
Lorne Skyjumper |

WTH? I posted an attack BEFORE I adjusted my SP/HP. Even saw it in the thread after I made the update. <frown> Was a good shot, too. Let's see what I get.
Lorne lets out a series of cursing that I'm not willing to type, as the laser sears his flesh, causing significant harm. While his mouth is running, the Exocortex marks the slime for combat tracking.
Pulse Staccato Rifle w/ Mark: 1d20 + 11 ⇒ (19) + 11 = 30
Sonic: 1d10 + 6 ⇒ (1) + 6 = 7
Same rolls, so the system remembers the post, and sees this as the same one? WTH?
Lorne tries to scramble back towards some cover.

Lorne Skyjumper |

WTH? I posted an attack BEFORE I adjusted my SP/HP. Even saw it in the thread after I made the update. <frown> Was a good shot, too. Let's see what I get.
Lorne lets out a series of cursing that I'm not willing to type, as the laser sears his flesh, causing significant harm. While his mouth is running, the Exocortex marks the slime for combat tracking.
Pulse Staccato Rifle w/ Mark: 1d20 + 11 ⇒ (17) + 11 = 28
Sonic: 1d10 + 6 ⇒ (6) + 6 = 12
Same rolls, so the system remembers the post, and sees this as the same one? WTH?
Lorne tries to scramble back towards some cover.

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The staccato pops from Lorne's sonic rifle echo up to the party members above.
Never, Zephyr and Jaeric to go.
Your rifle finds its mark, and the ooze flinches back momentarily then keeps coming.
The board monster has been driven deep into the shadows, but must still occasionally come out to feed.
I'll take the rolls from your second post in exception to my usual multi-post policy. You're going to need the help.

Z-4 "Zephyr" |

”Are you coming up or do you need us to come down and help?” calls out Zephyr, unable to see through the murk below to target anything.
If Lorne asks for help below, Zephyr will jump down and engage his descent thrusters, then shoot at whatever this slime thing is if he sees it.

Z-4 "Zephyr" |

With no immediate response, Zephyr says, ”I’ll try to buy you some concealment,” and activates his armor-mounted grenade launcher. He aims a Smoke Grenade at the origin flash of the laser beam he saw through the murk.
Aim to hit the right square with the grenade: 1d20 + 12 ⇒ (20) + 12 = 32

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"Crap."
Never flies to where Lorne has got himself in a sticky situation with the slime monster. Taclash quickly in hand, she whips at the thing, hoping to shoo it off from thinking the dwarf is its next meal.
Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 12 ⇒ (6, 5) + 12 = 23
Unfortunately she has yet to master tactical combat with her new jetpack.

Jaeric Kem |

"Well, if he can't climb up, I guess we go down," Jaeric says. Unlike his companions, he has no way to fly down, so he just makes sure the cable is secure enough for him to rappel down the side.
Athletics to climb?: 1d20 + 5 ⇒ (2) + 5 = 7
OOC: Yeah, I'm no better than Lorne at that. We'll all going to die.

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Zephyr drops a grenade to cover Lorne. Then drops down behind Never to help their comrade. The human woman flails unsuccessfully with her whip.
Above and behind them, Jaeric starts to descend the cable hand over hand. Trying to hurry, he slips and plummets to the trash covered floor.
Jaeric's falling damage: 7d6 ⇒ (5, 2, 2, 4, 3, 1, 3) = 20
I admire the way you're all pulling together behind Lorne.

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Slide 2 is the battle map. I've placed Lorne and Jaeric, but Zephyr and Never can maneuver so they can place themselves.
The light grey circle shows the extent of the smoke. You're all low enough now that the concealment from the haze isn't an issue, but the smoke still provides a 20% (01-20 on a d100) miss chance to attacks against targets within its bounds.
The refuse encrusted ooze continues to slide toward Lorne. Never's attack distracts it and it turns its weapon on her. Again there's the whine and red flash. Her armor can't protect from the high intensity laser.
Initiative
Slime: -12
Lorne: -37 SP -12 HP
Never: -17 SP -12 HP
Jaeric: -12 HP
Zephyr: -12 HP (30' high)
1d4 ⇒ 2
Ranged aphelion artillery laser: 1d20 + 21 ⇒ (17) + 21 = 38 ... damage: 3d8 + 9 ⇒ (3, 3, 2) + 9 = 17 F)
miss chance: 1d100 ⇒ 43

Z-4 "Zephyr" |

Powering up the descent thrusters in is armor as he jumps off the ledge, Zephyr aims to land near the source of the enemy laser fire. As the slime comes into view, he starts firing even before he lands!
Miss Chance: 1d100 ⇒ 34
Artillery Laser: 1d20 + 12 ⇒ (10) + 12 = 22
Laser Damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10

