(Outpost IV) GM Quirk's The Vast Experiment: Falling Into Deliverance (Inactive)

Game Master Quirk, Private Eye

Slides


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Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Well, nobody has greeted us yet.." sighs Kultanien.

"Shall we do a quick tour of the station before starting repairs?"


Both systems are repaired. The repaired space platform might provide a better way to ascend back to your ship once your investigation is done. The antenna will enable stronger signals for broadcasting data.

Oddman pokes around a bit near the control consoles and comes across something possibly useful. There are eight jetpacks stored in the equipment
closet here.

Four of them are fully charged. The other
four have only 3d6 charges each number charges: 3d6 ⇒ (1, 5, 4) = 103d6 ⇒ (1, 5, 4) = 103d6 ⇒ (1, 4, 3) = 83d6 ⇒ (3, 2, 5) = 10.

Kultainen Vaimo wrote:

"Well, nobody has greeted us yet.." sighs Kultanien.

As if on cue, there is a distinct skittering sound coming from the east as Kultainen utters what are possibly her famous last words.

[ooc]Where to next? Check out the map as needed and move your tokens. Give me some sort of idea of your route if you move immediately to the far side of this level.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Wait... did anyone else hear that?" asks the lovely android. Her lovely lab-coated assistant takes cover behind her.

"Lets see what is behind those doors..." she suggests, looking at some of the rooms directly off the "luggage" area.

Moved across to the two rooms that seem to open onto this one, and if nothing jumps out at me, tries to open the door.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman moves up to inspect the northeast area as well. (A5)

Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

Fizz moves up, covering as many angles as possible.

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

Albertus turns around getting ready for possible hostile creatures, He follows the edge of the wall stopping behind the rest of the party, He looks down the hall.Perception takes 10 for 24 towards area 5, his darkvision ends at the pointed edge of the blue map feature.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock moves up toward the front, taclash in one hand and the red star plasma cannon snug against his body held by the other arm. He peers down the hallway, into the area to the east.


Moving toward A5, you see the following (as described from the adventure text...)

Phosphorescent blue-green ferns that give off a dim light
grow from a long planter in the middle of this laboratory.
A deceased creature is curled against the planter, its
appearance that of a centipede with large foreclaws. Old, red
bloodstains have caked part of the floor, gluing the shredded
remains of an estex suit to the panels.

If you move closer you'll be able to do some additional skill checks to sort out what's going on here. Here's an easy one to get started with:

DC 15 Life Sciences check:
You
identify these plants as mnecheli ferns, a species renowned
for its quick growth, hardiness, and reactivity to stimuli,
making them one of the most common botanical lab specimens
in the Pact Worlds. You also knows that mnecheli ferns are
toxic when eaten by nearly any creatures except those from
Thyst, their deadly home world orbiting Bretheda. These ferns
glow noticeably brighter than most of their species, but they
otherwise seem normal.

Additional perception checks are also in order once you are in the area of the planter.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Oh my. Is that one of the natives of this world... or did that centipede make the blood stains with the former occupant of the estex suit.."

Kultanien joins the rest of the crew moving toward the area, Jopsie staying close behind her.

life sciences: 1d20 + 12 ⇒ (4) + 12 = 16

The white-lab coated Jopsie looks at the plants with interest "They are mnecheli ferns! As a species they are renowned for quick growth and hardiness. Also they react interestingly to stimuli, so often found in labs."

She points at the centipede "They are also toxic to most creatures other than natives of Thyst. I'm guessing the centipede was not from there. They seem a little brighter than normal specimens."

Kultanien just keeps her eyes peeled.
perception: 1d20 + 10 ⇒ (11) + 10 = 21

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman makes sure his enviromental protections are on, and enters A5.

Perception: 1d20 + 13 ⇒ (19) + 13 = 32

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

lifescience: 1d20 + 9 ⇒ (18) + 9 = 27
"Hmm these are very bright." Albertus moves up to the planter pausing to scan the room.
[dice=perception]1d20+14[/dcice]

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

"Well, this seems ominous. Let's try to find a computer with a station log on it; we're way more in dark than I am comfortable with."

