| Galatea-5 |
The theories that the survivors were coming up with were, intriguing, though of little, actual use to their current situation. The Drift Shadow projector, to Galatea's knowledge, strengthened the dimensional boundaries that separated normal space from drift space. In essence, it caused all but the most powerful of drift drives from being able to skip across the dimensional threshold that permitted drift travel.
Rawlin's idea, while suitable, would require that they directly engage the unknown vessel, which had demonstrated the ability to EMP the 'criers crew into a state of temporal fugue. She paused as the man spoke, tilted her head, considering the generalities of the plan, not it's specifics. "Interesting," she spoke to herself, "if we vent drive plasma it would create the same effect as John's explosion, the irradiated plasma would interact with their shields, perhaps providing us with anomalous readings which would be visible to our sensors." A sigh as she began to run her calculations, "Though due to the nature of their projector, outdistancing them before they can hit us with an EMP would be advisable. Knowing the location of the vessel due to a plasma dump would allow our pilot to perform evasive maneuvers, increasing our probability of escape."
OOC: Going to attempt a Physical Science check to dump irradiated plasma, or a similar waste product from our engines. Then try to determine if it interacts with the cloaked vessel in such a way as to allow us to ping any anomalous readings. Like a spectrum shift in the energy signature of the plasma. If needed, I will do the calculations, and actually perform the task once on the bridge, to give our pilot the best chance at evasion. Including the +2 from the Biohack my Physical Sciences is +14, so here goes! Physical Sciences: 1d20 + 14 ⇒ (9) + 14 = 23. Successful or not, outdistancing is our best option and I will return to the bridge.
| T’sorkel |
T'sorkel nods enthusiastically. Oh, I like that idea! At the very least, it ought to give them a nasty surprise. Perhaps some of us should stay here in engineering to perform that task?
Doctor Flint-Bridge II
|
Lilly listens as the team bats around ideas, eventually coming to Galatea’s recommendations.
”If we vent drive plasma it would create the same effect as John's explosion, the irradiated plasma would interact with their shields, perhaps providing us with anomalous readings which would be visible to our sensors. Though due to the nature of their projector, outdistancing them before they can hit us with an EMP would be advisable. Knowing the location of the vessel due to a plasma dump would allow our pilot to perform evasive maneuvers, increasing our probability of escape.”
She nods in agreement. Although the details are on the edge of her engineering knowledge, the plan feels right.
“Okay, we have a plan. Let’s make it happen. What’s the best way for us to assist the bridge crew? I have three boosts left in this batch — two if I give one to John once we’re ready for action.”
| Rar'gul |
Likewise, Rar'gul.
As his companions discuss potential fixes and workarounds, Rar'gul remains vigilant for signs of invisible enemy boarders and body-snatching doppelganger shenanigans.
Seen this shiz before: 1d20 + 9 ⇒ (1) + 9 = 10
Not really expecting to turn anything up, but it is about all he can contribute. Plus this has made him cagey as heck after that mess on the Chimera...
Edit: *snort of derision* That roll...
| GM Quirk |
I really like that you guys are working so hard on a plan. It's workable. I know you have the science/engineering/computer skills to do this between Galatea, Doc, and John (with possible assistance rolls from T'sorkel). I will say this is a one-time attack done by the science officer that will force an enemy ship out of cloak, at least for a little bit. FIRST we need to get to this confrontation. Narla is willing to give you a bit of time to modify the engines, then everyone can head to the bridge again and they'll hit overdrive and try to outrun the enemy vessel. Let's see what happens with my post tomorrow. This is good work.
Meanwhile, if you have any posts to make please feel free. Things may get crazy tomorrow!
| GM Quirk |
Narla instructs you all to prepare the plasma purge procedure (say that three times fast!), then return to the bridge.
On the Voidcrier’s bridge, Narla sits in the captain’s chair, while Shez works at the engineering console. Several of Pike’s Perytons have taken positions at the other stations.
