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Oof. My Bluff is only a +1 but I'm also not built for stealth. Like, at all. I guess I could try chatting up the receptionists again with a Diplomacy check, but I think it would still technically be considered Creating a Distraction in that case. Anyone have better ideas? Pull a fire alarm maybe? XD

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Idea for distraction one of our party receives a call which immediately starts playing Loud music setting their suits external speakers all the way up to 11 and they spend some time trying but failing to turn it off before saying OK Scorpion you the best security expert and apologising profusely to all around.
Not thinking of a certain boon from
Assuming that works
stealth: 1d20 + 3 ⇒ (4) + 3 = 7
Apparently I'm vesk not a ysoki. Will accept being kicked out with as much grace as I can muster
Was thinking my computers and engineering would be useful once we got inside but dont think I'm going to make it Celita said Leaving digital or physical evidence of our involvement is more harmful to us than simply failing to meet the objective

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"You said I can requisition a new suit?" Bonra says, wandering up to the receptionist, his arm held high to expose the tear in his seam.
"Do you think I could just fix it myself?" He reaches over the examine the tear with his other hand, ripping the other sleeve in the process.
"Oh what about that one?" He turns to show the receptionist the new tear, waiting for her opinion while blocking her sight with his giant frame.
Bluff: 1d20 + 2 ⇒ (20) + 2 = 22

GM Sedoriku |

One thing to note, and I forgot to add it, is that you don't have to do this. It just helps donw the line. You can walk past the door and be on your way.
Bonra is able to keep the attention of three of the four receptionists on this floor but Apikinzas is just too loud with her clinking hear that the fourth catches her as she slinks towards the door. "Oi! You don't have clearance to go in there. It's not a toilet or closet. They're both down the halls and to the left."
You can try again or move on to Datch's office.

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Sorry just got a call to sort out stuff at the bluerise building
ok my vote is we stop trying to fit square pegs into round holes and stick to what this party is good at combat I suggest we abandon this mission and head for the diaspora for the combat and investigation

GM Sedoriku |

This challenge was only to prevent a later fight, you really don't have to do this. You're pretty far into this mission and could probably finish it up quickly.

GM Sedoriku |

Okay, Let's try pushing on then.
One of the receptionists gives an annoyed shake of his head at Bonrakoru and stands up. "Dang Vesk and not getting the right siuze uniforms. 3rd one this year! UGH! Third floor, take the first right and look for the Requisitions Office. I can show you myself, unless you think you can find it on your own."
Getting away from the receptionists desks doesn't prove to be a major issue, going your own ways, and a promise to make sure you order another uniform as soon as possible, is all it takes. The group gathers together in the halls outside of Datch's office. The room proves extremely easy to get into, the door isn't even locked and there doesn't seem to be any obvious measures to protect the room. A quick search of the office proves the few papers here are pointless. The only thing that might be of interest is the computer, slowly blinking a soft blue light in the room. Before anyone can touch it, both Kaath and Apikinzas recognize there seems to be some sort of mystical circles scratched onto the far side of the PC. A quick read of them shows that the device has a curse placed on it. Touching the keyboard without putting the correct password first would cause a curse hack effect to affect anyone in the area. An examination shows that the circles can be disrupted in a way that prevents them from going off, or programming a virus to disrupt the curse program and either turn it off or change the password might work to keep your technological items from getting cursed.
You can disable the trap with either a Mysticism or Computers check.
Bonrakoru: 1d20 + 4 ⇒ (6) + 4 = 10
Joe Bread: 1d20 + 4 ⇒ (2) + 4 = 6
Roddy: 1d20 + 5 ⇒ (9) + 5 = 14
Ardoc: 1d20 + 0 ⇒ (20) + 0 = 20
Kaath: 1d20 + 6 ⇒ (20) + 6 = 26
Apikinzas: 1d20 + 9 ⇒ (17) + 9 = 26

