
Shifty |

A pair of chairs stand to either side of a coffee-stained table. To the south, a culinary synthesizer sits on a sturdy counter.
This break room is not particularly well maintained, but the mk 1 culinary synthesizer functions normally. A datapad sits on the break room table. It doesn’t contain any data other than a collection of downloaded episodes of Guardian Colossus, an animated show about a squad that pilots technological colossi from Daimalko to defeat interstellar villains.
You can hear the hubub of a muffled conversation being had behind the door across the hall.
Marked

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Joe moves forward, standing next to the door, palming a needle for Buddy.
Right before Buddy opens the door, Joe will give Buddy a quick jab...so he can move faster. So +10 movement for the next 5 rounds Buddy

Shifty |

A pair of very tough-looking Damai guards were having a nice conversation about Guardian Colossus until a marauding pack of skittermanders disrupted the whole affair, they seem a bit perplexed as the monitor shows the hallway is empty, but there you all are.
"What the!?", they start reaching for weapons.
Buddy 1d20 + 1 ⇒ (16) + 1 = 17
Joe Bones 1d20 + 3 ⇒ (11) + 3 = 14
Squizzer 1d20 + 7 ⇒ (20) + 7 = 27
Szama 1d20 + 3 ⇒ (12) + 3 = 15
AYOKA 1d20 + 1 ⇒ (10) + 1 = 11
ENEMY 1d20 + 4 ⇒ (12) + 4 = 16
R1
Squizzer
Buddy
ENEMY

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Buddy begins shooting at the black Damai
thunderstrike blindmark rifle: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Damage, sonic: 2d4 + 3 ⇒ (4, 4) + 3 = 11
thunderstrike blindmark rifle: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Damage, sonic: 2d4 + 3 ⇒ (3, 1) + 3 = 7

Shifty |

The shots go nowhere near the mark, the two damai simply lob grenades through the doorway.
B 1d20 + 11 ⇒ (14) + 11 = 25
W 1d20 + 11 ⇒ (13) + 11 = 24
The two blasts catch the whole party.
Damage 2d6 ⇒ (2, 5) = 7
DC16 Ref for half
Damage 2d6 ⇒ (4, 2) = 6
DC16 Ref for half
also disrupts Squizzers casting
They smile and wait with their swords.
"Ever wonder if there was a door you should never open?" they laugh cruelly.
R1
Szama
Joe
Ayoka
R2
Squizzer
Buddy
ENEMY

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ref: 1d20 + 4 ⇒ (19) + 4 = 23 v B
ref: 1d20 + 4 ⇒ (16) + 4 = 20 v W
Nope Ayoka cheerfully replied as she throws a frag grenade back.
grenade: 1d20 + 1 ⇒ (17) + 1 = 18 frag: 1d6 ⇒ 6 DC 11 ref

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Reflex, DC16: 1d20 + 4 ⇒ (9) + 4 = 13
Reflex, DC16: 1d20 + 4 ⇒ (6) + 4 = 10
Buddy gets blasted with both grenades but then he runs inside and attacks the white foe with his Doshko
Doshko@White: 1d20 + 5 ⇒ (14) + 5 = 19
Damage, slashing: 1d12 + 5 ⇒ (2) + 5 = 7

Shifty |

B Ref 1d20 + 5 ⇒ (8) + 5 = 13
W Ref 1d20 + 5 ⇒ (16) + 5 = 21
The grenade detonates in the guardroom making a mess of the terminals and shredding the monitors, but the guards escape with minor wounds.
Buddy lands a solid blow.
R1
Szama
Joe
Ayoka - acted
R2
Squizzer
Buddy - acted
ENEMY
B 3
W 10

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Reflex 1: 1d20 + 4 ⇒ (13) + 4 = 17
Reflex 2: 1d20 + 4 ⇒ (14) + 4 = 18
So 6 pts total from the 2 grenades....
Joe shows that she does know how to move out of the way of possible hazard....unlike that lab spill.
She sees Buddy move in fast...even without the speed enhancment...she thinks to herself Hmm...maybe there is a response here that got him moving. I had him expect to get jabbed, and he went out like a bat out of the underworld....maybe I can start using a placebo instead.
She shrugs slightly her top shoulders, and moves in...attempting to shoot the one that Buddy has advanced upon...and make that one disoriented.
Caustolance, liquidator (EAC): 1d20 + 7 ⇒ (10) + 7 = 17
Damage (Acid): 1d6 + 1 ⇒ (2) + 1 = 3
Biohack (if it hits) in the shot lasts for 8 rounds (the rest of this creature's life), and they will take a -2 to AC's

