Luke_Parry |
You have just arrived on Absalom Station aboard the shuttle Okimoro, having made arrangements to meet a dwarven Starfinder named Duravor Kreel in Docking Bay 94.
Kreel has promised to show you around the station, help you get settled, and facilitate your membership into the Starfinder Society.
The brightly lit docks of Absalom Station are abuzz with activity as travellers bustle by, preparing to board or disembarking from starships bound to or from any of dozens of worlds. Brash and swaggering starpilots, scurrying ysoki mechanics, and expectant colonists mingle with enigmatic kasatha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, creating a microcosm of the abundance and variety of life in the Pact Worlds. New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life on the vast space station. Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and baggage. A sharp tang of ozone hangs in the air—a byproduct of electrical discharges from the docked ships—but underneath, the station’s atmosphere has a slightly used aroma. The docking bay’s deck plates thrum beneath your feet, though whether it’s from the passage of innumerable feet or the vibrations of the station’s power conduits and air recycling systems is impossible to say.
Rimmer: 1d20 + 5 ⇒ (20) + 5 = 25.
Rimmer easily spots Kreel waiting for him in the middle of the docking bay. Kreel is tall and lanky for a dwarf, with a bristly, iron-gray beard and deep-set eyes beneath bushy eyebrows. With his patched and stained coveralls, the dwarf looks like just another dockworker, but a badge bearing the symbol of the Starfinder Society stands out on his chest. Kreel checks the computer he’s holding and looks up to scan the crowd. When he sees Rimmer, he raises a hand in greeting and gives him a friendly smile.
Before Rimmer can return the greeting, however, he notices two groups of people on
the fringes of the docking bay furtively taking up defensive positions among stacks of cargo crates and machinery...
Suddenly, the air is suddenly filled with laser blasts as the Kings and the 21 Crew open fire on each other. Bystanders scream and flee in terror, diving for cover or milling about frantically. Kreel freezes, paralyzed with fear...
Downside Kings: 1d20 + 4 ⇒ (15) + 4 = 19.
Level 21 Crew: 1d20 + 4 ⇒ (13) + 4 = 17.
Rimmer: 1d20 + 4 ⇒ (10) + 4 = 14.
6d6 ⇒ (1, 3, 5, 2, 1, 4) = 16.
Rimmer is caught in the cross-fire...
Azimuth Laser Pistol: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimuth Laser Pistol: 1d20 + 6 ⇒ (7) + 6 = 13, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimuth Laser Pistol: 1d20 + 6 ⇒ (4) + 6 = 10, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimuth Laser Pistol: 1d20 + 6 ⇒ (15) + 6 = 21, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimuth Laser Pistol: 1d20 + 6 ⇒ (16) + 6 = 22, for 1d4 + 1 ⇒ (1) + 1 = 2 Fire damage.
Azimuth Laser Pistol: 1d20 + 6 ⇒ (14) + 6 = 20, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
...and so is Kreel - he is caught straight through the forehead by a blast, and collapses to the ground without a sound.
A Warm Gang Welcome, Surprise Round:
Downside Kings (-3, -3, -)
Level 21 Crew (-3, -, -)
R2 (-)
Arnold Judas Rimmer |
Rimmer, who had been enjoying himself, sighs.
Great. I haven't even joined yet, and already I am getting shot at. Maybe I should have stayed on as a Vending Machine Repairman on Akiton, after all...
He draws his pistol, and switches it to 'non-lethal' mode.
Luke_Parry |
6d6 ⇒ (2, 1, 5, 4, 5, 1) = 18.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Rimmer is hit twice by stray shots...
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
...whilst the gang-members continue to fire upon each other.
A Warm Gang Welcome, Round 1:
Downside Kings (-7, -7, -)
Level 21 Crew (-8, -3, -)
R2 (-)
Arnold Judas Rimmer |
Rimmer starts returning fire, starting with the group that shot at him.
Trick: 1d20 + 14 ⇒ (13) + 14 = 27.
Static Arc Pistol: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d6 + 1d4 ⇒ (5) + (1) = 6 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18, for 1d6 ⇒ 5 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9, for 1d6 ⇒ 3 Non-lethal Electricity damage.