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As far as the team proceed towards third floor, Joe doesn't even think about sneaking around. He is the Law!
You should know that I repect Abadar, but not sure about all his followers and servants. Speaking about suits - I didn't get it. I like my crapy plate!, - Joe inspects pointed computer,- ... oh, cursed computer you say? I'd may assist probably, but not qualified to main main disabler.
Mysticism to aid?: 1d20 + 4 ⇒ (12) + 4 = 16

GM Sedoriku |

With some mystical aid from Joe on how to possibly over write the code on the computer, Apikinzas pulls up a basic trojan virus shell from the infosphere and adds in a password changing code to it, something that would definitely overwrite the curse code but probably all of the other passwords as well, before it changes things back and deletes itself.
Once it inside it proves to be scrubbed clean. Apikinzas has seen brand new devices with more information on them. But there has to be more. Maybe she keeps a backup somewhere on the device...
One more Computers or Engineering check please!

GM Sedoriku |

It takes some time but Apikinzas is able to finally find a hidden file with furthere levels and finally digs up a backup of the files. It takes further time to decrypt and decode the files, but it proves to be only minor things that the vesk finds. Seems that Datch has been messing with the interdepartmental messaging. Most recently trying to squash any messages about a viral epidemic in the Dispora. Apikinzas also uncovers a correspondnce with a unnamed recipient, it requests the transport of unspecified goods to a vessel docked on Absalom Station. There is an accompanying transfer of credits.
With what little data the group could find from the computer in hand, as Celita asked, the group heads out of the office. in the hallways to the elevators, you however hear the sounds of security boots in the hallways. It seems that your actions weren't completely overlooked.
Begin Combat
Bonrakoru: 1d20 + 1 ⇒ (8) + 1 = 9
Joe Bread: 1d20 + 3 ⇒ (8) + 3 = 11
Roddy: 1d20 + 0 ⇒ (6) + 0 = 6
Ardoc: 1d20 + 4 ⇒ (5) + 4 = 9
Kaath: 1d20 + 1 ⇒ (17) + 1 = 18
Apikinzas: 1d20 + 3 ⇒ (5) + 3 = 8
Guards: 1d20 + 2 ⇒ (6) + 2 = 8
The guards are far enough away that most of the gorup has a chance to react to them coming down the hallway.
++++++++++++++++
Round 1
Active Conditions: None
Kaath
Joe
Ardoc
Bonrakoru
Apikinzas
Guards
Roddy
Bold are up!
++++++++++++++++
Current map (Slide 7)
Feel free to place yourselves in the starting space on the map!

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Lets Hustle Apikinzas picks up her pace and heads down the corridor drawing her pulse caster lets not add murder to the rap sheet
If she sees security in the corridor to the north of her she moves back 2 squares ducking into cover. If shes something security related she will warn her friends will warn her friends

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"Haha now this is what I'm built for!" Bonra says to his companions while his solar armor manifests over his body. Beneath the shining armor you can hear him flex, tearing the rest of his illfitting uniform and he follows after Apikinzas.
"Don't worry, we'll just knock'em out real good!"
Readying an action. Will attack the first enemy to enter melee range with Bonra Unarmed Attack: 1d20 + 5 ⇒ (5) + 5 = 101d3 + 3 ⇒ (3) + 3 = 6

GM Sedoriku |

Apikinzas heads down the corridor but runs into a group of four security people. They seem like trainees and not the elite security teams that you'd expect from a place like this, they barely have a chance to react and call for you to stop and show your identification before the vesk dips back behind the corner and out of sight.
Bonra preps by pullin on his solar armor and then readying to attack the enemy should they come in close.
Enemy spotted! You're probably going to have to fight your way past them. If you don't want to kill them then remember you can do non-lethal with even lethal weapons if you take a -4 to the roll. Also you could probably use a serum on them if you truly don't want to kill them.
++++++++++++++++
Round 1
Active Conditions: None
Kaath
Joe
Ardoc
Bonrakoru
Apikinzas
Guards
Roddy
Bold are up!
++++++++++++++++
Current map (Slide 7)

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Ardoc runs down the hall toward the guards, calling his pike to his hands.
If any of the guards trigger an Attack of Opportunity I'll swing for nonlethal.
Attack, vs. KAC: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Piercing nonlethal: 1d8 + 4 ⇒ (4) + 4 = 8

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Joe double moves and quickly turns to adjacent corridor.
His lash makes a quick way into his left palm.
At the moves end Joe will take a short look by the corner...