“Everyone ready?” Narla asks, holding her comm button.
The bridge crew gives silent nods or other affirmative signals. Suddenly, they twist in their chairs, grasp their heads, and scream. Narla and Shez collapse, while the mercenaries reach for their weapons!
You did see this coming, right? Please see slide 2.
Narla and Shez writhe and collapse at their stations. They appear unresponsive.
The three mercenaries (including an elf named Sarzael, the Kasatha Esra, and the Ysoki Sparkles) all have the drop on you (it so happens they all out-rolled you on initiative). They pull their weapons and attack!
The ysoki is first to act. He makes several quick gestures. Suddenly intense heat erupts around John, Dr. Flint-Bridge, and Rar'gul. Sparkles seems uncertain and fearful about his actions, almost as if he is struggling to stop himself...
Overheat spell for: 2d8 ⇒ (6, 6) = 12 damage. DC 16 reflex for half.
He then takes a step back.
Rar'gul would be flat-footed since he hasn't acted yet, so no attack of opportunity yet...
Next to act is the Kasatha. She pulls a pistol and fires at Rar'gul.
trick attack: 1d20 + 13 ⇒ (7) + 13 = 20
No trick.
to hit: 1d20 + 8 ⇒ (12) + 8 = 20
damage, E: 1d6 + 2 ⇒ (3) + 2 = 5
That's a hit.
Finally, the elf gleefully brings his laser rifle to bear on Beauregard.
to hit: 1d20 + 11 ⇒ (2) + 11 = 13
damage, F: 1d8 + 2 ⇒ (5) + 2 = 7
This elf sucks.
Bold may go. Round 1. This is a crowded combat in cramped conditions. I suspect there will be several AoO's next turn. I need DC 16 REF saves from John, Rar'gul, and Dr. Flint-Bridge. Should they save their damage total below will be adjusted.
1. Enemy purple
2. Enemy red
3. enemy blue
4. T'sorkel
5. Rar'gul (-17)
6. Galatea-5
7. John Rawlins (-12)
8. Beauregard
9. Dr. Flint-Bridge (-12)
Rar’gul: 1d20 + 6 ⇒ (12) + 6 = 18
Dr. Flint-Bridge: 1d20 + 2 ⇒ (6) + 2 = 8
John Rawlins: 1d20 + 5 ⇒ (20) + 5 = 25
T’Sorkel: 1d20 + 6 ⇒ (10) + 6 = 16
Beauregard: 1d20 + 0 ⇒ (14) + 0 = 14
enemy purple: 1d20 + 2 ⇒ (13) + 2 = 15
enemy blue: 1d20 + 8 ⇒ (18) + 8 = 26
enemy red: 1d20 + 5 ⇒ (20) + 5 = 25
| Galatea-5 |
Galatea settled into her science station at the Captain's request, ready to enact the plan. She was, however, concerned as her crew dropped to the deck, unconscious, while the mercenaries began to open fire on the survivors.
She quickly, though not quickly enough, surveyed the situation, laser fire searing through the recycled atmosphere of the bridge. She moved forward, slipping past the Captain's chair, while she did she drew her electric prod, ensuring it was set to a non lethal charge.
"They are not in their right mind, subdue and restrain!" She drew her prod back, her exocortex allowed her to bypass it's regular safety settings, and overload the capacitors. It wouldn't kill the mercenary, but perhaps the electric surge would override any mental conditioning he had suffered during the missing 24 hours.
OOC: Move from current position diagonally in front of Rawlins, than another 5' forward placing me adjacent to the Elf (Blue), and in melee range of the Kasatha (Red) & Ysoki (Purple), I will draw my Electric Prod as part of the move action. As a Standard Action I will Overcharge the Prod, consuming 3 charges, it will now deal an additional +d6 for the next minute. Attack vs Blue, KAC: 1d20 + 8 ⇒ (20) + 8 = 28, for Electric (Stun): 1d4 + 1d6 + 9 ⇒ (4) + (2) + 9 = 15 damage. Oh! A crit, so double damage, 30 electric (nonlethal) & stunned for one round due to the Prod's Stun crit effect.
