| GM Quirk |
Breeze replies to John, "Yeah, I have my sword, and I'll use it to defend myself. Keep me appraised of their position, and tell your 'mates not to kill those two--they can't be under their own control."
The dwarf steps through the doorway toward Rar'gul and swings a massive axe.
to hit: 1d20 + 10 ⇒ (9) + 10 = 19
damage, S: 1d12 + 8 ⇒ (9) + 8 = 17
Hmmm. Let me know if this is a hit, Rar'gul.
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)
Doctor Flint-Bridge II
|
Lilly readies her rifle as she moves into a ranged combat position, taking advantage of her size to slide behind a handy lounge chair in hope of gaining a bit of makeshift cover.
She winces hard as the dwarf’s hammer blow connects solidly with Rar’gul, but also catches the request from Breeze to subdue these two rather than terminate them.
A mischievous grin lights up her face. I have just the thing for that.
Dialing up a basic inhibitor, she takes careful aim at the dwarf.
Please, please, please hit…
Liquidator Casutolance: 1d20 + 6 ⇒ (1) + 6 = 7 vs dwarf EAC
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 acid damage, plus -2 penalty to AC and a bunch of other fun stuff if it had just hit
“Dammit.”
John U. Rawlins
|
John winces as he watches his friend take the axe. "Be strong, big guy. "
A thought occurs to him. "Rar'gul, retreat. Maybe you can draw him into the room for everyone to attack. "
Maybe whatever's driving their homicidal tendencies isn't a tactical genius, and you can draw him out then gang up on him.
| GM Quirk |
Dr. Flint-Bridge's weapon apparently misfires.
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 2, bold may go!
1. T'sorkel
2. Rar'gul (-17)
3. Enemy Vesk
4. Beauregard
5. Enemy dwarf (-14)
6. Dr. Flint-Bridge
7. John (on bridge)
8. Galatea (on bridge)
| T’sorkel |
It's like on the bridge! They aren't in control over themselves! T'sorkel turns to the dwarf and beckons him. Come, it will be alright!
Casting Command for him to come towards T'sorkel. Will DC 16
| Galatea-5 |
Galatea began frantically cutting into the comms, broadcasting both to her allies and to the stranded Breez. "Isolating the dwarven mercenary, locking hallway and medbay doors."
She then began running through the sub-routines from the command console on the bridge, attempting to lock the Vesk in the hallway, while preventing him from attacking either the survivors, or Breez herself.
OOC: So a Mechanic's Exocortex, when NOT combat tracking, can do a Standard Action to break into a computer system, if the Mechanic spends THEIR action to do a computer check, it effectively cuts the time required in half. I am trying to grab control of the ship's internal security measures, specifically door controls and lighting. My intention is to isolate the Vesk, leaving my allies to beat the dwarf into submission. I would like to, if the roll succeeds by enough to alternate the lighting in the Vesk's hallway between intense brightness and complete darkness to disorient them.
So here goes Computer check with Exocortex halving time requirements: 1d20 + 14 ⇒ (18) + 14 = 32. Hopefully that works.
| Rar'gul |
+1 EP due to damage taken. EP: 2/5
Rar'gul grunts as he takes a solid blow from dwarf's axe.
"Anyone going to tell them not to kkkill us?" the trox murmurs. "I'll do my best," he replies to his allies' suggestions.
Stepping back to create more of an opening for his companions (guarded step), Rar'gul drops a hand from his hammer, a shimmer of energy coalescing along his forearm.
Entropy shield (field tactical): +1 AC (KAC/EAC 19)
Reaching out with his bare hand, he attempts to subdue the dwarf as he grabs for his opponent's arm.
Entropic strike, non-lethal: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Bludgeoning damage: 1d6 + 10 ⇒ (2) + 10 = 12
| GM Quirk |
The dwarf ignores T'sorkel's attempt at magic, only briefly looking toward him. Otherwise, he continues to give the imposing form of Rar'gul most of his attention.
Rar'gul can't get a good hit on the tough dwarf. This won't be easy to knock him out.
The vesk levels her heavy laser weapon toward the lounge area, and seems to be preparing to step forward to find someone to shoot.