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

Also don't forget that I have Life Bubbled everyone.

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

perception: 1d20 + 14 ⇒ (16) + 14 = 30
I failed my actual perception by not noticing my close tag fail. Or is that my computers check?

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock also advances forward, looking for any threats as he approaches the centipede-like corpse. He looks to see if this looks like a sentient being, or merely a creature of some kind.

Does it look like the centipede thing exploded out of the estex suit, by any chance?

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


It seems you are all quite observant, and have come across the lower three-quarters of a humanoid’s left arm, messily detached and showing preliminary signs of decay (the failing life support may have helped preserve it).

DC 15 Culture or Medicine check:
You identify this arm
as having belonged to a lashunta.

You notice that there’s a key card that’s fallen into one of the floor vents and is very close to slipping irrevocably into the ventilation system. Pick one PC. With a successful DC 20 Reflex save or Sleight of Hand check, a PC can recover this key card.
If they fail the check, the key card falls out of reach and out of sight and is sucked into the station’s internal systems.

What's up with this centipede thing?

Brock, you can't be 100% sure, but you don't think this thing burst out of anyone's chest. Someone DID meet a violent end, though.

Any of you may roll a DC 22 life science check to identify this thing.

DC 15 Medicine check:
The creature died from poison, likely eating the ferns.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien surveys the scene with a grim look on her face.
culture: 1d20 + 16 ⇒ (11) + 16 = 27
"That arm was once part of a lashunta..." she says sickly.

Meanwhile Jopsie takes a ruler off her clipboard and pokes, hesitantly, at the centipede thing.
life science: 1d20 + 12 ⇒ (13) + 12 = 25

"Ahh, I read about these, they are..."

medicine: 1d20 + 12 ⇒ (1) + 12 = 13 Kultanien eyes the dead creature up again but nothing springs to her mind about it.

"I'll go back and check those rooms behind us."

Returning to the doors near the luggage she looks within the two rooms facing them.
Marked with Xs

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Medicine: 1d20 + 5 ⇒ (20) + 5 = 25

Brock seems to visibly ease, though only a bit. "Well, as gruesome as this scene is, the centipede seems to have died from poison ... probably from eating the ferns." He glances around, still alert, as he says, "The lashunta, on the other hand ..." He walks around the perimeter of the area clockwise, making sure it is completely clear. He motions for someone else to scout the other portion of the room.

Assuming he finds nothing of interest or threat, he stands sentry at the far eastern door into the room, glancing around at what he sees there while the others continue their investigations.

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

medicine: 1d20 + 16 ⇒ (1) + 16 = 17
life science: 1d20 + 9 ⇒ (7) + 9 = 16
medicine: 1d20 + 16 ⇒ (14) + 16 = 30
Albertus looks down the vent.
"Hmm that's in a tricky spot."
I have a +9 reflex save and will try to get the card if no one thinks they can do better

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman casts Stabilize to keep the keycard from falling down the vent...

Oddman moves towards A2, keeping watch while the group investigates the crime scene.


Oddman, from what I see, stabilize will only target a living target. Someone is going to have to make that roll...

Added a new slide. It's a picture of this dead creature you have found. With Kultainen's life science roll, I can tell you a few things about it, though it's name is not known in the Pact Worlds.

This creature is a small creature, and it appears to have the ability to attack with both a claw and tentacles. You theorize that this creature is a pack hunter, so if there are more on this station you will likely encounter more than one.

Oddman takes a peek toward the south. It appears to be the auxiliary airlock. There doesn't appear to be much more of interest there.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"How many life signs did we register again?" asks Kultanien.

She radios back to the supply shuttle, giving an update on what has been discovered and asking for an update on the life signatures.

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

reflex save: 1d20 + 9 ⇒ (19) + 9 = 28
Albetrus carefully reaches down into the vent the card almost drops and he darts out his hand an snatches it up at the last second. Once he stands up he takes a closer look at it.

