| GM Hmm |
Chivix, are you shooting or calling in for aid from the Kreiholm Freehold?
Chivix
|
Sorry, you guys blew right past my downtime o_0
Chivix spent most of the time rerouting wires and helping Spanner boost the engines, but as the enemy vessel declared the challenge, he knew that they needed help. He waited for the typically competent piloting maneuvers and shooting from his fellows, but the monitors showed they were having struggles.
"Chivix thinks there is no time for this nonsense. Call the Kreiholm in to deal with this upstart."
Chivix sent a comm for their allies to do just that.
| GM Hmm |
Although Maverick's piloting remains consistent, elsewhere the Starfinder team had trouble this round. Zeyram used an incorrect idiom when bluffing the jinsul, and most of your shots went awry.
Fortunately, the Kreiholm Freehold comes to the rescue, with Kahuri's ship distracting the jinsul away at the last minute!
Step 1: Success!
Step 2: Success!
Step 3: Success!
Step 4: Partial Success.
STEP 5: QUICK ENTRY
Having reached the carrier, the PCs must quickly find a way in.
Piloting (max 1): The PCs cleverly avoid the carrier's laser turrets and other defenses and manage to fly in through a narrow opening.
Computers: The PCs find the entry point quickly, avoiding additional flybys.
Naylor
|
Naylor considers the situation and decides to use their limited skills to find the entrance and give Maverick the best chance to bring them in safely and quickly.
Computers: 1d20 + 13 ⇒ (16) + 13 = 29
Jerris "Maverick" Sakai
|
"Where going in. I'll drop the cargo ramp as soon as we touch down. Get ready for immediate contact with the Jinsul."
Zeyram
|
Zeyram decides to concentrate on finding Maverick someplace to land. Not having to make multiple passes is important if they were going to make this work.
He shifts through the scans that others have already processed and highlights the best landing spots.
Aid Computers: 1d20 + 9 ⇒ (5) + 9 = 14
Compucast
|
Compucast eyes up the impressive ship and sets the Starfinders scanners into overdrive. Eyes and claws active, the Drake sends out an aggressive series of scans as he tries to find the best way in.
computers: 1d20 + 19 ⇒ (1) + 19 = 20
Spanner
|
Spanner will call in and ask the Keiholm Freehold to lend some help.
| GM Hmm |
Once again, it's Kahuri to the rescue! Her hacking abilities get you past! Your ship flies sideways through the entry port with speed and daring!
Having had successes at every skill check but one along your trip, your entry is smooth. Not only did you take no damage, but you also gain a surprise round in the next encounter!
The enormous hangar bay you land into stands all but empty—only a few badly damaged jinsul starships ships sit on the metal alloy floor. The jinsul leadership must have already dispatched the ship's stored vessels into the brewing engagement outside the carrier.
Map on SLIDE ONE!
A few jinsul engineers are repairing damaged ships in the hangar bay when you arrive. These jinsuls have numerous visible cybernetic augmentations across their chitinous bodies; instead of the usual metallic leg blades of jinsul warriors, the engineers have plasma torches capable of cutting and welding embedded in their legs, and they wield bolt guns equally well suited for repairs and combat. The jinsul engineers begin to lift those torches up as they see you.
There is also a jinsul officer with medals and insignia hanging on its person.
Initiative, Chivix: 1d20 + 4 ⇒ (18) + 4 = 22
Initiative, Compucast: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative, Maverick: 1d20 + 13 ⇒ (18) + 13 = 31
Initiative, Naylor: 1d20 + 9 ⇒ (11) + 9 = 20
Initiative, Spanner: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative, Zeyram: 1d20 + 8 ⇒ (11) + 8 = 19
Initiative, Jinsul Engineers: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative, Jinsul Praetorian: 1d20 + 8 ⇒ (1) + 8 = 9
★ --- ★ --- ★ --- ★
Round Surprise!
Active conditions:
Team Starfinder -- Yay!
Round 1
Active conditions:
Maverick
Chivix
Naylor
Zeyram
Compucast
================================
Purple Jinsul Officer
================================
Spanner
================================
Orange Jinsul Engineer
Yellow Jinsul Engineer
Pink Jinsul Engineer
Blue Jinsul Engineer
The whole party gets a surprise round, and everyone but Spanner (who was still on the phone to the Kreiholm Freehold) gets to follow that up with their first round action!