Luke_Parry |
Rimmer only manages a single hit.
5d6 ⇒ (2, 2, 6, 6, 4) = 20.
The one Rimmer shot at understandably fires back at him...
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Rimmer is hit twice...
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19, for 1d4 + 1 ⇒ (1) + 1 = 2 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10, for 1d4 + 1 ⇒ (1) + 1 = 2 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9, for 1d4 + 1 ⇒ (1) + 1 = 2 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, for 1d4 + 1 ⇒ (1) + 1 = 2 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
...whilst the other gang-members continue to fire upon each other.
The heavily injured one that Rimmer shot at goes down, and several others are wounded.
A Warm Gang Welcome, Round 2:
Downside Kings (-10, -2)
Level 21 Crew (-10, -6, -5)
R2 (-18)
Arnold Judas Rimmer |
Gritting his teeth, Rimmer keeps firing at the same group.
Trick: 1d20 + 14 ⇒ (5) + 14 = 19.
Static Arc Pistol: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d6 + 1d4 ⇒ (1) + (4) = 5 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, for 2d6 ⇒ (1, 5) = 6 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15, for 1d6 ⇒ 1 Non-lethal Electricity damage.
Luke_Parry |
Rimmer KO's one, and injures another.
3d6 ⇒ (6, 5, 5) = 16.
The one Rimmer shot at understandably fires back at him...
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22, for 1d4 + 1 ⇒ (1) + 1 = 2 Fire damage.
Rimmer is hit once...
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, for 1d4 + 1 ⇒ (3) + 1 = 4 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6, for 1d4 + 1 ⇒ (1) + 1 = 2 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Azimth Laser Pistol: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
...whilst the other gang fires upon the only remaining target from the other gang, taking him down.
They then immediately run off.
Combat over.
R2 (-20)
Arnold Judas Rimmer |
Cursing, Rimmer moves over to check on his Dwarven contact...
...then moves to check the Gang bodies (both living and dead).
Luke_Parry |
Kreel is, unfortunately, well and truly dead.
On his corpse, you find little other than his computer, which contains Rimmer's name and description, as well as one additional name: Chiskisk, and an address.
Culture: 1d20 + 9 ⇒ (1) + 9 = 10.
Searching the gang bodies:
Flight suit stationwear x3, azimuth laser pistol with battery (20 charges) x3, club x3, credstick (150 credits) x3.
At about this point, station security finally arrives; too late to join in the fight. Emergency medical services follow a few minutes later to assist the injured. Security personnel question witnesses (including Rimmer) and take their statements. Fortunately, the witnesses agree that Rimmer didn’t start the fight, so they are free to go. If asked, any of the security officers can identify the two groups involved as two of Absalom Station’s most infamous street gangs: the Downside Kings and the Level 21 Crew...
Arnold Judas Rimmer |
Rimmer harvests everything except the armour.
When he is able, he takes news of Kreel's death to the address that was on his computer...
Maybe I can salvage something from all of this...
Luke_Parry |
Searching for the address, Rimmer discovers that it is the Lorespire Complex.
The Lorespire Complex, located in Absalom Station’s Ring sector, is a campus with multiple buildings and rooms, though its eponymous spire is what people most associate with the Starfinder Society’s headquarters. Upon arrival, Rimmer greeted by a receptionist who inquires as to his
business with the Starfinder Society. Mentioning the shootout in the docking bay, Duravor Kreel’s death, or the name found on Kreel’s computer (Chiskisk), the receptionist points them toward a small waiting
room and politely asks them to wait.
After several minutes, a functionary arrives to lead them to a cluttered but clean office deep in the complex.
Seated behind a polished and unadorned plastic desk, is a Shirren who introduces themselves as Chiskisk. They wear understated business clothes and are nervously flexing their antennae from side
to side — a shirren expression of perplexity.
Chiskisk welcomes Rimmer, offers him refreshments (filtered water and processed-protein wafers), and bids him sit down before introducing themself.
“I am sorry that I cannot welcome you to Absalom Station under better circumstances. I assure you that such attacks are not a daily occurrence, though I realize that is likely small comfort to you. I am pleased that none of you were seriously hurt, but I grieve for Duravor’s death. He was a valued member of the Society, and a friend. May the Lady of Graves be kind in her judgment of his soul.” The shirren bows their head momentarily, then looks up, their compound eyes glittering.