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

"Another key? I guess we're starting a collection. Oh and Kultainen, there were 19 life signs we we scanned the station."

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |
GM Quirk wrote:
Oddman, from what I see, stabilize will only target a living target. Someone is going to have to make that roll...

That was in jest, don't worry about it

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock says, "Lookin' at that blood and how caked on it is, I'm guessin' this guy wasn't one of the 19."

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Anything in those first two small rooms Kultanien looks into?


Kultainen Vaimo wrote:

Anything in those first two small rooms Kultanien looks into?

Sorry I missed that, Kultainen. Most of the smaller rooms are going to be storage, offices, or personal sleeping quarters. Nothing really of interest there. I will point out exceptions (not to get too meta-gamey, but the rooms marked A7 or A8 are probably worth investigating).

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien nods at Brock's observation.

"I'll meet you at the end.." says Kultanien.

She takes the side passage, and with Jopsie close behind, tries slipping toward what she assumes is some type of command centre.

stealth!: 1d20 + 6 ⇒ (13) + 6 = 19

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman peeks around the corner towards A11.

Stealth: 1d20 + 12 ⇒ (9) + 12 = 21

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

Fizz jumps on the comms. "Guys, we are starting to separate a little too far. Let's regroup before someone gets jumped or lost."


Kultainen notes the unmistakable glow of monitors up ahead (area A4).

Oddman sees only a dimly lit hallway ahead.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Affirmed. Can see monitors ahead, and where the passages meet. Looks like the control room."

Kultanien then returns to the grisly room and catches up with Oddman, laser out. Just in case.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock moves up to maintain his point position as they round the corner. "Hopefully there'll be some logs we can access in the control room to find out more about what happened here."


I take it we are headed to A4 now. There will be a post tomorrow. This is a very complicated room. Actually, I don't think it's that complicated, just lots of possible skill checks. It will be sort of an information dump. Luckily I think I can do some copying and pasting. Why don't you all go ahead and position your tokens there at this point (unless you decide to go somewhere else).

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman stands guard between A4 and A2.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien and Jopsie head into A4 and look at the first of the terminals.


Banks of computer terminals fill the walls of this room. The
monitors show nothing on their displays, and chairs rest in
haphazard arrangements around them.

Holy Toledo, there is a lot going on here...

You are able to hack into these computers using the keycard found in the conservatory. You are disappointed to find that these computers have been running with backup power, and there is only 3 1/2 minutes remaining before these computers shut down.

You may perform the following tasks. There is only space and power for ONE person to choose the actions (though up to two other PC's can assist with any rolls). You have 3 1/2 minutes.

Review Basic Functions (1 minute): This provides the PC a
directory of the computer’s basic functions (including anything
detailed below) and its main files, consisting of 7 years of
meteorological data, personnel dossiers, a message inbox, security
footage, probes launched, and station status. This doesn’t provide
the PC any information other than an overview of the file names
and options, summarized in Handout #3.

Activate Lights (move action): The PC can activate or deactivate
the lights in any area.

Activate Cameras (1 minute): The PC activates the surviving
security cameras, allowing them to observe areas A1, A2, A5, A11,
and A12, albeit with a –2 penalty to skill checks to perceive or
identify features through the cameras.

Activate Door (move action): The PC can activate any door
that’s not locked, broken, or jammed (such as the door to area A11).
Due to anti-amputation workplace safety regulations, doors open
quickly but close gradually, not fully sealing until the beginning of
the next turn.

Tether Control (1 minute): With a successful DC 15 Computers
check, the PC can tether several functions to the PC’s comm unit or
another computer, allowing that PC to perform the activate lights
and activate door functions using that device. If the PCs have
modified the laser batteries or restored life support, the tethered
device can also control those functions.