GM Sedoriku |

Ardoc runs down the hallway as his pike starts to materialize in his hands. He the takes up a defensive position at the end of the hallway in hopes of catching anyone who tries to rush past him.
Joe, seeing everyone rushing ahead, tries a different tact and runs up a hallway. It proves to circle around behind the group of security guards.
++++++++++++++++
Round 1
Active Conditions: None
Kaath
Joe
Ardoc
Bonrakoru
Apikinzas
Guards
Roddy
Bold are up!
++++++++++++++++
Current map (Slide 7)
Hrmm, guess it's time to explain my bitting policy. Kaath has another 12 hours (approx. 24 hours after the first post calling him to act) before I will bot him. If you have ideas of what he should do, post them in the discussion thread 6 hours or so from now!

GM Sedoriku |

The guards start moving in reaction to all of the people popping up in the hallways. The two in red and green give a whistle and holler, "HALT! You will drop your weapons and submit to interrogations! Midori take the right, I'll take the left here. White, I want you to circle around and see if you can flank them. Nero, provide us covering fire!" The three sub guards salute and state, "Yes, Captain Rojo!" Nero takes a step back and pulls out a grenade, and then tosses it into the hallway. It explodes behind the group and spreads sticky threads out into the hallway. DC 12 Reflex save for Ardoc and Apikinzas
Midori steps forward and pulls out a taclash, trying to bring the group down non-lethally, targeting the man blocking their access to the hallway. "I don't want to have to hurt you, but if you don't submit immediately I will be forced to." When he doesn't I assume, the guard whips his lash around. It misses terribly.
Captain Rojo, also steps forward and tries to slash at Ardoc as well, seeing that he didn't submit to Midori.
Mr. White runs behind the group and around the corner but skitters to a halt in front of Joe. He gives a squeak and turns a shade similar to his name before stuttering out, "D-d-d-drop your w-w-w-w-weapon!"
Sticky bomb: 1d20 + 5 ⇒ (13) + 5 = 18
Green Taclash vs Ardoc KAC: 1d20 + 8 ⇒ (5) + 8 = 13
Non lethal, slashing: 1d4 + 5 ⇒ (4) + 5 = 9
Red Taclash vs Ardoc KAC: 1d20 + 8 ⇒ (4) + 8 = 12
Non lethal, slashing: 1d4 + 5 ⇒ (3) + 5 = 8
++++++++++++++++
Round 1/2
Active Conditions: None
Roddy
~~~~~~~~~~~
Kaath
Joe
Ardoc DC 12 Reflex or be entangled
Bonrakoru
Apikinzas DC 12 Reflex or be entangled
Guards
Bold are up!
++++++++++++++++
Current map (Slide 7)

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"We don't want to hurt you either, but you brought the guns first!" Bonra says with a shrug before slamming a shining fist into Midori's face.
Unarmed Strike: 1d20 + 5 ⇒ (15) + 5 = 201d3 + 3 ⇒ (3) + 3 = 6

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Joe is rather young, almost as arriving security men, but his face unlikely to become white. Being half-orc provides some prfit.
Oh. Unfortunate ,- Joe accurately attaches his lash back to left hip,- ... for you. No weapon, sure? Wanna try it hard way or prefer tactical retreat?...
Intimidate: 1d20 + 8 ⇒ (11) + 8 = 19

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reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Apikinzas steps carefully away and shoots at green
pulsecaster: 1d20 + 4 ⇒ (6) + 4 = 10
nonlethal: 1d4 ⇒ 1
Awful shot cant even blame Bonrakoru for getting in the way

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Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
Ardoc swings nonlethally at Midori twice.
Attack vs. KAC, nonlethal: 1d20 + 7 - 4 - 4 ⇒ (19) + 7 - 4 - 4 = 18
Attack vs. KAC, nonlethal: 1d20 + 7 - 4 - 4 ⇒ (18) + 7 - 4 - 4 = 17
Damage 1st, nonlethal: 1d8 + 4 ⇒ (5) + 4 = 9
Damage 2nd, nonlethal: 1d8 + 4 ⇒ (3) + 4 = 7

GM Sedoriku |

Bonra strides up to Midori and slams a fist into his face. The security guard actually growls at him through his bloodied nose, giving the vesk in the tatters of the very uniform he is wearing a dark glare.
Sadly that means the guard is not ready for Ardoc, who having dodged the grenade, slams his pike into either shoulder of the guard and leaves the man barely on his feet. He looks over at Ardoc and slurs out. "Why're yassall resssissting ssso muches?" He stays upright but just barely. Sadly his swaying on his feet makes it a much harder for for Apikinzas as his pulse caster pistol proves to not have a good enough auto targeter to judge the man's movements.
White, living up to his name, gives a small stutter, "B-b-b-b-but I ha-ha-ha-have a t-t-t-t-t-taclash r-r-r-r-ri-" before he can finish his thought though, he gives an eep of terror as Joe'S aggressive words and posture scare him right through. He scrambles for his weapon as he glances back down the hallways, looking for an escape route.
++++++++++++++++
Round 1/2
Active Conditions: None
Roddy
~~~~~~~~~~~
Kaath
Joe
Ardoc
Bonrakoru
Apikinzas
Nero
Royo
White -- Off target and -2 to skills
Midori -- -22
Bold are up!
++++++++++++++++
Current map (Slide 7)
I'll bot Roddy and Kaath in 12 hours! Also, given I had to bot him before, Kaath with be auto-botted if he's the only one still up until he checks back in.