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Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Reflex: 1d20 + 7 ⇒ (4) + 7 = 11
"You got it, Buddy!" Szama hurries forward to get a clear view through the doorway, then calls upon memories of a life lived in another reality where the very air is suffused with a burning, corrosive fog!
Cast Acidic Mist (see green area on the map). Targets that start their turn in the area take the damage below. DC 14 Fortitude save for half.
Acidic Mist: 2d6 ⇒ (3, 6) = 9

Shifty |

B Ref 1d20 + 5 ⇒ (19) + 5 = 24
W Ref 1d20 + 5 ⇒ (19) + 5 = 24
The two reposition themselves.
One attacks Buddy.
Attack 1d20 + 14 ⇒ (3) + 14 = 17 (miss)
Free reroll1d20 + 14 ⇒ (9) + 14 = 23 (hit)
Damage 1d8 + 7 ⇒ (1) + 7 = 8
One attacks Szama.
Attack 1d20 + 14 ⇒ (16) + 14 = 30
Damage 1d8 + 7 ⇒ (2) + 7 = 9
Buddy can make a reaction/AOO against White
R2
Szama
Joe
Ayoka
R3
Squizzer
Buddy
ENEMY
B 7
W 17 (-2 AC)

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Buddy tries to hit moving foe with his shock pad, as his doshko is to Bulky
Aoo@white vs EAC: 1d20 + 5 ⇒ (9) + 5 = 14 Maybe with lowered AC.
Damage, electricity: 1d4 + 5 ⇒ (3) + 5 = 8
Angry at himself for missing.
"If Mujina was here, he could throw them back into that mist." says Buddy and tries to cut the wounded foe with his Doshko
Doshko@white vs KAC: 1d20 + 5 ⇒ (18) + 5 = 23
Damage, slashing: 1d12 + 5 ⇒ (10) + 5 = 15
He lands a massive blow.
"How do you feel now? Smacked around by a furball!"
Buddy is -21 SP

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Ayoka moved behind the skitter line to get a better shot at Black with the tactical laser pistol.
tlp: 1d20 + 3 ⇒ (9) + 3 = 12 e&f: 1d10 ⇒ 6

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"I agree...I think the skitterforce feels off without Mujina...kinda like how a skittermander feels off if they ever lose one of their arms. I knew this one fellow that worked in the Vesk Armada...great purple chap...he lost his arm, and was always having problems with his coordination afterwards. Got a cyber replacement once he could scrape enough credits up."
Joe then takes a guarded step back, and raises her rifle to her upper shoulders. And shoots at the one with the black trimmed armor
Caustolance, liquidator (EAC): 1d20 + 7 ⇒ (13) + 7 = 20
Damage (Acid): 1d6 + 1 ⇒ (5) + 1 = 6
Biohack (if it hits) in the shot lasts for 8 rounds they will take a -2 to AC's

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Squizzer's tiny friend (a celestial skittermander whelp) pops into existence and leaps forward to try to bite and latch onto the nearest enemy.
attack: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 - 2 ⇒ (3) - 2 = 1
attach: 1d20 + 2 ⇒ (15) + 2 = 17
(little friend 6/6 HP, DR 1/evil)

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"OWOWOWOW," Szama shouts in pain and alarm as the guard's attack draws blood. She carefully steps back into the hall as she wishes Mujina was here and pulls a grenade from her pack before tossing it in between the pair of foes.
Guarded step and draw a grenade, then toss at the intersection right between the two guards! This is a flash grenade I, so if I hit my targets, they'll need to make a DC15 Reflex save or become blinded for 1d4 rounds.
Grenade toss: 1d20 + 2 ⇒ (20) + 2 = 22

