Oddman
|
Oddman goes invisibly around the corner and takes a look into the corridor leading to B3, while the group investigates B2.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Albertus Borlando
|
Albertus walks up to the projection."Hi there! We'd like to get power back online and locate any survivors. If we could download a full record of what happened and any other data that might be stored in the computer core that would be great."
Fizz Duskfinder
|
Fizz nods several times as Albertus speaks.
"And if you have any station evacuation protocols, could you review them with us? We might need to issue them, but some people can't write a protocol to save their lives--literally."
| GM Quirk |
The artificial intelligence responds cheerfully to Fizz and Albertus. "Ahhh yes, I think I can help you! You'll need to perform some minor repairs, then we can get my communication systems up and running, which will allow for data transfer."
Delicate instrumentation here requires considerable repair and recalibration. This process requires 10 minutes of work and a successful DC 20 Engineering, Mysticism, or Physical Science check, for which Erudition’s cheerful instructions provide a +2 circumstance bonus and allow a PC to attempt the check untrained. There are enough spare parts to attempt this check up to three times, with failed checks ruining the arcane fuses and other elements of those parts. Once the communications systems are restored, the PCs can freely upload station data (such as that from the terminals in area A4) to their starship.
Erudition, using it's comical platypus hologram to communicate, also tells you about restoring power. "If you have a keycard, you can override emergency protocols from here, and I would be happy...NO! EXCITED...to help you!"
Power: Using a computer terminal and administrator key card (which I believe you found on the previous level),
a PC can override the low-power emergency protocol, restoring
power to all of the station’s currently operating systems. Without
such a key card, the PC must hack into the system (requiring a
successful DC 29 Computers check) to restore full power to the
facility. With power restored, the PCs can use the terminals in area A4 without battery limitations and operate the communications array
here. There are other possible functions that can be operated here, similar to the choices from room A4.
Erudition is also happy to review evacuation procedures. As they do, you realize that the unique circumstances of this particular crisis makes normal evacuation protocols largely irrelevant.
Kultainen Vaimo
|
Kultanien, after laying the dead android to rest, waves to Erudition. "Hello. While we are working on the repairs, could you give us a run down on recent events? " She happily waves the keycards the team has found.
Happy to offer an aid here, but Kultanien is pretty sure she can get things fixed - with the aid of Jopsie
computer T10: 10 + 12 + 2 = 24
"There... is that better? Lets get that power back on line and an upload underway."
Albertus Borlando
|
Albertus dives right into repairs.
engineering: 1d20 + 20 ⇒ (4) + 20 = 24
"With that critter outside maybe we want to keep the lights off, but we should start downloading the data here ASAP. Maybe we can set it up to download things while we sweep the rest of this level?"
Fizz Duskfinder
|
Fizz doesn't say much, but he does jump in to help the communication repairs.
Attempt to aid, as someone else already made the repair roll. Sure it isn't needed, but Fizz would help the repairs regardless.
As this is a long term task, Fizz will break out his engineering tools to help.
Engineering: 1d20 + 21 ⇒ (12) + 21 = 33
| GM Quirk |
You are successful, and you can start an upload from here via the newly repaired communication disk to your ship of all of the data from the complex.
Power is restored, though it is noted that you are keeping lights subdued.
I should have noted in last night's post that Oddman did not see anything out of the ordinary as he kept watch. Anyone want to put on the cool powered armor? If there are no other concerns here, we can move down the north hall.
Brock Laserforge
|
While the others tinker around with the computer, since no one else seems to express interest, Brock examines the power armor. He shrugs, "Well, it'll hold me back a bit when swinging ... but more protective than what I have. Might be useful." He fits the red star cannon onto the weapon mounts for the hover suit, then mounts his glamered shout projector into the armor upgrade slots. Finally, he splices some of the wires and mounts an extra upgrade, his quick-release sheath, into the wrist mounting.
As he works, he says, "Anybody know if those bugs we fought have blindsense? I've got a couple of smoke grenades that might be useful if we hit a swarm of them, but not if they can still see us."