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Sorry for the wait, had a wedding to attend.
Roddy hustles out, taken off-guard by the sudden arrival of security, and rushes up the northern hallway to join Joe and do exactly what the security guards are hoping to do: flank. He steps up to the security guard next to Joe and cracks his knuckles menacingly.
Double move. I start with 1 EP but I don't wanna spend it yet. If I take damage I'll just take it without using Mitigate.

Botくん |

Bot activate!
Kaathbot strides up to the fight and tries to stab Midori again as that is the only exposed guard from this position.
Solar Weapon, non lethal: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12
Bludgeoning, Photon: 1d6 + 3 ⇒ (1) + 3 = 4
He slams his solar weapon into the guard and knocks him out, cold.

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Bonra looks at Kaath and nods appreciatively.
"I softened him up for you!" He laughs.
Been forgetting to add this to my posts but Photon Attunement 2/3 as of my last action.

GM Sedoriku |

White goes from a pale beige to positively alabaster seeing a second person in coming after him. He looks on the verge of tears of fear, as he scrambles back pulling out a grenade as he goes. He tosses it where he'd been standing, hands shaking in fear as he does. The grenade explodes at Joe and Roddy's feet in a loud bright explosion.
DC 12 reflex save or be blinded for 1d4 ⇒ 3 rounds
Rojo lashes out at Ardoc, in revenge for his underling, scoring a light hit against the man's armor and then snaps it into one of the joints, drawing a nasty welt. 8 damage to Ardoc.
He then dances back a few steps and calls, "Nero, flashbang, stat!"
The silent Nero then pulls out a small grenade and tosses it into the crowd of starfinders causing a small explosion of light and sound.
DC 12 reflex save from Ardoc, Bonra, and Apikinzas or be blinded for 1d4 ⇒ 3 rounds
Flash grenade: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Tac lash vs Ardoc KAC: 1d20 + 8 ⇒ (14) + 8 = 22
Non lethal, slashing: 1d4 + 5 ⇒ (1) + 5 = 6
Flash grenade: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
++++++++++++++++
Round 2/3
Active Conditions: None
Roddy - DC 12 reflex or be blinded for 3 rounds
~~~~~~~~~~~
Kaath
Joe - DC 12 reflex or be blinded for 3 rounds
Ardoc 10/18 SP - DC 12 reflex or be blinded for 3 rounds
Bonrakoru - DC 12 reflex or be blinded for 3 rounds
Apikinzas - DC 12 reflex or be blinded for 3 rounds
Nero
Royo
White -- Off target and -2 to skills
Midori out
Bold are up!
++++++++++++++++
Current map (Slide 7)
Sorry, got called into my next two classes before I could finish this post.

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Kaath will continue to press the attack on the next foe after the first drops
”Excellent! “
Solar, NL: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 for dmg: 1d6 + 3 ⇒ (5) + 3 = 8 bleh
sorry for the botting delay. Was driving for 3 day holiday weekend and WiFi is spotty at best. Can’t update map until we get back home tomorrow night.

GM Sedoriku |

Glad to hear you are okay! Also Roddy, I hope it was a nice wedding!
Kaath presses in closer and tries to press his attack and advantage, but Rojo, having seen what the kasathan can do, dodges out of the way of his weapon.

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Reflex: 1d20 + 1 ⇒ (19) + 1 = 20
"Sorry about this." Ardoc says, before lashing out with two attacks.
Attack, vs KAC, Nonlethal: 1d20 + 7 - 4 - 4 ⇒ (5) + 7 - 4 - 4 = 4
Attack, vs. KAC, Nonlethal: 1d20 + 7 - 4 - 4 ⇒ (3) + 7 - 4 - 4 = 2
nonlethal Piercing #1: 1d8 + 4 ⇒ (3) + 4 = 7