Just then, the door to the hallway slams shut. {ooc]Yes Galatea, it worked. Good thinking--so long as she doesn't blast her way into Breeze's room....[/ooc]
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 2, bold may go!
1. T'sorkel
2. Rar'gul (-17)
3. Enemy Vesk
4. Beauregard
5. Enemy dwarf (-14)
6. Dr. Flint-Bridge
7. John (on bridge)
8. Galatea (on bridge)
John U. Rawlins
|
John turns to Galatea. "I should have given my pistol to Beauregard. It be our best weapon to down adversaries without killing them. Come on."
He steps toward the elevator.
Nice move with the door to divide the enemy force.
| Galatea-5 |
The android nodded her agreement, though, given the thoroughly chaotic nature and sudden turn of events, she could not blame Rawlins for the lapse.
"I concur, let us make haste to assist your allies. The vesk's laser can slag through interior doors with sufficient time, placing Breez at risk." She checked the battery on her electric prod, noticing it was dangerously low from the surge her exocortex had channeled through it. While descending the elevator she swapped the battery with the one from the lashunta's laser rifle.
John U. Rawlins
|
The android nodded her agreement, though, given the thoroughly chaotic nature and sudden turn of events, she could not blame Rawlins for the lapse.
"I concur, let us make haste to assist your allies. The vesk's laser can slag through interior doors with sufficient time, placing Breez at risk." She checked the battery on her electric prod, noticing it was dangerously low from the surge her exocortex had channeled through it. While descending the elevator she swapped the battery with the one from the lashunta's laser rifle.
I guess that's us taking the lift down, GMQ. Let us know when the doors open on the mess hall.
| GM Quirk |
will save for vesk, ego whip: 1d20 + 4 ⇒ (10) + 4 = 14
Beauregard casts a spell at the vesk just as the door closes. He thinks it worked!
I failed the save, so she's staggered.
The dwarf steps toward Rar'gul, a pained look upon his face, and strikes again.
to hit: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d12 + 8 ⇒ (5) + 8 = 13
I think that's another hit!
John and Galatea, I will have you enter combat NEXT round. This round you'll be navigating the lift. Please see slide 3. Round 2, bold may go!
1. T'sorkel
2. Rar'gul (-30)
3. Enemy Vesk
4. Beauregard
5. Enemy dwarf (-14)
6. Dr. Flint-Bridge
7. John (on bridge)
8. Galatea (on bridge)
| Rar'gul |
I think that's another hit!
Close... but a miss! With the entropy shield from last turn, Rar'gul's ACs are 19!
Doctor Flint-Bridge II
|
Lilly frowns at her biohack case.
Only two left… time to switch tactics.
She drops the rifle, then pulls out her syringe stick and darts around the furniture into the fray.
Attack vs dwarf KAC using a basic inhibitor
Syringe Stick: 1d20 + 7 ⇒ (18) + 7 = 25
She practically yelps for joy as the needle slips through a break in the dwarf's armor and into his shoulder.
"Little pinch..."
Damage: 1d3 + 2 - 1 ⇒ (2) + 2 - 1 = 3 piercing damage plus the following effects: -2 penalty to AC, speed is decreased by 50% (minimum 5 feet), gains the encumbered condition, must succeed at a DC 15 Fortitude save or also gain the entangled condition.
Encumbered: All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse).
Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
| GM Quirk |
fort save: 1d20 + 6 ⇒ (9) + 6 = 15
He made it. Sorry. He's still -2 Ac--that helps.
John and Galatea, I will have you enter combat THIS round. This round you'll be navigating the lift. Please see slide 3. Round 3, bold may go!
1. T'sorkel
2. Rar'gul (-17)
3. Enemy Vesk
4. Beauregard
5. Enemy dwarf (-17)
6. Dr. Flint-Bridge
7. John
8. Galatea
| T’sorkel |
T'sorkel chitters in frustration as his attempts have been rebuffed so far. He moves up and sends a psychic scream at the dwarf. STOP THIS NOW!