Zeyram
|
Culture: 1d20 + 14 ⇒ (18) + 14 = 32
“The one with all the medals is a praetorian, likely one of the hierarch‘s personal guards. Let’s take them out first.”
Saying that, Zeyram moves to take cover behind one of the damaged Jinsul vessels and shoots at the praetorian.
Trick Attack, Acro: 1d20 + 21 ⇒ (14) + 21 = 35 Need 20 + CR
Called Wave Modulator II: 1d20 + 12 ⇒ (9) + 12 = 21 30’ range
Fire Damage, Photon: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Trick Attack: 3d8 ⇒ (5, 3, 7) = 15
Spanner
|
Spanner will activate his Energy Shield.
Jerris "Maverick" Sakai
|
Maverick activates the called fusion on his elite semi-auto pistol bringing it to his hand. As the faceplate slides down on his Mask of the Mantis holographic clones mirroring his movements appear around him.
Holographic Clones: 1d4 ⇒ 1
He then sprints in the opposite direction of Zeyram and fires a shot from his pistol while on the run at the praetorian before continuing his run around the flank of the Jinsul.
Debilitating Trick/Acrobatics (Hampering Shot) Take 10: 10 + 22 = 32
Semi Auto Pistol vs. Praetorian KAC: 1d20 + 15 ⇒ (13) + 15 = 28
Piercing/Fire: 3d6 + 5 + 5d8 ⇒ (2, 5, 3) + 5 + (2, 4, 1, 3, 3) = 28
Burning Condition: 2d4 ⇒ (4, 4) = 8
Naylor
|
Similarly to Zeyram, Naylor moves out to take a position on the officer attempting to trick them they fire as they move into cover.
Trick attack – take 10 for 31
potential trick damage + Flat-footed/Off-target: 4d8 ⇒ (8, 4, 2, 6) = 20 FF first priority, OT if Zeyram already made them FF
Dirge Pistol vs EAC: 1d20 + 12 ⇒ (10) + 12 = 22
potential Sonic damage: 1d8 + 4 ⇒ (3) + 4 = 7
Zeyram
|
I had forgotten about debilitating trick. Yes, Zeyram would have made it Flat Footed.
Jerris "Maverick" Sakai
|
The Praetorian can only take 1/2 his movement, no reactions, and can't take guarded steps from Maverick's Hampering Shot trick. It also has to make a DC 27 reflex save or it has the burning condition for the amount of damage I rolled because of the diatha rounds Mav is firing.
Chivix
|
| 1 person marked this as a favorite. |
"Gravy, set the praetorian as target aleph, commence firing on optimal targeting."
Chivix brought his serpent coil laser rifle up to sight, waiting for the targeting reticle Gravy was painting as a vision overlay to turn that lovely shade of UV that he liked. When it did, he pressed the overcharge stud that sent an intense flare of heat along the barrel, augmenting his shot.
move action to set Combat Targeting, firing at praetorian with Overcharge
vs praetorian EAC, ct: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
F damage: 2d6 + 7 + 1d6 ⇒ (2, 1) + 7 + (6) = 16
crit damage: 2d6 + 7 + 1d6 ⇒ (5, 5) + 7 + (1) = 18 plus burn: 2d4 ⇒ (2, 4) = 6
| GM Hmm |
Cumulative Damage on Praetorian: 10 + 15 + 28 + 8 + 7 + 20 + 16 + 18 + 6 = 128
The Praetorian goes down in the first round!
★ --- ★ --- ★ --- ★
Round Surprise!
Active conditions:
Team Starfinder -- Yay!
Round 1
Active conditions:
Maverick
Chivix
Naylor
Zeyram
Compucast + Surprise
================================
Purple Jinsul Officer (DEAD)
================================
Spanner
================================
Orange Jinsul Engineer
Yellow Jinsul Engineer
Pink Jinsul Engineer
Blue Jinsul Engineer
Compucast and Spanner are up!
Compucast
|
Determined to see the battle ended quickly, Compucast'
s fingers twitch as he uses the advantage of the surprise to hasten his companions.