Nonlethal piercing #2: 1d8 + 4 ⇒ (4) + 4 = 8

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Reflex DC 12: 1d20 + 6 ⇒ (3) + 6 = 9
Joe didn't expect Roddy incoming and missed the moment grenade was thrown. After flash -bang Bread shakes haed, and goforward, oriented by touching Roddy. He actually remember where White stood at an lash this place with noding So, the hard way...
Miss Chance, large number is good: 1d100 ⇒ 65
Taclash nonlethal Enrtopic strike, EAC: 1d20 + 5 ⇒ (12) + 5 = 17
DMG, Bludgeoning, nonlethal: 1d3 + 3 ⇒ (1) + 3 = 4

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Ref: 1d20 + 1 ⇒ (1) + 1 = 2
"Well shit!" Bonra exclaims as the flash bang blinds his vision. Unable to see anything he feels along the walls until he knows he's around the corner and then, facing the sound of battle, takes a defensive stance.
Total Defense action

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reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Not Good
Shooting blindly at the grenade thrower
miss 1-50: 1d100 ⇒ 42
pulsecaster: 1d20 + 4 ⇒ (19) + 4 = 23
non lethal damage: 1d4 ⇒ 1

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Reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Whew!
Roddy's visor blackens just in time to dim the flashbang. He notices Joe's blinking, stunned gaze and glares at the security guard. "Cute. My turn."
He steps up as the air around his fist ripples and pulses with tiny dark motes, then swings for the guard's jaw.
Entropic Strike vs EAC, Non-Lethal: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Nonlethal Dmg: 1d3 + 3 ⇒ (3) + 3 = 6
Pfft. That's what I get for trying to sound cool.

GM Sedoriku |

Ardoc dodges the worst of the flash bang, and tries to press back on the assault but misses both swings he takes. Trying to hit non-lethally and quickly at that proves harder than he'd just made it look.
The two vesk with Ardoc don't seem to take well to the explosion of light and get blinded for a moment. Bonra takes the smart option and ducks behind the wall in an attempt to clear the spots in his vision.
Apikinzas tries to fire a shot but shooting while blinded proves to be much harder than it sounds. And it sounds hard enough as is.
In the other hallway, Joe proves that he can be blinded and still hit something, taclashing the terrified White and completely showing up Roddy, who's Sunlights® Visior proves to be helpful in keeping a flash bang from blinding but doesn't clear up as fast as it darkens.
Ouch those were some painful dice rolls.
Tac lash vs Ardoc KAC: 1d20 + 8 ⇒ (1) + 8 = 9
Non lethal, slashing: 1d4 + 5 ⇒ (2) + 5 = 7
Tac lash vs Kaath KAC: 1d20 + 8 ⇒ (2) + 8 = 10
Non lethal, slashing: 1d4 + 5 ⇒ (3) + 5 = 8
pulseaster pistol vs. Roddy EAC: 1d20 + 5 ⇒ (8) + 5 = 13
Non lethal, Electric: 1d4 + 1 ⇒ (3) + 1 = 4
Feeling they have an advantage with two of the vesk temporarily out of the fight, Rojo gesntuofor Nero to come closer and the two try to laying into Ardoc and Kaath. Ardoc knows how Rojo attacks at this point and just dodges out of the way. Nero... Well let's say he's clearly a better grenadier than close quarters combatant...
White takes a step back and fbles with his pulse aster pistol, accidentally firing it into the ground at Roddy's feet than at Roddy himself.
And the enemy has a bad round of rolls too. Are the forum dice gods just unhappy about something?
++++++++++++++++
Round 3/4
Active Conditions: None
Roddy
~~~~~~~~~~~
Kaath
Joe Blinded 2/3
Ardoc - 10/18 SP
Bonrakoru Blinded 2/3
Apikinzas Blinded 2/3
Nero
Royo
White - -4
Bold are up!
++++++++++++++++
Current map (Slide 7)