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Starting Entropic Pool: 2
Never winces when the big laser lances through her armor. She tries to stabilize and take a good swing at the heap of trash.
"Piece of junk!"
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Acid Dmg: 2d6 + 12 ⇒ (6, 4) + 12 = 22
Ending Entropic Pool: 2 +1AC

Lorne Skyjumper |

"Nuthin' t'at burns it is gonna help!" The mechanic will take another marked shot before trying to adjust position again.
Pulse Staccato Rifle w/ Mark: 1d20 + 11 ⇒ (19) + 11 = 30
Sonic: 1d10 + 6 ⇒ (9) + 6 = 15
Miss (low bad): 1d100 ⇒ 60
Lorne tries to scramble over some of the debris to use a pile as cover . . ..

Jaeric Kem |

Jaeric tries to shake off the pain of his fall, calling on Desna to mend anything bruised or broken.
Jaeric uses a healing channel on himself as a move action. He recovers 4d8 ⇒ (6, 4, 8, 6) = 24 hit points.
"Lorne? I'm going to circle your way. If you're hurt, I can at least do something about it.
Jaeric uses his standard action to move towards Lorne's position.

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Neil, I didn't post Jaeric's stats accurately last time. The falling damage would have gone against stamina first. So Jaeric would have been at -20 SP, -12 HP. Let me know if you want to take a different standard action with that in mind.
Jaeric pushes himself to his feet and starts walking/crawling over the trash toward Lorne.
The trash at the bottom of the pit is difficult terrain.
Several hills of trash crest above the refuse floor and emit the stench of grease, rust, and old medicine. Miasmic vapors swirl in clouds around the garbage piles.
This junkyard is stacked with trash dozens of feet deep. Although most of the trash is sufficiently compacted to form a “floor” of garbage it is heaped in uneven hills, some as much as 20 feet tall. The bridge that once spanned the entry high above lies here in three twisted pieces.
Never's lash must annoy the ooze because it keeps its laser trained on her. Another 25 damage.
Initiative
Slime: -12
Lorne: -37 SP -12 HP
Never: -42 SP -12 HP (10' high)
Jaeric: -20 SP - 0 HP {or -20 SP, -12 HP and a different standard action}
Zephyr: -12 HP (30' high)
1d7 ⇒ 3
Ranged aphelion artillery laser: 1d20 + 21 ⇒ (18) + 21 = 39 ... damage: 3d8 + 9 ⇒ (5, 4, 7) + 9 = 25
miss chance: 1d100 ⇒ 79

Z-4 "Zephyr" |

”Well, that figures,” says Zephyr as he descends on a trail of flame the rest of the way down, landing behind the ooze. Flexing his powered armor arms, he adds, ”Let’s hope bashing it to death works.”
Flanking Armor Bludgeon: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Bludgeoning Damage: 1d10 + 10 ⇒ (8) + 10 = 18

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DR10? This thing is serious.
Starting Entropic Pool: 3
"You should have been recycled!"
Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 2d6 + 12 ⇒ (5, 5) + 12 = 22
Her lash misses badly as the pain increases.

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Forgot to update damage to monster. Apologies. I believe totals below are correct after Never and Zephyr's actions this round.
Zephyr lands and smashes into the thing with an armored hand. Scrap metal and electronics fly, a membrane ruptures letting rose fluid seep from the thing.
Initiative
Slime: -52
Lorne: -37 SP -12 HP
Never: -42 SP -12 HP (10' high)
Jaeric: -20 SP - 0 HP {or -20 SP, -12 HP and a different standard action}
Zephyr: -12 HP (30' high)
Lorne and Jaeric

Jaeric Kem |

Neil, I didn't post Jaeric's stats accurately last time. The falling damage would have gone against stamina first. So Jaeric would have been at -20 SP, -12 HP. Let me know if you want to take a different standard action with that in mind.
OOC: I've got nothing else I can do. I'm too far out of range to be able to heal everyone with a full action channel, so I figured I'd just keep Jaeric on his feet since I'm the party healer. My other attack spells aren't tactically useful due to oozes being immune to mind-affecting mind thrusts. I can't even raise an acidic mist because it would hit Never and Zephyr in the area of effect. And, if I fire into melee, there'll be too many attack penalties to make it worth the attempt. So, let's just stick with the earlier post.