Shifty |

The summoned-mander bites one of the guards.
There is a boom as the sonic hazard materialises, then a bright flash of light!
Boom!
B 1d20 + 5 ⇒ (1) + 5 = 6
W 1d20 + 5 ⇒ (14) + 5 = 19
Flash!
B 1d20 + 5 ⇒ (8) + 5 = 13 1d4 ⇒ 2
W 1d20 + 5 ⇒ (5) + 5 = 10 1d4 ⇒ 1
That paid off!
***
B
Fighting Defensively
Attacks Summoned-mander
Attack 1d20 + 14 - 4 - 4 ⇒ (2) + 14 - 4 - 4 = 8
Miss chance 1-50 1d100 ⇒ 83
Damage 1d8 + 7 ⇒ (3) + 7 = 10
Attack 1d20 + 14 - 4 - 4 ⇒ (6) + 14 - 4 - 4 = 12
Miss chance 1-50 1d100 ⇒ 39
Damage 1d8 + 7 ⇒ (3) + 7 = 10
The other keeps swinging at Buddy!
Fighting Defensively
Attacks Summoned-mander
Attack 1d20 + 14 - 4 - 4 ⇒ (3) + 14 - 4 - 4 = 9
Miss chance 1-50 1d100 ⇒ 1
Damage 1d8 + 7 ⇒ (7) + 7 = 14
Attack 1d20 + 14 - 4 - 4 ⇒ (9) + 14 - 4 - 4 = 15
Miss chance 1-50 1d100 ⇒ 13
Damage 1d8 + 7 ⇒ (4) + 7 = 11
R3
Szama
Joe
Ayoka
R4
Squizzer
Buddy
ENEMY
B 11 (-2 AC) (Blind 1) (+2 AC)
W 40 (-2 AC) (+2 AC)

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Buddy swings another time with hid Doshko
Attack@White: 1d20 + 5 ⇒ (8) + 5 = 13
Damage, slashing: 1d12 + 5 ⇒ (12) + 5 = 17
The swing was strong enough to slice a lesser creature in two unequal parts, but it lacked precision.

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Joe sees that things are going.....well...not bad, but not great.
She adds a quick sedative to her gun and shoots at the black trimmed baddy.
Caustolance, Liquidator (EAC): 1d20 + 7 ⇒ (12) + 7 = 19
Damage (Acid): 1d6 + 1 ⇒ (4) + 1 = 5
Sedative mk1 (non lethal damage): 1d4 ⇒ 2

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Szama raises her hail pistol and fires twice at the nearest guard.
Hail pistol: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7 Damage (C&P): 1d4 + 1 ⇒ (4) + 1 = 5
Hail pistol: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 Damage (C&P): 1d4 + 1 ⇒ (1) + 1 = 2

Shifty |

Squizzer's tiny friend keeps attacking
attack: 1d20 + 2 ⇒ (7) + 2 = 9
Squizzer sends another hazard (sonic) at a bad guy.
damage: 1d3 ⇒ 2
DC 14 reflex save to negate
Boom!
B 1d20 + 5 ⇒ (11) + 5 = 16
W 1d20 + 5 ⇒ (12) + 5 = 17
***
B
Fighting Defensively
Attacks Summoned-mander
Attack 1d20 + 14 - 4 - 4 ⇒ (8) + 14 - 4 - 4 = 14
Miss chance 1-50 1d100 ⇒ 88
Damage 1d8 + 7 ⇒ (6) + 7 = 13
Attack 1d20 + 14 - 4 - 4 ⇒ (10) + 14 - 4 - 4 = 16
Miss chance 1-50 1d100 ⇒ 54
Damage 1d8 + 7 ⇒ (6) + 7 = 13
The Summoned-Mander disappears!
The other keeps swinging at Buddy!
Fighting Defensively
Attack 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23 vs KAC
Damage 1d8 + 7 ⇒ (6) + 7 = 13
Attack 1d20+14-4-4
Miss chance 1-50 1d100
Damage 1d8+7
R4
Szama
Joe
Ayoka
R5
Squizzer
Buddy
ENEMY
B 20 (-2 AC) (+2 AC)
W 40 (-2 AC) (+2 AC)

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Ayoka attempts another shot at Black.
tlp: 1d20 + 3 ⇒ (17) + 3 = 20 e&f: 1d10 ⇒ 1
Well it hit, but didn't do much. One shot left.
I think I need a bigger gun she squeaks in annoyance.