Many of you have moved, but I think I could have got you with the haste before hand,
Then using his own newfound speed, the vesk runs forward lining up the jinsul as a bolt of pure electricity springs from his fingers.
arcing surge on orange blue and pink; ref DC 19: 10d6 ⇒ (2, 3, 6, 4, 3, 4, 3, 3, 1, 3) = 32
Spanner
|
Seeing the officer fall, Spanner targets the (yellow) jinsul next to him before moving to cover next to Zeyram.
Corona Laser Rifle, frost: wpn focus, wpn spec
v EAC: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 Cold/Fire Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14
Compucast
|
Remember with haste have the option of moving and still doing a full attack.
Also, +4 to that arcing surge damage from dangerous spells.
| GM Hmm |
Since Compucast hasted in the surprise round, everyone has the option of more movement if they wish before the mechanics act. I'm pausing here for three hours so you can take advantage of it. Then I'll finish the round, and will post again late Sunday night.
| GM Hmm |
Spanner shoots Yellow. Several of the mechanics leap partially out of the way of Compucast's arcing surge, but Blue takes full damage.
Reflex, Orange: 1d20 + 9 ⇒ (15) + 9 = 24
Reflex, Pink: 1d20 + 9 ⇒ (16) + 9 = 25
Reflex, Blue: 1d20 + 9 ⇒ (8) + 9 = 17
Yellow -14
Blue -36
Pink -18
Orange -18
Doing their round in 3 hours. Meantime, post in discussion if you are happy where you are.
Chivix
|
| 1 person marked this as a favorite. |
Feeling more pep in his step, Chivix realized that standing alone in the open was likely a bad idea. Since his shot had been so devastating against the praetorian, Gravy encouraged him to use the better part of valor and find cover.
Using haste movement to hoof it over by Spanner
| GM Hmm |
The jinsul engineers waving plasma torches do not like Compucast after all that electricity and he is the only Starfinder without cover.
Orange comes in first, triggering an attack of opportunity from Comcast's claws if Comcast wishes. Yellow makes ranged potshots. Then Pink comes in to flank with Orange, and Blue comes in close to join with the mob.
Orange plasma torch leg blades: 1d20 + 12 ⇒ (14) + 12 = 26
Electricity and Fire Damage: 1d6 + 10 ⇒ (4) + 10 = 14
Yellow bolt-throwing gun: 1d20 + 15 ⇒ (12) + 15 = 27
Piercing Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Pink plasma torch leg blades with flank: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Electricity and Fire Damage: 1d6 + 10 ⇒ (4) + 10 = 14
Blue plasma torch leg blades: 1d20 + 12 ⇒ (12) + 12 = 24
Electricity and Fire Damage: 1d6 + 10 ⇒ (1) + 10 = 11
In frustration, Blue calls out, "Γιατί αυτά τα ερπετά είναι τόσο δύσκολο να χτυπηθούν; Πρέπει να το κάνουμε αυτό για πανοπλία."
Yep, their tactics say they concentrate on a single PC. Sorry!
Much to the engineer's woe, only one of their attacks penetrates the high armor of Compucast, and most of that is absorbed by his six points of DR.
★ --- ★ --- ★ --- ★
Round 2
Active conditions: Haste
Maverick
Chivix
Naylor
Zeyram
Compucast + AoO vs Orange (-2)
================================
Purple Jinsul Officer (DEAD)
================================
Spanner
================================
Orange Jinsul Engineer (-18)
Yellow Jinsul Engineer (-14)
Pink Jinsul Engineer (-18)
Blue Jinsul Engineer (-36)
Zeyram
|
“Compucast do you want us to lay down fire so you can get out, or concentrate fire to kill one faster? You look pinned right now.”
“By the way, the Jinsul are saying they want to wear your hide. I think that is about as close as these would come to a complement!”
Basically asking if he wants us to make those around him flat footed so he can retreat without AoO.
Chivix
|
Chivix stepped out into the open to fire on the jinsul with the yellow slash on its carapace. Again, he had Gravy lock on to the target, holding the overcharge firing stud down until the AI indicated an optimal firing point.
vs yellow eac, ct: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
F damage: 2d6 + 7 + 1d6 ⇒ (4, 5) + 7 + (6) = 22
Compucast
|
| 2 people marked this as a favorite. |
Looks like the only one that hit was the bolt cutter, and that only did two damage due to DR
"I've got them pinned!" he shouts, reveling in the glory of personal combat.