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Ok you say you can do this blindfold Api Time to walk the talk Resetting pulsecaster to fast recharge count to six and point at something with enough voltage to stun a bulette
Casts supercharge on pulsecaster When next fired does 1d4+4d6 non lethal damage

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Trying not to to dwell too much on the fact that a blind guy just showed him up, Roddy cocks back and swings another entropy-powered, pattented Glasz Cannon (Patent Pending) at the guard.
Entropy Strike vs White, NL: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Nonlethal Dmg: 1d3 + 3 ⇒ (3) + 3 = 6
Yeah, this is pretty typical of the Paizo roller.

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Kaath sees his allies blinking wildly and wonders if going supernova would be necessary as a last resort.
If they are not using lethal force, then we do not need to...yet. But we cannot be taken captive!
'
He steps back to prevent direct melee with his blinded allies, continues to pummel the one before him...
Stay back! I have warned you.
solar, NL: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11 for dmg: 1d6 + 3 ⇒ (3) + 3 = 6

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Joe barely see pulse lights, so he will press on and provide two neutralising Entropic strikes lashing forward and back.
First attack % should be more than 50: 1d100 ⇒ 99
Taclash nonlethal Enrtopic strike, EAC: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
DMG, Bludgeoning, nonlethal: 1d3 + 3 ⇒ (3) + 3 = 6
Second attack % should be more than 50: 1d100 ⇒ 71
2 Taclash nonlethal Enrtopic strike, EAC: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
DMG, Bludgeoning, nonlethal: 1d3 + 3 ⇒ (1) + 3 = 4
I also should ask. Apperently there is a -4 penality to Str and Dex checks when Blinded, so if I sould try Trip - I will probably take this -4.
But should I also roll %? I suppose only one part penality should appear, is it? Clarify pls

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Ardoc carefully swings his pike, hoping to put down his opponent.
Attack, vs. KAC, nonlethal: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Piercing nonlethal: 1d8 + 4 ⇒ (6) + 4 = 10

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Sitting out of the fight was a good idea. Unfortunately Bonra rarely follows through on those and his impatience has him feeling along the wall back to the fight. Using his keenly honed battle sense, he lashes out at what he believe to be his opponent.
Unarmed Strike: 1d20 + 5 ⇒ (9) + 5 = 141d3 + 3 ⇒ (2) + 3 = 51d100 ⇒ 90