Skim Data Module (10 minutes--BUT SEE BELOW): The terminal hosts millions
of files, divided into several large data
modules. By skimming one data file,
a PC gains a general sense of what’s
inside. If the PC succeeds at a DC 16
Intelligence check, DC 25 Computers
check, or DC 22 Perception check
they skim that data module in only
1 minute. I will do an information dump if you can make one of these rolls. Remember, up to two other PC's may assist with this roll.

Upload Data Module (1d6 minutes): A PC can transfer one of
the above data modules to another device. However, the files
are massive, and only a tier 3 (or higher) computer has sufficient
capacity to hold any of the modules (though such a computer can
hold any number of them).

Modify Laser Battery Functions (1d6 minutes): With a successful
DC 24 Computers check, a PC can reconfigure
the laser batteries normally relegated to debris disintegration to
fire manually at the PC’s command (a standard action).

Restore Life Support (1 minute): With a successful DC 15
Computers check, the PC can override the station’s power-saving
protocols to restore life-support functions. These not only use
force fields to patch some of the hull breaches, restore the
temperature to a healthy range, and cycle breathable air over the
course of 10 minutes, but it also activates the gravity controls
that set station gravity to standard levels (rather than the
×1-1/2 strength).

Choose wisely! It should be noted, that if you can restore power to the station (if it's even possible!), and if you have time, you may be able to return to this area and continue your work.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman automatically aids another if the PC using the computer rolls a Perception check on the Skim Data Module task.

Fizz has the Transfer Charge spell, wouldn't that work here?

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

Fizz has a tier three computer on him, in case anyone wants to do that. As for actions, I certainly recommend linking in a computer, and restoring Life support.

Oddman, unfortunately they thought of that. Transfer Charge only works if you are transferring the charge between two identical power sources. We'd need a power source the size of the one powering the computers to transfer the charges from.

"Hmm, not much room in here. Who wants to do the work?"

Fizz also auto-aids, but in case people want him to do the rolls/

If Fizz is primary:

Computers: 1d20 + 18 ⇒ (13) + 18 = 31

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

I agree with those actions as well. Does tether only connect 1 device? I so who wants to be hooked in? I also have a tier 3 computer and a +18 computers
"I don't mind taking a look."
Albertus will take 10 on both checks for a 28 to restore life support and a 28 to tether in a computer
"Not much power left right now. we might want to be very careful what we do with it until we find a way to get some more power here."

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien keeps watch as the rest of the team sets to work.

I can auto-aid but my bonus is not as good as Fizz or Albertus. I do have the hurry improvisation, which grants a move action (normally limited to guarded step, move or draw a weapon) which might prove helpful for some of these actions later on if the GM allowed it.

Keeping her laser out, Kultanien tells everyone to "Hurry up." as she watches down the passage way.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

My computer is only +5, so I'm not involved in the checks. I'll stand sentry.


That is 2 minutes I believe. You still have 1 1/2 minutes.

Albertus:

1. tethered control
2. restored life support

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Get the basic file list for later perusal." suggests Kultanien.

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

Albertus downloads the directory and sends it to everybody's comms.I guess ill go with having things tethered to my custom rig unless that check lets us loop in multiple people. "Done. We'll have to restore more power if we want to do anything else significant. We should keep moving."


Where to next?

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Can we get an idea of the files/etc that we managed to download? Or are they not significant yet?

Once the computer loses power, Kultanien continues back to where she was before. She starts down the corridor with what is presumably personal rooms off it. Each door she knocks at, checks and then tries to open looking inside, before pressing on to the next.

Basiclaly works her way down the row of A7 checking doors to the left and right as she goes.

"Be nice for some support down here, incase there are more of those centipedes..." she says.

perception(if relevant: 1d20 + 10 ⇒ (19) + 10 = 29

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock nods down the hallway. "Agreed, let's clear these rooms." He moves further down the hallway, not particularly stealthy but also not going out of his way to make noise. He focuses down the hallway for any threat that may come along, while Kultainen and the others check the rooms.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman follows behind, observing A7.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

Albertus follows along with his weapon ready. He keeps an eye out for trouble with his exocortex enhancements. [ooc] Take 10 perception -> 24[/dice]

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