + 12 = 23.
...and after fixing it, puts it in his new armour, instead of the Radiation Buffer.
John then rests for the night, before heading out to Eos.

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D1:
The Eos Athletics Club is a scorched, sun-bleached building that stands between two equally charred, ruined apartment buildings. Some of it is one story tall, but the east half has a dome that peaks above two stories. Graffiti and faded or burned posters cover the street-facing wall, and smaller placards on the warped double door proclaim, “Do Not Enter; Building Unsafe.” The smell of burned stone hangs in the air.
Suddenly, there is a shimmering in the air, and something tries to lash out at John!
Tentacle: 1d20 + 13 ⇒ (17) + 13 = 30, for 1d6 + 9 ⇒ (1) + 9 = 10 damage.
Will: 1d20 + 3 ⇒ (13) + 3 = 16.
Monchulla: 1d20 + 3 ⇒ (1) + 3 = 4.
John: 1d20 + 9 ⇒ (17) + 9 = 26.
Minding My Own Business, Round 1:
John (-10)
Monchulla (-)

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"What the frell!?"
John tries to break free...
Acrobatics: 1d20 + 14 ⇒ (4) + 14 = 18.
Acrobatics - RP: 1d20 + 14 ⇒ (14) + 14 = 28.
...then moves away, and tries to take a shot.
Trick: 1d20 + 12 + 4 ⇒ (12) + 12 + 4 = 28 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 8 ⇒ (2) + 8 = 10, for 1d6 + 2 ⇒ (5) + 2 = 7 Electricity damage.
1d20 ⇒ 8

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Once again, John feels movement nearby, as something lashes out at him...
Tentacle: 1d20 + 13 ⇒ (9) + 13 = 22, for 1d6 + 9 ⇒ (5) + 9 = 14 damage.
Will: 1d20 + 3 ⇒ (5) + 3 = 8.
...shimmering into view as it does so, revealing itself to be a huge serpent-like creature with many eyes, and numerous tentacles!
John: 1d20 + 9 ⇒ (2) + 9 = 11.
John has no idea what this is.
Minding My Own Business, Round 2:
John (-24)
Monchulla (-)

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"Damn..."
John tries to run rings around whatever-it-is.
Trick: 1d20 + 13 + 4 ⇒ (15) + 13 + 4 = 32 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 8 ⇒ (11) + 8 = 19, for 1d6 + 2 + 1d8 ⇒ (1) + 2 + (2) = 5 Electricity damage.
Annihilator Light Machine Gun: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18, for 2d10 + 4 ⇒ (5, 5) + 4 = 14 damage.
Annihilator Light Machine Gun: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9, for 2d10 + 4 ⇒ (5, 2) + 4 = 11 damage.
Annihilator Light Machine Gun - RP: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18, for 2d10 + 4 ⇒ (3, 9) + 4 = 16 damage.

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All of John's strikes hit, causing a significant amount of damage.
However, this only seems to goad the creature to further fury!
As it moves forward, its outline shimmers, and it disappears...
Tentacle: 1d20 + 13 ⇒ (20) + 13 = 33, for 2d6 + 18 ⇒ (1, 6) + 18 = 25 damage.
Will: 1d20 + 3 ⇒ (14) + 3 = 17.
...wrapping John in an invisible tentacle!
Minding My Own Business, Round 3:
John (-49)
Monchulla (-35)

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"Frell!"
John frantically tries to break free...
Acrobatics: 1d20 + 14 ⇒ (19) + 14 = 33.
...then moves away, and tries to take a shot.
Trick: 1d20 + 12 + 4 ⇒ (1) + 12 + 4 = 17 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 8 ⇒ (5) + 8 = 13, for 1d6 + 2 ⇒ (6) + 2 = 8 Electricity damage.
1d20 ⇒ 10

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The creature dodges John's shot.
It slithers forward, and lashes out again...
Tentacle: 1d20 + 13 ⇒ (10) + 13 = 23, for 1d6 + 9 ⇒ (2) + 9 = 11 damage.
Will: 1d20 + 3 ⇒ (3) + 3 = 6.
...wrapping John in an invisible tentacle, and shimmering into view once more!
Minding My Own Business, Round 4:
John (-60)
Monchulla (-35)

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Acrobatics: 1d20 + 14 ⇒ (6) + 14 = 20.
Acrobatics - RP: 1d20 + 14 ⇒ (15) + 14 = 29.
...then moves away, and tries to take a shot.
Trick: 1d20 + 12 + 4 ⇒ (9) + 12 + 4 = 25 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d6 + 2 + 1d8 ⇒ (4) + 2 + (2) = 8 Electricity damage.

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John manages to electrocute the great beast.
It responds by angrily surging forward, even as it shimmers and disappears...
Tentacle: 1d20 + 13 ⇒ (5) + 13 = 18, for 1d6 + 9 ⇒ (6) + 9 = 15 damage.
Will: 1d20 + 3 ⇒ (1) + 3 = 4.
...smacking John, but not grappling him, and shimmering into view once more!
Minding My Own Business, Round 5:
John (-75)
Monchulla (-43)

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John attempts to dance around the damn thing, and take it down.
Trick: 1d20 + 13 + 4 ⇒ (12) + 13 + 4 = 29 Vs DC 20 + CR.
Static Arc Pistol: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d6 + 2 + 1d8 ⇒ (6) + 2 + (1) = 9 Electricity damage.
Annihilator Light Machine Gun: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20, for 2d10 + 4 ⇒ (2, 7) + 4 = 13 damage.
Annihilator Light Machine Gun: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21, for 2d10 + 4 ⇒ (7, 6) + 4 = 17 damage.

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Breathing a ragged sigh of relief, John retreats to a safe distance to have a brief kip, then returns to explore the building.

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D2:
A charred desk and chair furnish this reception area. Trash and peeled paint clutter the floor. A double door exits the building to the south, while another beyond the desk leads west. To the north, a warped door hangs loosely in its frame.
John (automatically) notices that the steel double door to the west looks newer than other doors here...
A battered-looking security robot stands beyond the desk. When it spots John, it intones: +++This building is unsafe! Please exit immediately!+++
John: 1d20 + 13 ⇒ (8) + 13 = 21.
John realises that the 'damage' is superficial, and no vital systems are exposed or non-functional.

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With a snort, John opens fire.
Static Arc Pistol: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d6 + 2 ⇒ (3) + 2 = 5 Electricity damage.
Annihilator Light Machine Gun: 1d20 + 8 ⇒ (9) + 8 = 17, for 2d10 + 4 ⇒ (1, 10) + 4 = 15 damage.

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Both of John's shots miss.
+++Hostile Force Detected. Lethal Force Authorised+++
PCSB: 1d20 + 5 ⇒ (19) + 5 = 24.
John: 1d20 + 9 ⇒ (14) + 9 = 23.
It throws a grenade...
Screamer Grenade I: 1d20 + 13 ⇒ (13) + 13 = 26, for 1d10 ⇒ 4 Sonic damage, and Deafened for 1d4 ⇒ 2 Minutes. DC 13 Reflex.
...then retreats behind the desk.
The Second Line Of Defence, Round 1:
PCSB (-)
John (-)