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Fair enough. Original post it is. You're still up for the current round, as is Lorne. If you're feeling particularly out of options, there's harrying and covering fire.
Initiative: Bold to go.
Slime: -52
Lorne: -37 SP -12 HP
Never: -42 SP -12 HP (10' high)
Jaeric: -20 SP - 0 HP
Zephyr: -12 HP (30' high)

Lorne Skyjumper |

I just missed that we went on to another round. No real reason or excuse. I just missed it. My apologies.
The dwarf rolls from his cover on the back of the mound in order to bring his weapon to bear once again, bracing it on the mound for whatever stability he can create.
Pulse Staccato Rifle w/ Mark: 1d20 + 11 ⇒ (9) + 11 = 20
Sonic: 1d10 + 6 ⇒ (4) + 6 = 10
Miss (low bad): 1d100 ⇒ 90

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Jaeric continues to scramble through the trash toward Lorne. The dwarf's rifle finds its mark again.
Jaeric disturbs a pile of trash which tumbles into the ooze and draws its attention, and its laser beam. The powerful ignites a gaseous explosion that scatters another pile of trash being the half-elf.
Concealment miss chance saved you.
Initiative: Everyone is up.
Slime: -62
Lorne: -37 SP -12 HP
Never: -42 SP -12 HP (10' high)
Jaeric: -20 SP - 0 HP
Zephyr: -12 HP (30' high)
1d4 ⇒ 3
Ranged aphelion artillery laser: 1d20 + 21 ⇒ (14) + 21 = 35 ... damage: 3d8 + 9 ⇒ (5, 8, 8) + 9 = 30
miss chance: 1d100 ⇒ 20

Z-4 "Zephyr" |

(Zephyr landed last round behind the slime.)
Still behind the slime, Zephyr continues punching rapidly with his powered armor!
Armor Bludgeon with Flank: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage: 1d10 + 10 ⇒ (8) + 10 = 18
Miss Chance: 1d100 ⇒ 40
Armor Bludgeon with Flank: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage: 1d10 + 10 ⇒ (4) + 10 = 14
Miss Chance: 1d100 ⇒ 48

Lorne Skyjumper |

Actually kind of liking how things have gone since he got on the other side of this pile, Lorne tries to shoot the slime again, hoping it doesn't try to shoot him back.
Pulse Staccato Rifle w/ Mark: 1d20 + 11 ⇒ (18) + 11 = 29
Sonic: 1d10 + 6 ⇒ (3) + 6 = 9
Miss (low bad): 1d100 ⇒ 24

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Starting Entropic Pool: 4
"This is starting to suck. Let's hurry up and kill this thing!"
Attack: 1d20 + 9 ⇒ (14) + 9 = 23 Damage: 2d6 + 12 ⇒ (4, 4) + 12 = 20
As a move action, adding entropic pool to boost damage to hit
Entropic Pool Dmg: 4d4 ⇒ (2, 2, 1, 3) = 8
Ending Entropic Pool: 0

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Zephyr punches crunching electronics through the ooze's outer membrane and then crushing his knuckles against a piece of heavy plating.
Lorne lands another sonic shot.
Never also connects with her whip. It pierces the skin and the rupture propagates toward other damaged areas like frozen water cracking open steel pipes. The ooze visibly loses volume as its fluids escape and drain into the trash.
Impressive round so far. Jaeric is up.
Never miss: 1d100 ⇒ 32

Jaeric Kem |

Jaeric continues crawling forward over the junk and debris to close on Lorne's position. Seeing Never and Zephyr standing toe to toe with the monstrosity, he calls on Desna's power to assist the battle. He raises one hand in the air as if plucking a star from the heavens. A small bit of light grows from just a speck to a shimmering spinning starknife of magical force and he hurls it towards the enemy.
OOC: Jaeric casts hurl forcedisk, which requires a ranged attack...
Ranged Attack vs. EAC: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 3d6 ⇒ (2, 2, 1) = 5 force damage
OOC: Is the spell damage doubled on a critical hit?