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Blinded is to skill checks

GM Sedoriku |

Apikinzas casts a spell on her weapon, super charging it and causing it to violently shake and spark in readiness for firing a massive blast.
Roddy tries to show that he is a more competent fighter than a blind man, and steps back as he then lashes out with a Glaz Cannon Punch™, but White stares at him blankly as Roddy gets stuck in his head and slams a fist into the wall, missing the guard by a good 3 feet.
Joe then shows him how it's done and whips out with his taclash, twice, both landing across White's shoulder and knee, causing him to shout out in pain and clutch at his shoulder.
Kaath steps back and makes a solid defensive line with Ardoc, but the movement telegraphs his next attack to Captain Rojo, and the gurad dodges out of the way of the solar weapon, but sadly right into the path of Ardoc's pike, that scratches down the side of the guard's armor and draws a welt of blood.
Bonra fills in the opening left by Kaath and proceeds to almost blindly fall/punch his way to Rojo, the guard taking a nasty glancing blow across the chin for the vesk's efforts.
Tac lash vs Roddy KAC: 1d20 + 8 ⇒ (5) + 8 = 13
Pulse caster vs. Bonra EAC: 1d20 + 5 ⇒ (3) + 5 = 8
Rojo gives a growl as they start to take damage, and then tries to return the favor to Ardoc, but the taclash can't find an opening in the man's armor.
Nero keeps his distance and fires another pulsecaster shot at Bonra, staying silent, but the shot flies high and misses the vesk completely.
Finally, White, bleeding some, drops his pistol and pulls out a taclash slashing out at Roddy, but misses him terribly, hitting the same spot on the wall that the vanguard just hit.
++++++++++++++++
Round 4/5
Active Conditions: None
Roddy
~~~~~~~~~~~
Kaath
Joe Blinded 1/3
Ardoc - 10/18 SP
Bonrakoru Blinded 1/3
Apikinzas Blinded 1/3
Nero
Royo - -15
White - -14
Bold are up!
++++++++++++++++
Current map (Slide 7)
Nearly there!

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Bonra, feeling his fist connect goes on the defensive, lashing out with both of his fists roughly into the space ahead of him trying not to throw himself off balance.
Unarmed Strike: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 41d3 + 3 + 1 ⇒ (3) + 3 + 1 = 71d100 ⇒ 89
Unarmed Strike: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 141d3 + 3 + 1 ⇒ (2) + 3 + 1 = 61d100 ⇒ 81
Photon Attuned - 3/3 (+1 Insight to damage rolls)

GM Sedoriku |

Bonra goes on the offensive, clearly believing the best defense is a good offense,and lashes out twice with punches. His first slams into the wall behind Rojo, but the guard's yep of surprise gives Bonra the exact location for his second punch, slamming a fist into a nose, and leaving Rojo barely on their feet, nose bloodied and wavering like a weather vane in a hurricane.
++++++++++++++++
Round 4/5
Active Conditions: None
Roddy
~~~~~~~~~~~
Kaath
Joe Blinded 1/3
Ardoc - 10/18 SP
Bonrakoru Blinded 1/3
Apikinzas Blinded 1/3
Nero
Royo - -21
White - -14
Bold are up!
++++++++++++++++
Current map (Slide 7)

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Kaath continues his attack, knowing that the laws of averages will eventually land his weapon.
Hold still!
solarian, NL: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15 for NL dmg: 1d6 + 3 ⇒ (4) + 3 = 7

GM Sedoriku |

Kaath puts his faith in the law of averages and the law doesn't let him down. His solarion weapon slams into Captain Royo and tosses them back against the wall, where they give a whap and start to slide down, before hte captain completely fades they look to Nero and say, "Lethal force, approved." They collapse into a pile on the floor.
Royo is down!
++++++++++++++++
Round 4/5
Active Conditions: None
Roddy
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Kaath
Joe Blinded 1/3
Ardoc - 10/18 SP
Bonrakoru Blinded 1/3
Apikinzas Blinded 1/3
Nero
Royo Downed
White - -14
Bold are up!
++++++++++++++++
Current map (Slide 7)