Beauregard D. Truthpelt
|
Can you tell us how the Kasatha Trick attacked? Did he do fancy gun twirling, did he try to hide, or did he hack one of our comm units to play the 1812 ovature at a bad time? Believe it or not this is relevant to my next action.
| T’sorkel |
Perfect opportunity to try out my new ability!
T'sorkel turns in time to see the mercenaries lift their weapons and fire at them. No, no! Stop this! The Shirren is overwhelmed by the situation and lets out a psychic scream towards the three mercenaries.
Intimidate (DC 15+3+1.5*CR): 1d20 + 8 ⇒ (17) + 8 = 25
| GM Quirk |
Can you tell us how the Kasatha Trick attacked? Did he do fancy gun twirling, did he try to hide, or did he hack one of our comm units to play the 1812 ovature at a bad time? Believe it or not this is relevant to my next action.
As an "explorer," she used her survival ability. Maybe she threw a small beetle at you, then shot you!
| GM Quirk |
Nice start! The elf...well, he's down. Like I said, this elf sucks. (although in Starfinder the rule is to roll damage twice--in the end 15 is average damage, so we'll let it ride). Also, Sparkles and the kasatha are shaken for one round.
Beauregard D. Truthpelt
|
”Let’s see how you enjoy someone messing with your brain!” Beauregard shouts as he forcibly opens the Kasatha’s ‘inner eye’ and makes him see thousands of different iterations of himself all at once. The effect is. . . disorienting to say the least.
Cast ego whip on the Kasatha. DC 16 will save. If he saves he is staggared for a round and suffers -2 to all menatal skills for a round. If he fails the effect lasts for 5 rounds
John U. Rawlins
|
I thought Pike was on the bridge?
Ref save: 1d20 + 8 ⇒ (1) + 8 = 9
John was trying to look past Beauregard at the engineering panels when the double-cross came. He was too late, and to hemmed in between his companions and the captain's chair to dodge.
Hopefully tempweave can hold out heat. A forlorn hope.
John pulls his pistol, swings it two-handed toward the kasatha. Galatea bumps him as she passes and in the following pause he realizes the ysoki's a caster. He turns his head the slightest bit to see Sparkles from the corner of his eye. He mimes firing at the kasatha then swings the gun right for a no-look shot behind Galatea's back at the ysoki.
arc pistol, static v Sparkles EAC: 1d20 + 7 ⇒ (5) + 7 = 12 ... damage: 1d6 + 2 ⇒ (2) + 2 = 4 critical Arc 2; Stun)
Lethal damage. John's working on reflex. Next turn he'll switch to non-lethal.
Trick attack, bluff v 20+CR: 1d20 + 20 ⇒ (10) + 20 = 30
arc pistol, static v Sparkles EAC: 1d20 + 7 ⇒ (20) + 7 = 27 ... damage: 1d6 + 2 ⇒ (4) + 2 = 6 critical Arc 2; Stun)
If the trick attack worked, Sparkles is flat-footed for all attacks (including mine here unti my next turn.
And takes extra damage: 3d8 ⇒ (6, 1, 7) = 14
| Rar'gul |
Reflex DC16: 1d20 + 7 ⇒ (16) + 7 = 23
Returning to the Bridge, Rar'gul keeps clear of his more knowledgeable companions as they prepare to enact their plan. Hammer resting across his shoulder, he leans against a wall as he watches them work.
He lurches to attention when Narla and Shez start convulsing. Horrified, a knot in his stomach, he waits for the familiar "pop". His attention on the Stewards, he is slow to react to the mercenaries' attack.
Dodging instinctively, he avoids the worst of the ysoki's magical attack. Noticing his companions were not as fortunate, he turns on the ysoki."You shouldn't have done that," he rumbles and swings his hammer in a massive arc that encompasses both the ysoki and the kasatha.