“What puzzles me is the reason behind the attack.” Chiskisk taps a few commands into their computer. “According to the incident report just released by station security, two gangs were involved in the attack: the Downside Kings and the Level 21 Crew. Gang wars are not uncommon on the station, but they usually confine themselves to the more lawless sectors like the Puddles. It is rare for street gangs to battle openly in public areas like the docks. I cannot help but wonder whether all is as it seems. There must be a reason why those two gangs were at Docking Bay 94 at that time — the time of your arrival, coincidentally. But was it coincidence? Were you and Duravor just innocent bystanders caught in the crossfire, or might you and he have been specifically targeted? And if so, why?
My understanding is that you are interested in becoming a Starfinder, and since you were witness to the attack, I would like to ask you to investigate the incident on behalf of the Society. Find out exactly what happened and why. It may simply be a matter of being in the wrong place at the wrong time — I have no doubt station security will rule it so — but if Duravor was murdered, I would like to find justice for my friend. At the same time, this will give you the opportunity to demonstrate your own skills and abilities and show the Society that you are worthy of the title ‘Starfinder.’ Good luck.”
He then gives you 200 credits as a 'signing bonus'.
You can make Culture checks (and/or Diplomacy/Intimidate checks) to gather information on the following topics:
Duravor Kreel
Level 21 Crew
Downside Kings
More options may open up with good rolls.
Arnold Judas Rimmer |
Rimmer happily takes the 200 credits, then settles down to see what he can uncover.
Culture - Duravor Kreel: 1d20 + 9 ⇒ (19) + 9 = 28.
Culture - Level 21 Crew: 1d20 + 9 ⇒ (2) + 9 = 11.
Culture - Downside Kings: 1d20 + 9 ⇒ (9) + 9 = 18.
Diplomacy - Level 21 Crew: 1d20 + 4 ⇒ (15) + 4 = 19.
Diplomacy - Downside Kings: 1d20 + 4 ⇒ (3) + 4 = 7.
Luke_Parry |
Rimmer learns the following:
Duravor Kreel was a midranking member of the Starfinder Society. Most of his work focused on mineral prospecting, but he also took an interest in mentoring new and prospective members of the Society.
Kreel was a native of the Diaspora, the diffuse asteroid belt between Verces and Eox, and was known to have ties to dwarves and other mining groups in the region. An outspoken champion of miners’ rights, Kreel was active in challenging large corporate interests that exploited individual miners and laborers, including Astral Extractions.
Kreel had personally invested money in the Hardscrabble Collective. In addition, one of his cousins was a member of the group, but she died in a mining accident—the result of safety violations perpetrated by her contract employer, Astral Extractions.
This opens up Astral Extractions and the Hardscrabble Collective as avenues of research - both only with Culture.
Rimmer also learns the following:
The Downside Kings are a brutal street gang that controls several decks of Absalom Station’s lower levels, or “Downside,” through a combination of intimidation and violence. They are known to engage in a wide variety of illegal activities, from extortion, fraud, robbery, smuggling, and theft, to drug and arms trafficking, kidnapping, murder-for-hire, and trafficking in sentient species.
Also, *no-one* wants to talk to Rimmer about them...
The Level 21 Crew are a street gang that claims (unsurprisingly) Level 21 of Absalom Station’s seedy lower decks as its territory. Their known criminal endeavors include theft, fencing stolen goods, gambling, prostitution, racketeering, and smuggling.
Asking around, however, Rimmer also learns that the Level 21 Crew may be a criminal gang, but they have a reputation in their territory (and neighbouring levels) for promoting community empowerment, and many neighbourhood residents tolerate or tacitly endorse their activities. The gang has also been known to hire itself out to defend marginalized and threatened groups or factions. A grizzled ysoki called Jabaxa currently leads the Level 21 Crew.
Arnold Judas Rimmer |
Rimmer starts researching the new options...
Culture - Astral Extractions: 1d20 + 9 ⇒ (16) + 9 = 25.