Intimidate (DC15+1.5CR): 1d20 + 8 ⇒ (5) + 8 = 13 Nope
| Rar'gul |
Rar'gul raises his shield arm and narrowly blocks the dwarf's hefty blow.
+1 EP (EP: 3/5) due to opponent missed attack - Aspect Embodiment: 0/1
"Ccarrreful therre, Docc," the trox rumbles. "He packs quite a punch."
Redirecting the absorbed impact from his opponent's earlier strike, Rar'gul reaches out and attempts once again to grab the dwarf's arm. Move action: Entropic Boost: -2 EP; EP: 1/5
Entropic Strike, Non-lethal: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24 w/Entropic
Boost
Force damage: 1d6 + 10 + 2d4 ⇒ (5) + 10 + (1, 1) = 17
Doctor Flint-Bridge II
|
”Ccarrreful therre, Docc. He packs quite a punch.” did more.
Lilly grins back at Rar’Gul. ”It's a calculated play. I’m always careful, but I had to make sure I didn’t waste that shot. Besides, you’re worth the risk.”
| GM Quirk |
The dwarf goes down under Rar'gul's blow.
John and Galatea, I will have you enter combat THIS round. Please see slide 3. Round 3, bold may go!
1. T'sorkel
2. Rar'gul (-17)
3. Enemy Vesk
4. Beauregard
5. Enemy dwarf (UNCONSCIOUS)
6. Dr. Flint-Bridge
7. John
8. Galatea
Beauregard D. Truthpelt
|
Beauregard steps forward and opens up the door.
"Anyone want to knock out our Vesk friend? If it helps he has a REAL bad headache. Seeing the time knife will do that to you."
'Time Knife' meaning he saw all the realities of the multiverse folded into themselves into a single blade all at once. You get a cookie if you know what that's from without googling it.
| Galatea-5 |
Galatea noted the unconscious form of the dwarf, nodded at her companions, "Perhaps remove his armor, and apply binders, to ensure he doesn't hurt himself, or others when he regains consciousness." She looked to the closed door, "Breez is still confined in medbay, though the mercenary possesses heavy weaponry, please stand back from the line of fire."
As she stood at the door, she had her exocortex release the lock engaging the hallway door, while she overrode the safety parameters on her Arc Pistol, and fired a shot at the Vesk hoping to down him quickly.
OOC: Move action to draw my Side Arm, I will have my Exocortex Remote Hack the door to release the lock, preventing me from using Combat Tracking while it does so. I will then use my standard to overcharge my Arc pistol & fire. Ranged Attack vs Vesk's EAC: 1d20 + 9 ⇒ (12) + 9 = 21, for Electric, Non Lethal Damage: 2d6 + 2 ⇒ (3, 5) + 2 = 10. Hopefully that'll get him.
John U. Rawlins
|
John exits the elevator drawing his arc pistol. Where Galatea is able to slip through the crowd to a firing position, John stands impotently at the rear.
Move as shown. Delay attack.
| GM Quirk |
When Galatea and Beauregard open the door, there is a hail of laser fire coming from the corridor beyond.
Prepared action. Wanted to do automatic fire, but I can't do a full attack as a readied action. We'll target Beauregard here.
to hit: 1d20 + 12 ⇒ (14) + 12 = 26
damage, F: 1d8 + 3 ⇒ (2) + 3 = 5
Meanwhile, after a momentary flinch when the laser hits Beauregard, Galatea adjusts her aim and hits the vesk mercenary.
Please see slide 3. Round 3, bold may go!
1. T'sorkel
2. Rar'gul (-17)
3. Enemy Vesk (-10)
4. Beauregard
5. Enemy dwarf (UNCONSCIOUS)
6. Dr. Flint-Bridge
7. John
8. Galatea
| T’sorkel |
T'sorkel looks past the mass of people. We have to get them out. Or at least get to Breeze.
Pointless for T'sorkel to fire through the crowd.
Doctor Flint-Bridge II
|
It’s a big crowd in a small space, but moments like this just bring back memories of Lilly’s years living shipboard in a constant crowd. There was never enough room for everything or everyone.