Diamagnetic storm hammer 1, ysoki (vs KAC): 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
Bludgeoning & Electricity Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Diamagnetic storm hammer 2, kasatha (vs KAC): 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7
Bludgeoning & Electricity Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Doctor Flint-Bridge II
|
As the team filled the bridge, Lilly had briefly considered complaining about being edged to the back of the room but decided that she’d seen enough of space for a while and would be content with literally watching John and Rar’gul’s backs.
And then everything went sideways. She heard screaming people and thudding bodies… and then fire filled her world.
Reflex save: 1d20 + 6 ⇒ (3) + 6 = 9
She twisted and threw an arm across her face as a shield, but she had nowhere to move.
The first wave of confusion and fear turned into anger as she glimpsed the two mercenaries draw their weapons and the third finishing his casting gesture. Through the confusion, she heard her teammates cast spells and invoke special abilities, then Galatea glided through her field of vision. The elf dropped to the floor in Galatea’s wake and Rar’gul swung toward the Kasatha. Lilly glanced toward the spell caster long enough to see John take his shot.
“Get Sparkles, John!” Lilly yelled, coughing out some smoke in the process.
Turning to Rar’gul, she kept her voice’s urgent tone and overwhelming volume. Or at least she tried to between coughs.
“Rar-gul, take them down!”
Lilly is a busy girl this round:
* Move action: Get ‘Em on Sparkles
* Standard action: Inspiring Boost on Rar’Gul to recover 9sp
| GM Quirk |
will save, kasatha, vs. ego whip: 1d20 + 5 ⇒ (12) + 5 = 17
He made it, but is still staggered one round.
Edit to add: he was shaken, so he MISSED this save. He'll be staggered the rest of this combat.
The mercenaries reel under your assault, though the kasatha and Sparkles remain standing.
Sparkles reaches out toward Galatea.
Casting jolting surge. This spell does not incur an attack of opportunity
to hit with shaken penalty: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Miss.
Sparkles struggles with himself. His eyes betray that he is not in control here. He is able to avoid touching Galatea.
The kasatha pulls his knife and attempts to strike Galatea.
to hit, includes shaken penalty: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Ouch.
damage with crit: 2d4 + 6 ⇒ (4, 1) + 6 = 11
The kasatha inflicts a nasty wound on Galatea-5.
Bold may go. Round 2.
1. Enemy purple (get 'em, shaken)
2. Enemy red (skaken, staggered five rounds)
3. enemy blue (unconscious)
4. T'sorkel
5. Rar'gul (-2)
6. Galatea-5 (-11)
7. John Rawlins (-12)
8. Beauregard
9. Dr. Flint-Bridge (-12)
Doctor Flint-Bridge II
|
Watching as much as she can from her position in the back of the room, Lilly glimpses the struggle in the Ysoki’s eyes as Sparkles tries to regain control. But Esra, the Kasatha, seems lost in the moment, viciously striking Galatea.
"Galatea, concentrate — we’ll keep you in the fight!”
Looking at Galatea's wound but knowing that Esra and Sparkles can't help themselves, Lilly winces as she shouts, “Focus fire on Esra!"
GM Q - Please adjust my Get 'Em if Esra falls before my move
Lilly does all of her supporty things:
* Move action: Get ‘Em on Esra (or Sparkles)
* Standard action: Inspiring Boost on Galatea to recover 9 stamina points
| T’sorkel |
T'sorkel points to the Kasatha. Down on the ground! Now! The psychic speech reverberates in the minds of everyone, but it's a pointed command to the Kasatha.
Cast Command (Will DC 16) to drop prone. Shaken hurts his save!
John U. Rawlins
|
John steps forward and raises his cane as if to harpoon the ysoki. Then shoots him in the gut with artificial lightning.
Move as shown.