Culture - Hardscrabble Collective: 1d20 + 9 ⇒ (12) + 9 = 21.
Luke_Parry |
Rimmer learns the following:
Astral Extractions is a powerful mining conglomerate with business ties throughout the Pact Worlds. Most of the company’s operations are centered in the Diaspora and the rocky moons of the outer planets, but it has also begun sending scout vessels into the Vast in search of new claims. The company recently hired one of the Hardscrabble Collective’s ships, the Acreon, for one of these exploratory missions.
The public face of Astral Extractions is that of an ethical and respectable corporation, but outside of the public eye, some say the company uses hired muscle—corporate mercenaries, strikebreakers, and even criminal elements—as proxies to intimidate and threaten those who stand in its way.
Following the arrival of the Acreon, Astral Extractions secretly hired a violent Absalom Station street gang called the Downside Kings to coerce the Hardscrabble Collective into abandoning its claims on the Acreon and the Drift Rock.
----------------------
The Hardscrabble Collective is a clan of stubborn asteroid miners that operates primarily among the scattered planetoids of the Diaspora. It has no offices or base of operations, but the clan members usually view the Armada — the ever-changing fleet of ships that orbit Absalom Station — as a central gathering place. Collective crews hire their ships out to a wide variety of business concerns, including Astral Extractions, which recently employed the Collective ship Acreon to scout for new mining prospects in the Vast.
While the Hardscrabble Collective calls itself a clan, it is more of a cooperative business enterprise, a coalition of dozens of ships’ crews who have banded together for mutual benefit and safety. While some of the Collective’s members are related, most of them are individuals from a dozen different races: humans, dwarves, androids, ysoki, and more. Nevertheless, the Hardscrabble Collective is as tightly knit as many families, and members fiercely look after one another’s welfare.
Following the arrival of the Acreon and Astral Extractions’ claim on the ship and the Drift Rock, the Hardscrabble Collective contracted with an Absalom Station street gang called the Level 21 Crew to protect its members and its interests on the station until the dispute can be resolved.
Arnold Judas Rimmer |
Rimmer groans.
Great. Big corporations are fighting amongst themselves, and it is the little people who pay for it. Typical.
Nevertheless, he decides to go down to Level 21 to have a 'chat' with the crew about what is going on...
Luke_Parry |
Rimmer: 1d20 + 9 ⇒ (7) + 9 = 16.
The twenty-first deck in the Spike, is part of the crowded, run-down lower half of Absalom Station. The surrounding neighborhood is low-end, but not quite a slum, and Rimmer eventually identifies a bodega called Mama Fats' as a Gang front, based upon the gang tags upon the walls.
Going inside, Rimmer finds the counter being manned by an obese Halfling woman - the eponymous Mama Fats'.
She glances Rimmer over sourly.
"You ain't from around here. Whadaya want?"
Arnold Judas Rimmer |
Rimmer bows politely.
"Actually, I was hoping to have a chat with the Level 21 Crew about the recent unpleasantness in Docking Bay 94? I am here on behalf of the Starfinder Society - one of their members died, and they want answers..."
Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24.
Luke_Parry |
A few hours later...
Rimmer is escorted to a room in the back of the bodega, where a cyber-enhanced Ysoki, backed up by two well-muscled humans, sits at a table.
The Ysoki introduces himself as Jabaxa, asks Rimmer to take a seat, and pours out a shot of bathtub moonshine for each of them as a gesture of
hospitality.
"I understand that you had some questions, and that the enemy of my enemy might be a friend...?"
Arnold Judas Rimmer |
Rimmer takes the proffered shot, and knocks it back quickly.
He then nods.
"Yes - I an investigating the death of Duravor Kreel in the little fracas that occurred in Docking Bay 94, on behalf of the Starfinder Society. As I am sure you can appreciate, they like to look after their own, so when a member dies, they want to get to the bottom of why it happened. I know that the Level 21 Crew and the Downside Kings have been hired by rival corporations to defend their interests, but I want to determine whether Kreel was specifically targeted, or it was simply 'an accident'..."
Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5.
Diplomacy - RP: 1d20 + 4 ⇒ (14) + 4 = 18.
Luke_Parry |
Jabaxa nods.