There's no good way to do this. But I can slip through, get down there, and block the vesk, and I can probably hit him with a biohack. That should take the wind out of him so the team can finish him off. Time to earn my stripes.
Lilly glides through group and dashes down the corridor toward the vesk, syringe stick loaded and held ready. “Ayaaaaaaaa!”
Attack vs vesk KAC using a basic inhibitor
Syringe Stick: 1d20 + 7 ⇒ (13) + 7 = 20 If the attack misses, the inhibitor is NOT used.
Damage: 1d3 + 2 - 1 ⇒ (2) + 2 - 1 = 3 piercing damage plus the following effects: -2 penalty to AC, speed is decreased by 50% (minimum 5 feet), gains the encumbered condition, must succeed at a DC 15 Fortitude save or also gain the entangled condition.
Encumbered: All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse).
Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
| T’sorkel |
T'sorkel eyes the remaining Vesk and moves through the doorway, trying to get him to give himself up. Drop your weapon!
Casting Command (Will DC 16)
John U. Rawlins
|
Using the delayed action to move.
Seeing Doc Flintbridge rush forward, John pushes past Galatea and Beauregard. There's a brief delay negotiating the doorway with T'sorkel, but the human dashes down the corridor.
"Doc! Get behind me."
There's a chance I can get behind the vesk next round.
| GM Quirk |
will save vs. command: 1d20 + 4 ⇒ (3) + 4 = 7
fort save vs. biohack: 1d20 + 5 ⇒ (8) + 5 = 13
That's two failed saves.
The vesk drops her large laser weapon. She also seems to be having a hard time moving.
She still manages to pull a doshko and attack Dr. Flint-Bridge.
to hit with penalty: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
damage, F: 1d8 + 3 ⇒ (1) + 3 = 4
Dr. Flint-Bridge is hit by the vesk.
Please see slide 3. Round 4, bold may go!
1. T'sorkel
2. Rar'gul (-17)
3. Enemy Vesk (-13)
4. Beauregard
5. Enemy dwarf (UNCONSCIOUS)
6. Dr. Flint-Bridge
7. John
8. Galatea
| Rar'gul |
Apologies about delay, I've been working away at this post for a few days with a few back up plans in place. It may be a little hair-brained, but let's see how it pans out.
Closing his fist around the dwarf's arm, Rar'gul sends a wave of stored energy to wash over his opponent. When the explosive barrage overwhelms the dwarf, the trox lowers his foe to the ground, not ungently.
”It's a calculated play. I’m always careful, but I had to make sure I didn’t waste that shot. Besides, you’re worth the risk.”
Hearing Doc's words, he is struck by the strange juxtaposition of moments within combat. Displays of tenderness, bravery, sacrifice - and even beauty - amidst the violence, fear and savagery.
Turning toward his diminutive companion, Rar'gul opens his mouth to speak, but is interrupted as colours explode to swirl about the halfling. Stumbling, the trox barely catches himself, the signs and portents disappearing as quickly as they had come.
The dreams had never before come to him waking! He had no idea what it meant, but something was going to happen. And it involved Doc.
He tries speaking several times without success. "Just don't do anything stupid," he eventually growls - due to concern, more curtly than he intended. In an effort to take out some of the sting, he adds, "That's my job."
"Stay herre and I'll-" he begins, too late, as Doc dashes into the corridor ahead. Rar'gul groans when John and T'sorkel are quick to follow the halfling's charge. Tightening his grip on his hammer, he follows on the heels of his companions.
(-1 EP (EP:0/5) as part of move action below to increase speed by 10ft: now 50ft)
Entering the narrow corridor, the massive trox shifts his centre of gravity, using floor and walls, practically running on all fours, as he scampers headlong down the passage as though traversing some subterranean tunnel deep beneath the Halls of the Everqueen.
(Tight Fit: squeezing, not entangled, movement -5ft: now 45 ft)
Approaching the beleaguered vesk, he clenches his jaw when he notices Doc and John closing from the front. With the traffic in between, their foe would remain out of reach of his hammer's strike. Impulsively and against his better judgement, Rar'gul tries vault past the vesk and strike from behind, in an effort to take the vesk's attention from Doc.
