phaeton_nz |
Three votes to bypass, two to go in (assuming Seggas did vote yes). Anyone else?
Seggas Yakan, DVM DMD |
Seggas's eyes light up as an idea passes through her head.
She seems to calm down just a little after this though, "But zombies would slow us down. I guess speed is of utmost importance. Let's bypass the markets, but I'm coming back and rounding up any possible undead left in there!"
Seeing that the bypass seems to have a majority, Seggas pulls out Bii, marches Sturm out in front of her, and pushes ahead into Security.
Sturmvanger |
With most of the group onboard with bypassing the mall, Sturmvanger takes the lead in heading through security, his gun at the ready just in case any of the zombies that are undoubtedly overrunning the shopping center have spilled over.
phaeton_nz |
The bypass takes you to the Security Pavilion. Security guards of all different species in a motley of company uniforms overrun the blocks of offices and training areas that make up the SecRes Pavilion, colloquially known as the “Merc Lurk.” Several dozen loosely organized squads rush to help get the situation on the Station under control. Most of these professionals brush past the PCs, ignoring any attempts to communicate; others are swept up in a state of confusion and are similarly not receptive to communication.
If anyone succeeds as Intimidate or Profession(Mercenary), you can get someone's attention.
Seggas Yakan, DVM DMD |
Seggas starts breathing very deeply as she gets buffetted about by the mercs and everyone here. After a long moment of pushing and pulling, she stares at Sturmvanger with the glare of someone with very little patience left.
She takes in a deep breath and with all the might and force of a woman who has clearly trained, gives a hearty, bone-chilling, maniacal evil laugh.
"MUAHAHAHAAHAHAHAHA!"
Intimidation: 1d20 - 1 ⇒ (3) - 1 = 2
Before she can get two ha's out, the tiefling takes an elbow to the belly and she crumples like a block tower.
"Oww that hurt..."
Sturmvanger |
"At least they're not shooting at us...or trying to eat our brains," Sturmvanger says quietly.
He does his own fair share of pushing and shoving, using his larger bulk as much as his not unimpressive strength to get through the crowd.
His head jerks in Seggas' direction as her laugh is abruptly cut off and he gives a loud roar when he realizes what has happened.
Intimidate: 1d20 + 5 ⇒ (1) + 5 = 6
But the sound is lost in the general din and is no more effective than her laugh.
Jersey 12 Joro |
Jersey takes up their best blocking stance and positions themself in front of one of the passing security guards.
Intimidate: 1d20 ⇒ 17
"Hey! What is going on here?"
Von Junzt |
"Excuse us... EXCUSE US..."
Intimidate: 1d20 + 15 ⇒ (20) + 15 = 35
Booyah
phaeton_nz |
Von Junzt managed to nearly bring the entire place to a stop and everyone looks at your group. Two entities in white coats had been heading forward with a wraparound jacket, believing Seggas had escaped from somewhere, one of which had elbowed her, but you soon have the attention of someone in charge, Lizisk, a female Shirren in white power armour.
She explains that a group of black and silver constructs that she refers to as “robotic assets” attacked the area right before the pavilion’s tech resources went haywire. Though multiple groups of automated security assets began behaving erratically or shut down entirely, she didn’t recognize the black and silver models as belonging to any known mercenary company or security corp. She warns you to keep an eye out for these hostile units. At some point during this discussion, her words are cut short by a series of percussive booms from behind a nearby building, followed by the sound of gunfire. She calls for you to back her up as she moves to check out the situation.
When you follow her, you come face to face with one of the newest developments in automated security, AbadarCorp’s Prototype MobSec-21. Affected by the digital virus, the unoccupied mech suit switches from towering harmlessly over the crowd on its display scaffolding to tearing itself free and attacking the nearest targets.
Initiatives:
mobsec-21: 1d20 + 1 ⇒ (3) + 1 = 4
Von Junzt: 1d20 + 3 ⇒ (11) + 3 = 14
Jersey: 1d20 + 1 ⇒ (19) + 1 = 20
Misty: 1d20 + 3 ⇒ (7) + 3 = 10
Sturmvanger: 1d20 + 0 ⇒ (17) + 0 = 17
Seggas: 1d20 + 3 ⇒ (2) + 3 = 5
El'zar: 1d20 + 0 ⇒ (2) + 0 = 2
Everyone but El'zar gets to go first.