Okay, so I think I've got my stat line update with my new goodness now. :) I didn't alter my stat sheet, so I'll just need to remember the armor check penalty if I do anything that uses it.
| GM Quirk |
You make your way along the hallway leading the area B3.
This hallway traces around the station’s eastern side, with
several small ports and a broad observation window, the latter
which is dirtied by a spray of blood from an centipede-like
carcass that’s slumped beneath it.
check:
trauma in three events: one strike to the head, damage to the dorsal
shell from impact with this wall, and most curiously, constriction
distributed evenly across its body. The analysis also reveals a
residue over much of the body.
Mysticism, or Physical Science check:
identify this residue as an atomized catalyst designed to assist in magitech reactions, especially those caused by electrical sparks.
Oddman
|
Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Albertus Borlando
|
medicine: 1d20 + 16 ⇒ (9) + 16 = 25
engineering: 1d20 + 20 ⇒ (4) + 20 = 24
Albertus shares the analysis from his two skill checks. I'm running an online con this weekend, brain no work for in character exoression :P
Fizz Duskfinder
|
Medicine: 1d20 + 9 ⇒ (18) + 9 = 27
Engineering: 1d20 + 19 ⇒ (11) + 19 = 30
"Hmm, other than the initial impact, the constriction might have been caused by those creatures we have been fighting. Maybe they like this catalyst?"
Oddman
|
Oddman stands by a window, looking out for the giant eye.
Brock Laserforge
|
Brock frowns. "Even constriction across the whole body. Only thing I can think of that would do that would be from some flat surface ... like a trap with a falling ceiling or compressing walls." He glances nervously around as he walks along, trying to scout ahead a bit.
| GM Quirk |
I'm going to assume that at least one of you peeks into B4. I did move Kultainen as I know she had a busy weekend.
This appears to be some sort of lab. Its chief feature is a rather large apparatus near the center of the room. The apparatus features a large central vat and four smaller vats. There appear to be control terminals in between each of the smaller vats.
There are a few smaller labs or control rooms around the perimeter of the large area with the apparatus.
You may move into the lab to find out more.
Kultainen Vaimo
|
Thanks GM
"Or a snake.." suggests Jopsie, the lovely lab coated assistant.
"They sometimes kill via constriction."
Kultanine, laser in hand, peers into the lab room.
"I wonder what they wanted the vats for? And how they have been affected by the power and station wobbles.."
She carefully approaches a terminal.
Oddman
|
Oddman looks out for gravity traps or snakes.
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Slightly worse than before
Brock Laserforge
|
Brock stands in the inside of the lab's entryway while Kultainen and any others move forward to look at the terminals.
Fizz Duskfinder
|
"That's a very good question, Kultanine." Fizz says as he walks up behind her. "Both of them. And I am wondering if it was on the books or not."
| GM Quirk |
A couple more details are evident as you enter the room.
First, as noted, there are three additional small rooms off of this main room. Two of the doors appear to be tightly closed. The smaller middle room (noted with red "X") has its door hanging slightly ajar.
The control terminals at the apparatus appear to functional. There are prompts flashing on the screens that you can see.
Kultainen Vaimo
|
Kultanien cautiously approaches the closest terminal, trying to work out what the flashing prompt is warning of.
"I might need that keycard again.." she mentions as she turns her attention to the computer.
Kultainen Vaimo
|
Kultanien taps away at the keyboard...
"Hmm, any idea Starfinders?"
computers: 1d20 + 12 ⇒ (8) + 12 = 20 Happy to aid if a stronger computer user wants to lead
Brock Laserforge
|
Brock moves over next to the slightly ajar door, listening carefully for any sounds of danger. He pulls his taclash, in case an assault is needed.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Fizz Duskfinder
|
"Call me paranoid, but I'm going to boost my vision. Too many lab tanks in here." Fizz punches a few keys on his wrist datapad with no obvious results.
And See Invisibility is activated.
| GM Quirk |
Albertus and Kultainen sort out that the apparatus has numerous functions here on the station.