"I can appreciate that... the fact that you didn't shoot at any of my boys in the shoot-out certainly counts in your favour..."
He then frowns.
"Look - none of my crew killed Kreel; it must have been the Downside Kings - they were the ones who started the shoot-out, after all. I reckon you should go have a 'chat' with them. Their current boss is a barbarous human woman named Ferani Nadaz, and she operates out of a nightclub called Fusion Queen, which they use as a front for their 'business'."
He then gives a nasty grin.
"That said, they ain't likely to be as nice as me and my boys; I suspect you will need to 'pacify' them vigorously to get them to cooperate..."
He then gives you directions to the nightclub.
Arnold Judas Rimmer |
Rimmer bows politely.
"Thank-you for that information. I'll make sure that they are given an appropriately warm greeting."
He then heads down to the club.
Luke_Parry |
B1:
Lurid neon lights brighten the otherwise dingy space station corridor here, advertising the main entrance to Fusion Queen.
Rimmer: 1d20 + 9 ⇒ (5) + 9 = 14.
Standing out the front are two Downside King toughs, suspiciously watching the street...
DK: 1d20 + 4 ⇒ (8) + 4 = 12.
Rimmer: 1d20 + 4 ⇒ (6) + 4 = 10.
...when they see Rimmer, they curse, and pull weapons!
Azimuth Laser Pistol: 1d20 + 6 ⇒ (16) + 6 = 22, for 1d4 + 1 ⇒ (1) + 1 = 2 Fire damage.
Azimuth Laser Pistol: 1d20 + 6 ⇒ (18) + 6 = 24, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
Bouncers, Round 1:
DK (-, -)
Rimmer (-7)
Arnold Judas Rimmer |
"Frell!"
Rimmer opens fire...
Trick: 1d20 + 14 ⇒ (14) + 14 = 28.
Static Arc Pistol: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d6 + 1d4 ⇒ (1) + (4) = 5 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2, for 1d6 ⇒ 1 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13, for 1d6 ⇒ 6 Non-lethal Electricity damage.
Luke_Parry |
Rimmer lands two shots, and the injured gang-banger runs away.
His colleague curses, and keeps firing...
Azimuth Laser Pistol: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9, for 1d4 + 1 ⇒ (2) + 1 = 3 Fire damage.
Azimuth Laser Pistol: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13, for 1d4 + 1 ⇒ (4) + 1 = 5 Fire damage.
...but misses.
Bouncers, Round 2:
DK (-)
Rimmer (-7)
Arnold Judas Rimmer |
"Better."
Rimmer tries to frighten-off the remaining thug.
Trick: 1d20 + 14 ⇒ (8) + 14 = 22.
Static Arc Pistol: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 1d4 ⇒ (2) + (4) = 6 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3, for 1d6 ⇒ 4 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10, for 1d6 ⇒ 4 Non-lethal Electricity damage.
Arnold Judas Rimmer |
Rimmer smooths his hair down, reloads his pistol with a new battery, then heads inside.
Luke_Parry |
B2:
The dimly lit interior of the nightclub is filled with the press of sweaty bodies, a haze of narcotic smoke, and the pounding beat and ululating vocals of bakarang music blaring from the main stage in the northeast corner of the room. A sinuous bar winds around the northwest corner, offering a variety of drinks and drugs for purchase. Booths line the south wall of the club, facing the main stage in the northeast corner and the crowded dance floor beneath it. Gyrating dancers stand atop four smaller stages scattered around the club: one behind the bar, one in the center of the room, and two flanking the main stage. Wide double doors marked “Staff Only” exit the room to the west.
Arnold Judas Rimmer |
R2, pistol in hand, carefully heads for the 'Staff Only' door.
Stealth: 1d20 + 7 ⇒ (8) + 7 = 15.
Luke_Parry |
No-one reacts to the drawn pistol, although it is obvious that several people notice it.
Almost as if this sort of thing has happened before...
B3:
This large storeroom is filled with supplies for the bar outside, including bottles of hard alcohol, kegs of beer, and boxes of food and recreational stimulants. One corner holds amplifiers, musical instruments, and costumes for the club’s entertainers. A single door stands in the north wall.
Three Downside Kings are sitting at a table in this room playing cards...