Trick attack, bluff v 20+CR: 1d20 + 20 ⇒ (19) + 20 = 39
arc pistol, static v Sparkles EAC: 1d20 + 7 ⇒ (17) + 7 = 24 ... damage: 1d6 + 2 ⇒ (3) + 2 = 5 critical Arc 2; Stun)
If the trick attack worked, Sparkles is flat-footed for all attacks, including mine here until my next turn.
And takes extra damage: 3d8 ⇒ (1, 2, 6) = 9
No time to switch to non-lethal.
| Galatea-5 |
Galatea rolled her shoulder, however she felt the tactical knife slip between the ceramic-alloy plating and jab into the plas-steel mesh worn underneath. It would leave a bruise, but no internal damage. As the survivors sprung into action, she heard the Doctor's voice, it called to hear in a manner that was, almost, inspiring, had her own Steward's ever shown such concern for her during a conflict?
It emboldened her, she hefted the prod again, her exocortex overloading it's safety protocols, it wouldn't kill the ysoki, but it would singe their coat. Sadly, as it appeared they were trying to resist whatever this was, mental domination? Programming? Conditioning? She would have time to determine the results after ...
The crack of Rawlin's arc pistol oxidized the air in the bridge, they needed to put their attackers down. Now.
OOC: Move Action: Combat Tracking on Sparkles. Standard Action: Over Charge the Electric Prod, attack Sparkles who should be Flat Footed due to Rawlin's trick attack. Melee Attack vs KAC: 1d20 + 9 ⇒ (1) + 9 = 10, for Electric+Overcharge damage: 1d4 + 1d6 + 9 ⇒ (1) + (1) + 9 = 11.
| Rar'gul |
Bolstered by Doc's encouragement, Rar'gul nods, rumbling in reply, "On it."
Thanks, Doc!
"Enough of this!" the trox bellows as the kasatha strikes Galatea. "If you don't fight it we will brring you down!"
He lets his hammer drop to the floor and lunges toward the kasatha, trying to restrain him.
Grapple, Entropic Strike w/Grappler trait: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 +4 if prone
| GM Quirk |
will save vs. command: 1d20 + 5 ⇒ (8) + 5 = 13
The kasatha dutifully gets down in a prone position, then is promptly wrapped up by Rar'gul.
He's going to have a very hard time escaping from this, especially considering the other conditions that have been inflicted upon him in previous turns. Of course Rar'gul will be occupied holding him down...
Sparkles stubbornly fights on. I believe we are waiting for Beauregard to go.
John U. Rawlins
|
John squeezes between Galatea and Rar'gul and kneels beside the Trox. He flicks the switch on his arc pistol to stun and shoots the kasatha in the head, just above his ear.
Restrained enough? If not, repeat.
He cocks his head and waits a few seconds to see the small jerk and muffled pop that will indicate the explosion of a brain bomb.
"Better check the crew too." He looks at Narla and Shez.
Medicine, are they alive or presumably brain bombed?: 1d20 + 7 ⇒ (1) + 7 = 8
Medicine, are they alive or presumably brain bombed?: 1d20 + 7 ⇒ (19) + 7 = 26
Medicine, are they alive or presumably brain bombed?: 1d20 + 7 ⇒ (18) + 7 = 25
"And now we must be finding Pike."
| GM Quirk |
Everyone is alive.
The three mercs are unconscious. Narla and Shez are also unconscious. They all seem to have stabile vital signs.
No evidence of a brain bomb going off.
Looking down the lift, you see that Pike sits at the turret gunners station. In a similar manner to Shez and Narla, he is also unconscious. The lift continues down to the lounge level.
An audible voice blares from the comm on the captain’s
chair. “Hello? Has anyone aboard not gone homicidal?”