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Poked around, now we all know. I rolled your miss chance. Roll that extra damage.
Spells with Attack Rolls: Some spells require an attack roll to hit. For these spells, you don’t need line of sight to the target, but you still need line of effect (see page 271). These spells can score a critical hit just as a weapon can, and deal double damage on a successful critical hit. If one of these spells has a duration, it refers to the duration of the effect that the attack causes, not the length of time that the attack itself persists.
Jaeric's conjured starknife cuts deeply into ooze. Fluid spurts and a quarter of the creature sags. Trash armor sinks and drags on the trash floor.
The creature stays focused on Jaeric. The laser flashes again and this time the half elf isn't lucky. The beam catches him squarely in the chest. 26 damage
Initiative: Everyone is up.
Slime: -122
Lorne: -37 SP -12 HP
Never: -42 SP -12 HP (10' high)
Jaeric: -46 SP - 0 HP
Zephyr: -12 HP (0' high)
Jaeric miss chance. 1d100 ⇒ 63
1d4 ⇒ 3
Jaeric missed chance. 1d100 ⇒ 97
Ranged aphelion artillery laser: 1d20 + 21 ⇒ (2) + 21 = 23 ... damage: 3d8 + 9 ⇒ (6, 5, 6) + 9 = 26

Lorne Skyjumper |

Flinching as the laser hits Jaeric, Lorne tries to help stop the slime.
Pulse Staccato Rifle w/ Mark: 1d20 + 11 ⇒ (2) + 11 = 13
Sonic: 1d10 + 6 ⇒ (7) + 6 = 13
Miss (low bad): 1d100 ⇒ 68

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Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d6 + 12 ⇒ (6, 2) + 12 = 20
Miss(low bad): 1d100 ⇒ 61
"Why won't you die?"

Z-4 "Zephyr" |

His attacks seeming to have some effect, Zephyr continues to pummel the slime from behind!
Armor Bludgeon with Flank: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Damage: 1d10 + 10 ⇒ (2) + 10 = 12
Miss Chance: 1d100 ⇒ 18
Armor Bludgeon with Flank: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Damage: 1d10 + 10 ⇒ (4) + 10 = 14
Miss Chance: 1d100 ⇒ 82

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Lorne's shot flies wide. Never's whip cuts into a bucket in the junk armor, but not through the ooze's outer membrane. Zephyr knocks aside a piece of scrap piping, then lands a bruising punch on the exposed surface. Fluids spurt from the other wounds and the ooze sinks slowly into the trash.
Just enough. Combat over.

Z-4 "Zephyr" |

Moving over to the laser emplacement the ooze had, Zephyr asks, "Is everyone okay?" He looks at the weapon, trying to determine if he can scavenge it, perhaps replacing his own artillery laser if this one is more powerful.

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The ooze's integrated laser is really well integrated. The ooze has formed tissues and hardened resins that have become part of the weapon, in some places even replacing original wiring and components.
Not to say you couldn't try to salvage it, but getting it working would be nearly a complete rebuild and would take considerable time.

Z-4 "Zephyr" |

Zephyr sets his integrated nanites to work curing his wounds (1RP to heal 10 hp over the next 10 rounds) while he tinkers with the powerful laser.
Realizing the laser he has already mounted on his armor is similar to the one on the slime, he tries to extract components not replaced by the slime’s goop, hoping to upgrade his own weapon instead of getting the whole new weapon…
Engineering: 1d20 + 6 ⇒ (20) + 6 = 26

Jaeric Kem |

"Yes...by all means...let's regroup and take some time to catch our breath..." Jaeric responds. He then moves to Lorne to examine his wounds. "You took quite a spill...and then that weird slime firing away must've done some damage. Hold still and I'll see what Desna can mend for us..."
OOC: Jaeric will use Healing Touch over the next 10 minutes on Lorne to restore all of his lost Hit Points. Additionally, Jaeric will spend a Resolve point to recover his own Stamina back to max...which should take another 10 minutes. I'd advise anyone really down on Stamina to do the same.

Jaeric Kem |

Got any more? I think Never is worse off than Lorne.
Yes. Once per day per person, Jaeric can take 10 minutes to do a Healing Touch. It gives 5 hit points per mystic level. So, up to 25 hit points returned. Once I heal you that way, the only healing Jaeric can provide after that will be healing channels, which depend on my 5 remaining Resolve points. So, keep those healing vials handy just in case.

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Zephyr estimates he can get about 15% performance (+2) damage upgrade with 2 hours of work.
I take it everyone except Zephyr is spending resolve (RP) to regain stamina? I'll wait a little longer for a definitive picture of the healing that's applied.
To the south, nearly buried beneath the debris is the lintel of a door.

Z-4 "Zephyr" |

Zephyr enthusiastically continues his work, stripping the required components and storing them so he can finish the upgrade elsewhere if needs be. He keeps an eye on his surroundings as the others rest as well.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Lorne Skyjumper |
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YES! 1 Resolve for Stamina! Absolutely.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22 Hyuck.
"If ya want, I cin help wit' tat." Pointing at the work Zephyr's laying out.
Mechanically I doubt there's a reason for me to roll an assist, but, hey.
Engineering assist: 1d20 + 20 ⇒ (6) + 20 = 26