Seeing Rimmer, they curse, and leap to their feet!
DK: 1d20 + 4 ⇒ (18) + 4 = 22.
Rimmer: 1d20 + 4 ⇒ (20) + 4 = 24.
Extra Muscle, Round 1:
Rimmer (-7)
DK (-, -, -)
Arnold Judas Rimmer |
Rimmer shrugs, and unleashes.
Trick: 1d20 + 14 ⇒ (10) + 14 = 24.
Static Arc Pistol: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d6 + 1d4 ⇒ (6) + (2) = 8 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2, for 1d6 ⇒ 1 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18, for 1d6 ⇒ 2 Non-lethal Electricity damage.
Luke_Parry |
Rimmer heavily injures one gang-banger, who runs away.
The other two, however, draw pistols, and start firing!
Azimuth Laser Pistol: 1d20 + 6 ⇒ (15) + 6 = 21, for 1d4 + 1 ⇒ (2) + 1 = 3 damage.
Azimuth Laser Pistol: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d4 + 1 ⇒ (4) + 1 = 5 damage.
Extra Muscle, Round 2:
Rimmer (-15)
DK (-, -)
Arnold Judas Rimmer |
Cursing, Rimmer keeps firing.
Trick: 1d20 + 14 ⇒ (9) + 14 = 23.
Static Arc Pistol: 1d20 + 4 ⇒ (12) + 4 = 16, for 1d6 + 1d4 ⇒ (2) + (4) = 6 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10, for 1d6 ⇒ 5 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4, for 1d6 ⇒ 4 Non-lethal Electricity damage.
Arnold Judas Rimmer |
Rimmer tries to scare-off the final thug.
Trick: 1d20 + 14 ⇒ (4) + 14 = 18.
Static Arc Pistol: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d6 + 1d4 ⇒ (6) + (4) = 10 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, for 2d6 ⇒ (1, 3) = 4 Non-lethal Electricity damage.
Static Arc Pistol: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, for 2d6 ⇒ (2, 2) = 4 Non-lethal Electricity damage.
Luke_Parry |
This time, Rimmer injures the thug, but he doesn't run off, instead shooting back.
Azimuth Laser Pistol: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21, for 1d4 + 1 ⇒ (1) + 1 = 2 damage.
Azimuth Laser Pistol: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5, for 1d4 + 1 ⇒ (3) + 1 = 4 damage.
...but only hitting once.
Extra Muscle, Round 4:
Rimmer (-17)
DK (-8)
Arnold Judas Rimmer |
Rimmer shrugs.
"You'll feel this in the morning..."
He then shoots the man once...
Trick: 1d20 + 14 ⇒ (8) + 14 = 22.
Static Arc Pistol: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d6 + 1d4 ⇒ (4) + (2) = 6 Non-lethal Electricity damage.
...and reloads his pistol.
Luke_Parry |
Rimmer KO's the man.
Combat over.
Searching the body:
Flight suit stationwear, azimuth laser pistol with battery (20 charges), club, credstick (150 credits).
The bar supplies are worth a total of 1,500 credits if sold or fenced as trade goods, though they are quite bulky, and it would likely take several trips to completely empty the storeroom (any surviving Downside Kings would not look kindly on such wholesale theft from the gang, however).
The entertainment equipment in the storeroom can be sold or fenced for an additional 500 credits.
Arnold Judas Rimmer |
Rimmer makes a note to come back for the stuff here, then draws his cannon, and powers on through the next door.
Luke_Parry |
B4:
The Downside Kings orchestrate most of their gang business from this office, which contains a desk, several chairs, and vidscreens tuned to multiple entertainment feeds. A door to the northeast leads to another room.
Of more immediate concern, however, is the large vesk wielding a laser-cannon standing in the middle of the room, whilst a human woman crouches behind the desk, pistol aimed straight at the doorway.
"I don't know who you are, boy, but you are going to regret trespassin' on Kings' territory!"
Ferani Nadaz: 1d20 + 6 ⇒ (15) + 6 = 21.
Vrokilayo Hatchbuster: 1d20 + 5 ⇒ (5) + 5 = 10.
Rimmer: 1d20 + 4 ⇒ (2) + 4 = 6.