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Buddy yells in pain and reaches for healing serum
At the same time, he slashes at the wounded guard
Attack@White: 1d20 + 6 ⇒ (3) + 6 = 9
Damage, slashing: 1d12 + 5 ⇒ (1) + 5 = 6
@12 HP

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Joe sees Buddy getting pummeled, and worries....but knowing that she has no real shot where she is she makes a quick decision.
Quickly grabbing a serum, and putting it into her needler, she uses a spark of ingenuity and adds a quick cocktail to it, moves forward, and fires past the two guards...hitting Buddy's upper left shoulder.
Shifty, black armor can get an AoO if they haven't already...and are able to see...
The serum heals Buddy 1d8 ⇒ 5 HP.
Also, Buddy feels clarity come to their brain, along with a sense of toughness.
Spark of ingenuity, I can use 2 charges of biohacks to add 2 separate boosters to a shot. I am giving +1 to AC for the next 5 rounds, and my neurochemistry booster...which allows Buddy to ignore confused for the next 5 rounds, as he gets clarity beyond normal.

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Szama keeps blasting away at Black, hoping to whittle the enemy down to finish this fight!
Hail pistol: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 Damage (C&P): 1d4 + 1 ⇒ (2) + 1 = 3
Hail pistol: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4 Damage (C&P): 1d4 + 1 ⇒ (4) + 1 = 5

Shifty |

Buddy swings but misses.
Joe tries to duck past the foe...
Attack 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19 vs KAC
Damage 1d8 + 7 ⇒ (6) + 7 = 13
Cracking the Skittermander with a solid blow.
Joe heals buddy up slightly.
Szama tries pouring in the shots, but they are miles off target.
Squizzer fires and misses.
***
The two are now quite confident, despite the damage done to them, they continue to fight defensively.
Attacking Joe
Attack 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13 vs KAC
Damage 1d8 + 7 ⇒ (6) + 7 = 13
Attacking Buddy
Attack 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27 vs KAC
Damage 1d8 + 7 ⇒ (8) + 7 = 15
R5
Szama
Joe
Ayoka
R6
Squizzer
Buddy
ENEMY
B 21 (-2 AC) (+2 AC)
W 40 (-2 AC) (+2 AC)

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Ayoka attempts another shot at Black.
tlp: 1d20 + 3 ⇒ (1) + 3 = 4 e&f: 1d10 ⇒ 7
And that battery is out. Only one shot out of four landed. Maybe she would have better luck throwing it.

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Buddy looks at the needle in his hand and removes it from his body "Joe! You were supposed to shoot the bad guys and not me!"
Soon he realizes that, the needle contained the healing serum and some drugs.
Luckily for him as he gets smashed really hard by the guard. And Buddy begins to barely stand.
He looks at the serum and doshko and decides to crush the enemy
"Arghhhh!" yells as he brings the doshko down!
Attack@white vs KAC: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d12 + 5 ⇒ (6) + 5 = 11
Is the Acid cloud still around?

Shifty |

Checked back, it was Szamas so should have expired - I've taken it off the map[
Buddy gets a blow in and finally gets the guard to succumb. The other still looks like they are pretty fresh.
R5
Szama
Joe
Ayoka - attacked
R6
Squizzer
Buddy - attacked
ENEMY
B 21 (-2 AC) (+2 AC)
W Down

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No idea how I 'got' into the room...I was at the door next to the black trimmed guard....
Joe takes a painful slice as she attempted to get a shot on Buddy. Hissing in pain, she gets the shot off....and is able to dodge out of the way of the second attack from the guard.
Realizing that Buddy is not in good condition, she stays where she is and attacks with her capture pole, trying to use it and the sedative she puts in it to best effect.
Capture Pole, Enforcement-class (KAC): 1d20 + 3 ⇒ (4) + 3 = 7
Damage (Piercing): 1d8 + 1 ⇒ (4) + 1 = 5
Sedative mk1 (NL): 1d4 ⇒ 2
But misses wildly....
SP 5/18, HP 20/20