"Pick them off one at a time."
AOO on orange vs KAC: 1d20 + 9 ⇒ (10) + 9 = 19
claws!: 1d3 + 15 ⇒ (2) + 15 = 17
With a target rich environment around him the technomancer attempts to show why nobody should assume that going toe to toe with a vesk is a good idea.
attack orange: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d3 + 15 ⇒ (1) + 15 = 16
If you do make them flat footed than, rather than a guarded step, Compucast will lead them back to the middle of the group for a better cross fire. - alternate locations showing on the map.
Zeyram
|
Well, guess I should have expected something different from a vesk. Other spellcasters I've met would have wanted out of the situation, it looks like he is enjoying it.
Zeyram runs along the wing of the ship and takes a shot at Blue.
Trick Attack, Acro: 1d20 + 21 ⇒ (13) + 21 = 34 Need 20 + CR If successful and hit, make them Flat Footed
Called Wave Modulator II: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13 30’ range
Fire Damage, Photon: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Trick Attack: 3d8 ⇒ (6, 7, 1) = 14
| GM Hmm |
Compucast fights for the glory of being a vesk spell caster! Chivix shoots yellow, but Zeyram's shot goes wild!
★ --- ★ --- ★ --- ★
Round 2
Active conditions: Haste
Maverick
Chivix
Naylor
Zeyram
Compucast + AoO vs Orange (-2)
================================
Purple Jinsul Officer (DEAD)
================================
Spanner
================================
Orange Jinsul Engineer (-51)
Yellow Jinsul Engineer (-36)
Pink Jinsul Engineer (-18)
Blue Jinsul Engineer (-36)
Jerris "Maverick" Sakai
|
Maverick heads for cover behind a piece of jinsul equipment and yells in jinsul.
"@#+ $*$ ?& !# !+= &?+? #$&% :~+!"
As he finishes his taunt he levels his semi-auto pistol at the closest jinsul (orange) and fires.
Debilitating Trick/Acrobatics (flat footed) Take 10: 10 + 23 = 33
Semi Auto Pistol vs. KAC: 1d20 + 15 ⇒ (1) + 15 = 16
Piercing/Fire Damage: 3d6 + 5 + 5d8 ⇒ (5, 4, 5) + 5 + (7, 4, 3, 8, 2) = 43
Fire Damage: 2d4 ⇒ (4, 2) = 6
If the trick attack succeeds orange is flat footed. If the shot hits it must make a DC 27 reflex save or be afflicted by the burning condition for 6 damage.
Naylor
|
Naylor moves into position to target the nearest remaining jinsul (pink), using every stealthy trick they can on their approach. Presumming we have sufficient space below the wings for a clear shot, otherwise, I can reposition.
Trick attack – take 10 for 31
potential trick damage + Flat-footed/Off-target: 4d8 ⇒ (4, 3, 8, 8) = 23 Flat-footed
Dirge Pistol vs EAC: 1d20 + 12 ⇒ (18) + 12 = 30
potential Sonic damage: 1d8 + 4 ⇒ (1) + 4 = 5
| GM Hmm |
Maverick succeeds in making orange flat-footed, but fails to hit Orange.
Naylor hits Pink solidly, and makes him flat-footed!
★ --- ★ --- ★ --- ★
Round 2
Active conditions: Haste
Maverick
Chivix
Naylor
Zeyram
Compucast -2
================================
Purple Jinsul Officer (DEAD)
================================
Spanner
================================
Orange Jinsul Engineer (-51, ff)
Yellow Jinsul Engineer (-36)
Pink Jinsul Engineer (-46, ff)
Blue Jinsul Engineer (-36, ff)
| GM Hmm |
Spanner shoots Yellow! Meanwhile, the jinsul engineers continue to target Compucast, still intent on collecting that resistant vesk hide!