Ferani focuses upon Rimmer, and unleashes a pistol shot...
Tactical Semi-Auto Pistol: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10, for 1d6 + 1 ⇒ (5) + 1 = 6 damage.
...whilst the big vesk unloads with his lascannon.
Azimuth Artillery Laser: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3, for 1d10 + 1 ⇒ (5) + 1 = 6 Fire damage.
Azimuth Artillery Laser: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5, for 1d10 + 1 ⇒ (8) + 1 = 9 Fire damage.
Both of them, however, manage to miss.
Dissin' De Boss, Round 1:
Ferani Nadaz (-)
Vrokilayo Hatchbuster (-)
Rimmer (-17)
Arnold Judas Rimmer |
Cursing, Rimmer ducks to one side, and starts firing.
Trick: 1d20 + 14 ⇒ (1) + 14 = 15.
Static Arc Pistol: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d6 + 1d4 ⇒ (5) + (3) = 8 Non-lethal Electricity damage.
Light Reaction Cannon: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16, for 1d10 ⇒ 7 damage.
Light Reaction Cannon: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4, for 1d10 ⇒ 6 damage.
Luke_Parry |
Rimmer manages to tag the Vesk twice.
Cursing, Ferani moves around the desk so she can get a bead on Rimmer...
Tactical Semi-Auto Pistol: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13, for 1d6 + 1 ⇒ (3) + 1 = 4 damage.
...but only hits the door-frame.
Meanwhile, the big vesk keeps fan-firing...
Azimuth Artillery Laser: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20, for 1d10 + 1 ⇒ (1) + 1 = 2 Fire damage.
Azimuth Artillery Laser: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10, for 1d10 + 1 ⇒ (6) + 1 = 7 Fire damage.
...but only causes minimal damage.
Dissin' De Boss, Round 2:
Ferani Nadaz (-)
Vrokilayo Hatchbuster (-)
Rimmer (-19)
Arnold Judas Rimmer |
Rimmer frantically tries to finish-off the Vesk.
Trick: 1d20 + 14 ⇒ (19) + 14 = 33.
Static Arc Pistol: 1d20 + 4 ⇒ (10) + 4 = 14, for 1d6 + 1d4 ⇒ (1) + (1) = 2 Non-lethal Electricity damage.
Light Reaction Cannon: 1d20 + 4 ⇒ (10) + 4 = 14, for 1d10 ⇒ 4 damage.
Luke_Parry |
Rimmer hits the Vesk twice, leaving him barely standing.
Ferani...
Tactical Semi-Auto Pistol: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19, for 1d6 + 1 ⇒ (4) + 1 = 5 damage.
...puts a bullet in Rimmer's shoulder....
Azimuth Artillery Laser: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10, for 1d10 + 1 ⇒ (6) + 1 = 7 Fire damage.
Azimuth Artillery Laser: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13, for 1d10 + 1 ⇒ (4) + 1 = 5 Fire damage.
...but the big vesk only hits wall.
Dissin' De Boss, Round 3:
Ferani Nadaz (-)
Vrokilayo Hatchbuster (-21)
Rimmer (-24)
Arnold Judas Rimmer |
Getting a bit concerned, Rimmer tries to finish-off the Vesk, before turning his attention to the woman.
Trick: 1d20 + 14 ⇒ (7) + 14 = 21.
Static Arc Pistol: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d6 + 1d4 ⇒ (6) + (3) = 9 Non-lethal Electricity damage.
Light Reaction Cannon: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d10 ⇒ 6 damage.
Arnold Judas Rimmer |
"Frell!"
R2 dances around, and keeps firing.
Trick: 1d20 + 14 ⇒ (20) + 14 = 34.
Static Arc Pistol: 1d20 + 4 ⇒ (1) + 4 = 5, for 1d6 + 1d4 ⇒ (3) + (3) = 6 Non-lethal Electricity damage.
Static Arc Pistol - RP: 1d20 + 4 ⇒ (7) + 4 = 11, for 1d6 + 1d4 ⇒ (2) + (2) = 4 Non-lethal Electricity damage.
Light Reaction Cannon: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d10 ⇒ (9, 8) = 17 damage.