The apparatus has a host of controls, allowing
operators to vent the contents, take exterior gas samples, and
a variety of experimental
functions. More importantly,
the controls allow an operator
to activate fan-powered vents,
trigger electrical shocks, and
generate small force fields
designed to plug leaks.
A PC within reach of
any of the apparatus’s
workstations can access
and activate one of the functions as a standard action. Remember, you did restore power to the station, so you can access the second effect.
If a PC tethered station controls to their comm unit in area A4, their device allows them to control the apparatus while within 20 feet of it, rather than having to be within reach of a workstation.
Here are the functions you can access:
Force Field: The apparatus creates a weak force field around
a designated target within 30 feet. The target becomes
staggered and flat-footed for 1 round before breaking free (Reflex
DC 16 negates). While affected, the target gains DR 3/—. After
activating a force field, the apparatus cannot do so again for 2d4
rounds. If power has been restored, increase the DC to 19, and
the apparatus can activate a force field once every 1d4 rounds.
Shocks: The apparatus can release a powerful shock that affects
all creatures adjacent to any one of the secondary vats, dealing
3d6 electricity damage (Reflex DC 16 for half). If power has been
restored, increase the DC to 19 and increase the damage to 6d6.
Vents: The apparatus opens numerous vents in the laboratory,
drawing out gases from inside the room. This creates an area of
strong winds inside the main lab, which continues for 3 rounds.
If power has been restored, the PC can instead create an area of
severe winds.
Albertus and Kultainen currently have access to the functions of the device. Anyone else who would like to will need to complete an initial DC 15 computers check.
I'll let you all digest this for a moment. A Brock checks out the lab with the damaged door, he doesn't notice something seeping out from the room...
Fizz Duskfinder
|
I have one of the tied remote console, do I still need to make the check? (Which technically I cannot fail anyway.
| GM Quirk |
Albertus, if you would like to be closer to the terminals at the apparatus, you may start there. Fizz, no, you don't have to roll.
While Kultainen and Albertus check out the apparatus, Brock looks over the door that is ajar. Peering into the darkness, he doesn't notice the oozey substance pouring out near his feet using your perception roll. Oddman, I also gave you a chance to act in the surprise round, but the perception roll I did for you was low as well).
The creature moves past Brock and into the middle of the room.
So it's surprise action is to move. Since Brock is flat-footed, no AoO.
It seems hostile. You think it wants to eat your face.
Albertus: 1d20 + 4 ⇒ (16) + 4 = 20
Oddman: 1d20 + 2 ⇒ (18) + 2 = 20
Kultainen: 1d20 + 2 ⇒ (7) + 2 = 9
Fizz: 1d20 + 5 ⇒ (19) + 5 = 24
Angry Space Amoeba: 1d20 + 3 ⇒ (17) + 3 = 20
Bold may go. Round 1.
1. Fizz
2. Brock
3. Albertus
4. Angry Space Amoeba
5. Oddman
6. Kultainen
Kultainen Vaimo
|
Kultanien, astonished by the oozes sudden appearance, doesn't have the presence of mind to try and encase it in a forcefield. Yet.
Fizz Duskfinder
|
None of the initiative's are bold.
Fizz moves forward while drawing his pistol. His hands falsh through a complicated pattern as he builds a spell. "Too close for the big boom, let's see if this works instead."
Make a will save, DC 20, or be Slowed.
| GM Quirk |
The ooze seems to pause. Perhaps it's Fizz's magic that has slowed it.
Suddenly, it lets loose with a hellacious shower of electrical power hitting Kultainen, Fizz, Albertus, and Oddman.
This is a 30' cone breath weapon of electrical damage. It looks like I can catch all of four of you, but someone let me know if you disagree. DC 18 reflex save for half.
electrical damage: 12d6 ⇒ (2, 5, 3, 5, 1, 6, 5, 1, 2, 4, 2, 2) = 38
That could have been worse.