I'm not sure what you determine is most appropriate skill here - Jump or Tumble. If there is room above the vesk (not sure of ceiling height), I'd like to try to Jump over them. Not sure how this would work as it is some combination of vertical and horizontal jumping??
It may also provoke from the vesk. I'm fine with this.
If you take a 10-foot running start just prior to the jump attempt, the DC is equal to the number of feet you are attempting to jump horizontally, or four times the number of feet you are attempting to jump vertically.
If you do not take a running start, the DC of the check doubles. The DC is modified by the same environmental circumstances that apply to Acrobatics checks to balance (see page 135). If you fail the check, you fall. If you fail by 5 or more, you fall prone even if you don’t take any damage from the fall. Creatures with a land speed of 35 feet or more gain a +4 bonus to Athletics checks to jump. This bonus increases by 4 for every 10 by which a creature’s land speed exceeds 40 feet. You can’t take 20 on Athletics checks to jump
I'd also like to toss in a bottle cap, 'cause I think this would be cool to pull off B)
Die 1: 1d20 ⇒ 2 Die 2: 1d20 ⇒ 9 (dang!)Jump=above roll+11+4+4 (might be just enough if the vesk is no more than 7ft tall...)
or
Acro=above roll+10 (fail)
- Rar'gul has has moved 35ft so far (to the square Doc occupies), giving him another 10ft to use during this action.
- He also currently has a land speed of 50ft, giving him the extra +4 shown above(although, perhaps with squeezing, this is also reduced?).
If the above is successful, he will be behind the vesk, otherwise in the space behind John.
After his attempt to get behind the vesk, the trox slams his hammer home. (Provided he's not Prone)
Called thrown diamagnetic storm hammer (vs KAC): 1d20 ⇒ 14
If, in front of vesk: Thrown (+8) or from behind vesk: Melee (+9)
Bludgeoning & Electricity Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Doctor Flint-Bridge II
|
Lilly’s needle connects, and her last prepared biohack surges into the Vesk mercenary. The soldier’s eyes go glassy and her movements become slowed.
From behind, she hears T’sorkel’s command spell. The soldier responds! “Yes! This one’s fin…”
Somehow the Vesk draws a doshko and swings it forward, cutting off the thought. Lilly spins toward the wall, but the blade nicks her arm.
Pointing to the Vesk, Lilly’s yell cracks with strain. “GET HER!” Then she leans in for another needle stab.
Attack vs vesk KAC using no chemicals
Syringe Stick: 1d20 + 7 ⇒ (3) + 7 = 10 Seriously!?
Damage: 1d3 + 2 - 1 ⇒ (3) + 2 - 1 = 4
A quick glance over her shoulder shows John standing close. “C’mon in. There’s Vesk enough for all of us, but she’s going down.”
John — Lilly has the scurry feat, so you and she can share a square without penalties.
| GM Quirk |
Perhaps in a panic, Rar'gul surprisingly pushes past many of you. With amazing alacrity, he squeezes himself into the narrow corridor and hurries...no...sprints toward Lilly, John, and the vesk mercenary. With an amazing, gold-medal winning leap, he clears the vesk and ends up on the far side of the vesk.
Amazing turn, Rar'gul. Yes, your roll was high enough to clear the roughly 6' tall vesk. Two things: I am uncertain if you would take an AoO here. I think I will roll one--as cool as your move down the narrow corridor is, I'm not sure you can avoid a properly trained mercenary. Also, since you were behind the vesk, flanking would apply (and for that matter, the biohack has her AC lower). Your hammer hits, but barely.
The vesk thrusts her doshko as Rar'gul passes by.
to hit: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
damage: 1d8 + 3 ⇒ (5) + 3 = 8
Rar'gul then brings his hammer down upon the vesk, who hisses in pain.
Dr. Flint-Bridge, with all of the action around her, has a hard time connecting with her needle.
Please see slide 3. Round 4, bold may go!