It's Sgt. Kaniko Breeze. She seems to be in control of her faculties. "I could really use some help down here..."
| T’sorkel |
"Breeze, what happened? Did you pass out again?" T'sorkel's reedy voice chimes over the comm. It's odd to hear the Shirren speak but obviously his psychic speech won't travel far enough to reach the sergeant.
| Rar'gul |
Rar'gul nods gratefully to John and climbs to his feet. Reclaiming his hammer he adds over the comms, "Did someone attack you, too?"
| Galatea-5 |
Watching the survivors move quickly, she almost stops Rawlins from murdering the kasathan mercenary, before realizing that the arc pistol has now been set to stun. Once subdued, she checked the elven merc's long arm, slinging it over her shoulder.
Noting Breez's plea for aid, she nods towards her companions. "Thank you for the aid on the bridge, if possible, can we ensure that all weapons are set stun." A pause, "I would prefer to avoid killing my crew, they are not in control of their actions." Her face set, eyes cold, "Though if we find the ones responsible ...," her voice drifted off not willing to complete the thought. Yet.
John U. Rawlins
|
Rar'gul nods gratefully to John and climbs to his feet.
John nods back to the big trox before examining the unconscious ones.
"They be not dead," John muses in mild surprise after examining the kasatha, Narla and Shez. "The greys haven't had time to fully set the stage, but somehow they be controlling some of us. We should be thinking on that, Doctor." The last is addressed to Flint-Bridge.
Breeze's call interrupts that train of thought.
***
Doctor Flint-Bridge II
|
An audible voice blares from the comm on the captain’s chair. ”Hello? Has anyone aboard not gone homicidal? I could really use some help down here..."
"Breeze, what happened? Did you pass out again?" T'sorkel's reedy voice chimes over the comm.
Lilly immediately register’s the sound of Breeze’s voice, but frowns and looks around, trying to figure out who the second voice is on comms and why she hears it in badly balanced stereo on the bridge.
Of course… T’sorkel. He sounds so different in my head. Her mind spins back to a med school psychology seminar on how the brain creates vocal sound to accompany the psychic manifestation of a creature’s thoughts. Well, technically she saw the massive buffet table in the rear of the lecture hall. That’s why she went in the first place, but she found herself fascinated by the presentation. Not fascinated enough to stay in school or change her major, but still fascinated.
And that was a great lunch.
Shaking her head a bit to rejoin the current moment, she opened her comms. “We can come to you. Where are you, Breeze?”
All she said was ‘down here.’ Engine room? Cargo bay? Airlock? Lilly turns to the science station and brings up a map of the ship. “Computer, give me a lifeform scan of the ship. Display the position of all lifeforms. Highlight the current location of Sgt. Breeze.”
GM Q: I don’t know if you need a die roll for this, but if you do…
Computers: 1d20 + 10 ⇒ (13) + 10 = 23
Doctor Flint-Bridge II
|
John — Sorry, I missed your comment.
”The greys haven't had time to fully set the stage, but somehow they be controlling some of us. We should be thinking on that, Doctor.”
Lilly stops and considers John’s comment. She rubs her eyes and then pushes her fingers through her hair as if the motion will help the world make sense.
“I don’t know what’s going on, John. The details of what happened aren’t consistent. None of this makes sense. AGAIN!”
She takes a breath as if warming up for a solid diatribe when Breeze’s voice calls through the comms and blasts apart her train of thought.
| GM Quirk |
Breeze replies to T'sorkel. "I'm still down in medical. I think someone is trying to break in here. Something isn't right..."
She goes on to explain that at least two mercs are trying to break down the door to her room in medical.
I have begun placing your tokens on slide three. Any special plans or preparation you would like to make as you approach? You will be arriving via the lift (9 on the map). You may be able to approach quietly, as the anti-grav technology used within the lift is area is fairly quiet. The hallway approaching the medical rooms may be problematic for Rar'gul, though he can squeeze.
| Rar'gul |
Rar'gul nods in agreement, hefting his hammer to rest on a broad shoulder. "Let's go," he rumbles.
| T’sorkel |
T'sorkel nods. He tells Breeze over the comm, "We're on our way!" Then he draws his weapon shifting it into the sonic suppressor.