Bold may go. Round 1
1. Fizz
2. Brock
3. Albertus
4. Angry Space Amoeba (slowed)
5. Oddman
6. Kultainen
Kultainen Vaimo
|
ref: 1d20 + 8 ⇒ (6) + 8 = 14
The lovely android catches the electrical charge full in the face, and the calls out in shock. "Arrghhh"
Then, quickly punches in the commands to the console to try and encase the angry space amoeba in a force field. She then slips sideways, trying for cover from the creature as she readies her laser.
Oddman
|
Life Science to Identify the creature: 1d20 + 4 ⇒ (11) + 4 = 15
Reflex save DC 18: 1d20 + 4 ⇒ (16) + 4 = 20
Oddman moves back a bit and throws his trident at the monster:
Tactical trident vs. Ooze's KAC: 1d20 + 11 ⇒ (17) + 11 = 28
Piercing damage: 1d8 + 12 ⇒ (6) + 12 = 18
Brock Laserforge
|
Brock fires the red star plasma cannon mounted on his power suit at the creature.
Plasma cannon attack vs. EAC: 1d20 + 9 ⇒ (11) + 9 = 20
Plasma cannon damage (explode Reflex DC 16, electricity/fire): 2d10 + 7 ⇒ (1, 3) + 7 = 11
As the creature attacks the others, "Hmmm... Maybe electricity isn't the best thing to attack this thing with ..."
| GM Quirk |
DC 19 reflex save: 1d20 + 8 ⇒ (19) + 8 = 27
Kultainen attempts to incase the ooze in a force field. Unfortunately, it shrugs it off.
Good news: I rolled to see when you could use force field again, and only rolled a one. You can attempt it this round too.
Brock misses with his attack. Oddman hits.
Oddman, a 15 is not going to do it to identify this thing.
Bold may go. Fizz and Albertus, I will need reflex saves from you for the breath weapon from last round. Round 2.
1. Fizz
2. Brock
3. Albertus
4. Angry Space Amoeba (slowed, -18)
5. Oddman (-19)
6. Kultainen (-38)
Fizz Duskfinder
|
Fizz tries to identify the creature himself.
Life Science: 1d20 + 16 ⇒ (15) + 16 = 31
Fizz quickly shoots his force pistol at the creature, hoping to do damage it should not resist.
Neutriad Pistol: 1d20 + 10 ⇒ (3) + 10 = 13
Force Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Albertus Borlando
|
ref: 1d20 + 9 ⇒ (4) + 9 = 13Albertus's electrostatic field absorbs some of the electrical damage.
He attempts to fire 2 explosive rounds at the creature.
KAC: 1d20 + 7 ⇒ (20) + 7 = 27
p and f damage: 3d4 + 7 ⇒ (3, 3, 3) + 7 = 16
KAC2: 1d20 + 7 ⇒ (14) + 7 = 21
p and f damage2: 3d4 + 7 ⇒ (4, 4, 3) + 7 = 18
| GM Quirk |
Albertus hits the creature with one of his attacks.
Meanwhile, the creature slowly slither forth, moving toward Fizz and Oddman. No attack, as it is slowed.
[spoiler=Fizz]Only ooze immunities.[/apoiler]
Bold may go. Fizz, I still need reflex saves from you for the breath weapon from last round. Round 2.
1. Fizz
2. Brock
3. Albertus (-33)
4. Angry Space Amoeba (slowed, -34)
5. Oddman (-19)
6. Kultainen (-38)
Oddman
|
Oddman call his trident back, uses a move action to activate one of his photoenergetic nodes, and attacks the oozing creature.
Tactical trident vs. KAC: 1d20 + 11 ⇒ (10) + 11 = 21
Piercing damage: 1d8 + 12 ⇒ (6) + 12 = 18
Fire damage: 1d6 ⇒ 1
Kultainen Vaimo
|
Kultanien winces in pain.
"Finish it off!" she suggests, seductively as she can.
Get'em on the ooze
And then fires her own laser at it.
attack vs eac, get-em: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
F damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8