1. T'sorkel
2. Rar'gul (-25)
3. Enemy Vesk (-26)
4. Beauregard
5. Enemy dwarf (UNCONSCIOUS)
6. Dr. Flint-Bridge
7. John
8. Galatea
| T’sorkel |
When the Vesk drops his gun, T'sorkel eyes shine and his bring his arm up to celebrate...just as the mercenary draws his doshko to attack Lily. He throws his hands up in frustration. Oh, come on! The Shirren sends a frustrated telepathic scream at the Vesk.
Demoralize: 1d20 + 8 ⇒ (7) + 8 = 15 Fail
John U. Rawlins
|
John flattens himself against the wall and ducks when the trox comes sailing overhead. He quickly straightens up and fires his shock pistol over Doc Flint-bridge's head.
arc pistol, static v EAC, non-lethal mode: 1d20 + 7 ⇒ (15) + 7 = 22 ... damage: 1d6 + 2 ⇒ (4) + 2 = 6 critical Arc 2; Stun)
Taking advantage of the vesk's reaction to the close range gunfire, he brushes past her to open the door in the corridor and slip inside. "Doc, in here!"
Attack and then move as shown. I'll do the anti-AOO thing too, although the vesk's already burnt her AoO on Rar'gul.
Doctor Flint-Bridge II
|
John speaks the truth. You can pop into my square, then I shift into the room he's holding open. And yes, Scurry rocks! :)
| GM Quirk |
The vesk turns and swings her doshko wildly at Rar'gul.
She really isn't looking very good.
to hit: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d8 + 5 ⇒ (1) + 5 = 6
A hit, I believe.
Please see slide 3. Round 5, bold may go!
1. T'sorkel
2. Rar'gul (-31)
3. Enemy Vesk (-32)
4. Beauregard
5. Enemy dwarf (UNCONSCIOUS)
6. Dr. Flint-Bridge
7. John
8. Galatea
| Rar'gul |
Rar'gul turns slightly, his armour taking most of the force of the doshko's blow.
"I've had enough of this psycchiccc puppetrry!" he rumbles. Reaching toward the vesk, he tries to engulf her in a restraining hold.
Grapple, Entropic strike: 1d20 + 9 + 2 + 2 ⇒ (2) + 9 + 2 + 2 = 15 w/Grappler+flanking
| T’sorkel |
T'sorkel tries to fire past the others at the Vesk with his sonic suppressor.
Attack (cover): 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Sonic Damage: 1d4 + 2 ⇒ (2) + 2 = 4
| Galatea-5 |
Frustrated by the narrow corridor, Galatea focused a moment, her exocortex interfacing with her visual processor. As she did so, time seemed to slow down for a fraction of a second, computations of angles, distances and trajectories flooded her peripheral vision, as a reticle snapped into place over the vesk. She double checked the Arc pistols charge, dampened the safety protocols, and snapped an overcharged shot at her target.
OOC: Move action to initiate Combat Tracking on the Vesk, providing me with a BaB of 5, rather than 3, a +2 bonus. Standard Action to Overcharge & Fire the Arc Pistol, still set to non-lethal, at the Vesk. So BaB 5, Dex 5, and Weapon Focus, 1, for a total to-hit of +11 vs Eac, To-hit vs EAC: 1d20 + 11 ⇒ (17) + 11 = 28, for Electric Damage: 2d6 + 2 ⇒ (3, 4) + 2 = 9. Hopefully it hits this time, this hallway is getting crowded!
John U. Rawlins
|
John lowers his pistol , but doesn't holster it yet. He taps his cane on the ground.
"We should check the other Perytons. Round up anyone who be misbehaving, shove them in an airlock, and seal the doors. Unless there be a hoosegow on this ship?"
The last directed at Galatea.
| T’sorkel |
Breeze is their compatriot. Let's talk to her and see what she witnessed. T'sorkel waves at the door to the medbay. Can someone open this?
| Galatea-5 |
Galatea nodded at Rawlins, "Brig, end of this hall, two person caaapacity. Be tight if you plan on throwing all the Perytons in there," she shrugged. "Not like you've got many options."
Assessment spoke she moved towards the medbay doors, punching in an override code to bypass the lockout. "Let's get them restrained, and out of their armor," turning to Flint-Bridge, "examine them for any evidence of recent surgical examination?"