Orange plasma torch leg blades, flank: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Electricity and Fire Damage: 1d6 + 10 ⇒ (6) + 10 = 16
Yellow bolt-throwing gun: 1d20 + 15 ⇒ (14) + 15 = 29
Piercing Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Pink plasma torch leg blades with flank: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Electricity and Fire Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Blue plasma torch leg blades: 1d20 + 12 ⇒ (6) + 12 = 18
Electricity and Fire Damage: 1d6 + 10 ⇒ (4) + 10 = 14
Two of the attacks hit, but only one does damage!
★ --- ★ --- ★ --- ★
Round 3
Active conditions: Haste
Maverick
Chivix
Naylor
Zeyram
Compucast -18
================================
Purple Jinsul Officer (DEAD)
================================
Spanner
================================
Orange Jinsul Engineer (-51, ff)
Yellow Jinsul Engineer (-50)
Pink Jinsul Engineer (-46, ff)
Blue Jinsul Engineer (-36, ff)
Jerris "Maverick" Sakai
|
Maverick fires another diatha round at the closest jinsul engineer (orange).
Debilitating Trick/Acrobatics (flat footed) Take 10: 10 + 23 = 33
Semi Auto Pistol vs. Orange KAC: 1d20 + 15 ⇒ (14) + 15 = 29
Piercing/Fire Damage: 3d6 + 5 + 5d8 ⇒ (6, 4, 5) + 5 + (4, 6, 8, 4, 5) = 47
Burning Condition: 2d4 ⇒ (2, 3) = 5
DC 27 reflex save or the jinsul is afflicted by the burn condition.
Zeyram
|
Zeyram decides yellow is closer, so he fires at it. In Jinsul he yells at it "You look more like a can-opener than a mechanic. Is that all you are, a kitchen tool?"
Trick Attack, Acro: 1d20 + 21 ⇒ (19) + 21 = 40 Need 20 + CR
Called Wave Modulator II: 1d20 + 12 ⇒ (1) + 12 = 13 30’ range
Fire Damage, Photon: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Trick Attack: 3d8 ⇒ (2, 5, 2) = 9
Chivix
|
Chivix sighted doen his rifle at the nearest jinsul, continuing to have Gravy keep tracking the target. He pressed the stud and held it down as Gravy computed the best firing location.
Firing at yellow if it is still alive, moving to the blue one if not
vs eac, ct: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
F damage: 2d6 + 7 + 1d6 ⇒ (5, 2) + 7 + (5) = 19
Naylor
|
Naylor continues to concentrate on their prime target (pink)
Trick attack – take 10 for 31
potential trick damage + Flat-footed/Off-target: 4d8 ⇒ (3, 5, 7, 3) = 18 FF
Dirge Pistol vs EAC: 1d20 + 12 ⇒ (14) + 12 = 26
potential Sonic damage: 1d8 + 4 ⇒ (7) + 4 = 11
Compucast
|
Compucast blows on his armour, irritated by unphased by the flames.
"Need to upgrade that thermal capacitor" he mutters.
Five less fire damage due to DR 5/fire from thermal capicator
He lashes out again at the orange jinsul (or blue if orange is already down) before continuing to back away and draw them into a more convenient crossfire.
attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d3 + 15 ⇒ (3) + 15 = 18
"Fear The Vesk!
Spanner
|
Spanner Targets Yellow and fires upon it.
Corona Laser Rifle, frost: wpn focus, wpn spec, combat tracking
v EAC: 1d20 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13 Cold/Fire Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13
| GM Hmm |
Ah... missed the themal capacitator...
Orange's Reflex: 1d20 + 9 ⇒ (6) + 9 = 15
Orange dies, most of his carcass incinerated by Maverick's gout of flame!
Zeyram misses his shot on Yellow, but Chivix hits, and Yellow goes down!
Naylor takes out Pink.
Compucast claws Blue, and Spanner's last shot misses.
★ --- ★ --- ★ --- ★
Blue looks around as all of his colleagues fall, and does one last attack on the Vesk!