John U. Rawlins
|
John follows the others to the lift, but doesn't board. "We'll wait by the lift for your message. Be sure to send it back up once you're down there. Call if you run into too much trouble. "
Thanks for the option, GMQ. Even with that, the bridge just seems to important to leave unguarded. Can't have a grey beaming in here unopposed if we can help it.
Doctor Flint-Bridge II
|
Lilly checks her gear and inventories her biohacks, then nods to the party.
"Let's get going. Breeze isn’t going t’uh save herself.”
| GM Quirk |
There is a soft noise when the electrical motors momentarily alter gravity and drop T'sorkel, Rar'gul, Beauregard, and Dr. Flint-Bridge down onto the middle level of the Voidcrier.
They see two of the mercenaries, a vesk and a dwarf, attempting to break down the door to the medbay room Sergeant Breeze is currently in. The see you and turn their attention toward the new arrivals.
Though John and Galatea are on the bridge, I have included them at the tail end of this initiative so they can contribute if there is a way from the bridge to do so. Please see slide 3. Round 1, bold may go!
1. T'sorkel
2. Rar'gul
3. Enemy Vesk
4. Beauregard
5. Enemy dwarf
6. Dr. Flint-Bridge
7. John (on bridge)
8. Galatea (on bridge)
Dr. Flint-Bridge: 1d20 + 2 ⇒ (1) + 2 = 3
T’Sorkel: 1d20 + 6 ⇒ (20) + 6 = 26
Beauregard: 1d20 + 0 ⇒ (14) + 0 = 14
enemy red: 1d20 + 5 ⇒ (1) + 5 = 6
enemy blue: 1d20 + 4 ⇒ (12) + 4 = 16
| T’sorkel |
T'sorkel steps up to get a view of the mercenaries. Hey! Stop! Get away from the door!" He motions with his pistol as he tries to touch the Vesk's mind and fill him with dread.
Cast Fear on the Vesk. Will DC 17 or be frightened for 1 minute. Even on a success, he's shaken for 1 round.
Can T'sorkel see any sign on their faces or movements whether they are in full control and understanding what's going on? Perception +12; Sense Motive +12
| Rar'gul |
Brandishing his hammer, Rar'gul ppwers up the weapon and charges out of the elevator and in the direction of the mercenaries. Skirting around the furniture, the trox bellows, "Step away from the door!"
Approaching the door to the narrow hallway, he slides to the side, leaving a firing lane for his companions, and swings his hammer at the dwarf.
Diamagnetic storm hammer (vs KAC): 1d20 + 9 ⇒ (9) + 9 = 18
Bludgeoning & Electricity Damage: 1d8 + 8 ⇒ (6) + 8 = 14
| GM Quirk |
will save vs. fear: 1d20 + 6 ⇒ (15) + 6 = 21
Though he avoids the worst of T'sorkel's magic, the vesk is still shaken by the experience of encountering the shirren's spell. He brings his heavy weapon to bear and fires back at T'sorkel.
to hit with shaken penalty: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
damage, F: 1d8 + 3 ⇒ (3) + 3 = 6
Barely misses!
Meanwhile, Rar'gul swings his hammer, slamming it into the dwarf. The dwarf sputters and spits blood. There is a look of horror on his face, but he appears to be readying a swing.
Rar'gul, as far as I could tell, that was a normal, lethal attack. FYI, if you want, you can take a -4 penalty to hit and do non-lethal damage.
Though John and Galatea are on the bridge, I have included them at the tail end of this initiative so they can contribute if there is a way from the bridge to do so. Please see slide 3. Round 1, bold may go!
1. T'sorkel
2. Rar'gul
3. Enemy Vesk
4. Beauregard
5. Enemy dwarf (-14)
6. Dr. Flint-Bridge
7. John (on bridge)
8. Galatea (on bridge)