Blue plasma torch leg blades: 1d20 + 12 ⇒ (1) + 12 = 13
Electricity and Fire: 1d6 + 10 ⇒ (5) + 10 = 15
★ --- ★ --- ★ --- ★
Round 3
Active conditions: Haste
Maverick
Chivix
Naylor
Zeyram
Compucast -13
================================
Purple Jinsul Officer (DEAD)
================================
Spanner
================================
Orange Jinsul Engineer (DEAD)
Yellow Jinsul Engineer (DEAD)
Pink Jinsul Engineer (DEAD]
Blue Jinsul Engineer (-54, ff)
Zeyram
|
Zeyram leaps off the ship he was on, rolling with the fall and coming back to his feet. He then fires off a shot at the remaining Jinsul mechanic.
Trick Attack, Acro: 1d20 + 21 ⇒ (5) + 21 = 26 Need 20 + CR
Called Wave Modulator II: 1d20 + 12 ⇒ (5) + 12 = 17 30’ range
Fire Damage, Photon: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Trick Attack: 3d8 ⇒ (2, 3, 3) = 8
| GM Hmm |
The remaining jinsul engineer goes down!
COMBAT OVER!
On engineers: 4 bolt-throwing gun (as hunting rifle) with 12 rounds each (except for Yellow's, which are a little less.)
| GM Hmm |
NAVIGATING THE CORRIDORS
Luwazi Elsebo sends a message over the comms. “You're inside? Good. From what we know about jinsul ships, there should be a command chamber closer to the front of the ship, probably on an upper decks. The hierarch will be there. The ship is enormous, but time is of the essence, so try to make it to the command chamber in less than thirty minutes. See if you can hack a terminal and access the ship's map to find the best route.”
You have to pick a route through the ship to reach the command chamber. Before you start off, you can attempt a Computers check to access a map of the enormous ship from a nearby terminal.
If the skill check's result is enough to succeed at an Easy, Average, or Hard Computers check, accessing the map takes 6, 4, or 2 minutes, respectively. Any PC who speaks Jinsul receives a +4 bonus on the check.
Without the map, reaching the command chamber takes more time.
★ --- ★ --- ★ --- ★
Regardless of the skill check's result, you must choose a route from the following three options. You are aware of what skills are involved in each option (though not the skill check DCs) and how much time it takes to reach the command chamber if you succeed or fail.
(If you’re fast, I can offer a ten minute rest along the way.)
Crawl Spaces: The second fastest option is to sneak through maintenance crawl spaces, elevator shafts, and even a trash compactor to avoid detection. You must first succeed at an Engineering check to open doors, vents, and other mechanical barriers. Each attempt takes 2 minutes.
After that, each of you must attempt an Acrobatics or Athletics check to quickly navigate narrow spaces, precarious ledges, and so forth. Reaching the command chamber takes 10 minutes plus 2 minutes for each person that fails the skill check. If the you choose this route, you will also smell incredibly terrible for the remainder of the scenario.
Main Deck: The route through the main deck is the shortest, but it is also the ship's busiest part. You must choose a leader, who must succeed at a Stealth check to scout ahead, and the rest of you must each attempt an easier Stealth check to sneak past crew and guards.
You are successful if the leader succeeds at the Stealth check and no more than two of the rest of you fail your Stealth checks; it takes you 5 minutes to reach the command chamber. If you fail, they have to backtrack, wasting 10 minutes, after which you must choose another route. You can use invisibility and similar abilities, provided that the effect's duration is at least 5 minutes.
Safe Route: You plot a long but safe route through the ship's least busy sections. This takes 15 minutes, and you must succeed at three Perception checks to take the right turns. Each failed check increases the amount of time spent by 5 minutes.
| GM Hmm |
Luwazi comes up again. "I've turned off Trusty's com until he behaves. Pick the route that is best for you."
In the background, you can hear, "Hey, no fair! I was just giving them tactical advice! Besides, trash compactors are very educational!"
Chivix
|
computers, jinsul: 1d20 + 17 + 4 ⇒ (12) + 17 + 4 = 33
"Before Chivix and friends depart, Chivix will try and get a map of the ship's layout. It should not be too difficult, assuming their protocols haven't changed much in the last few months. And yes, here, no, yes..."
Any assists would be welcome
Spanner
|
Spanner helps Chivix pull up and read the schematics.
Auto Aid
Spanner does vote for the Crawl Spaces route. No surprise really. He is a starship engineer and has spent many long hours in just such spaces.
Jerris "Maverick" Sakai
|
Maverick also auto aids Chivix in his computers check.