Von Junzt |
Von Junzt double moves closer but also to the side, spreading out the group.
Is it carrying weapons, or are they integrated? If I can't grease its guns, I'm kind of outta options
Sturmvanger |
"Well, we can't really let that happen can we?" Sturmvanger says as he starts to march closer to the mech. As he moves along, he draws his light reaction cannon. He pauses to stabilize and take a shot before resuming his march toward the marauder.
Light Reaction Cannon: 1d20 + 1 ⇒ (15) + 1 = 16
Piercing: 1d10 ⇒ 10
Jersey 12 Joro |
Jersey begins to move forward, drawing his singing disk and sending towards the unoccupied mech suit. "Don't lose your head!"
Singing Disk vs EAC: 1d20 + 6 - 6 ⇒ (2) + 6 - 6 = 2
Damage (So): 1d4 + 3 ⇒ (2) + 3 = 5
But his accuracy at this distance is no good.
phaeton_nz |
The weapons are integrated
Sturmvanger manages to hit it (Mech: -10)
((Waiting for Seggas))
Seggas Yakan, DVM DMD |
Bii in hand, Seggas trundles forwards up next to Sturm and takes aim at the large mech. She adds a little bit of some liquid in at the last second.
BioBolter ‘Bii’ (Caustolance) vs EAC: 1d20 + 5 ⇒ (2) + 5 = 7
Acid Damage: 1d6 ⇒ 2
If that hits, BAsic inhibitor to reduce AC by 2 and reduce all speeds by 50% (5 foot minimum)
phaeton_nz |
The robot charges up to Sturmvanger and attempts to punch him while vocalising It's HAMMERTIME The prototype configures its hammerfist from a solid gauntlet into a weapon crackling with electricity.
hammerfist: 1d20 + 12 ⇒ (1) + 12 = 13 B&E: 1d6 + 7 ⇒ (4) + 7 = 11
This only lasts for the strike before it reverts to it's original form. recharge in: 1d4 ⇒ 1 rounds.
El'zar is up followed by everyone else.
phaeton_nz |
BOING as the knife bounces off the mech.
Von Junzt |
Von Junzt intimidates the creature and then moves a bit closer.
Intimidate to Demoralize: 1d20 + 15 ⇒ (17) + 15 = 32
The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
Von Junzt’s Special Shaken: You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while you have the shaken condition.
Sturmvanger |
That punch comes very close to hitting Sturmvanger. Particularly troubling since he can tell circumstances conspired against the mech and its skill was still such that its fist missed his head by an inch or less.
He drops his cannon and pulls out his doshko and takes a swipe at the mech, hoping the group can take it out before it can get another punch in.
Tactical Doshko): 1d20 + 5 ⇒ (4) + 5 = 9
Piercing: 1d12 + 4 ⇒ (11) + 4 = 15
He doesn't make a good start.
Misty kit |
"Jersey, I'm going to try to weaken it. Give it your best!"
Quickly tapping on their biocomp, Misty Kit fires a shot into the mech suit.
Using my Genetics Inhibitor to try to impart Sonic Vulnerability.
Nightarch: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Edit: Misty Kit thinks something unpleasant as the dart bounces off the mech.
Jersey 12 Joro |
Jersey grabs his singing disk out of the air and moves up before throwing it again.
Singing Disk vs EAC: 1d20 + 6 ⇒ (6) + 6 = 12
Damage (So): 1d4 + 3 ⇒ (4) + 3 = 7
phaeton_nz |
More attacks bounce off the mech suit.
((Seggas to go))
Seggas Yakan, DVM DMD |
Sorry, it's a four day weekend here, and I've not been on the computer much.
Seggas gives the big mech a frown and steps back a space, firing another blob of acid at the mech.
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (1) + 5 = 6
Acid Damage: 1d6 ⇒ 5
phaeton_nz |
It's HAMMERTIME
hammerfist: 1d20 + 12 ⇒ (14) + 12 = 26 B&E: 1d6 + 7 ⇒ (4) + 7 = 11
recharge: 1d4 ⇒ 3 rounds
And the mech hits Sturmvanger again.
Everyone is up.
Jersey 12 Joro |
"Stop with the hammer time already!" yell Jersey before launching his disk again.
Singing Disk vs EAC: 1d20 + 6 ⇒ (11) + 6 = 17
Damage (So): 1d4 + 3 ⇒ (4) + 3 = 7
phaeton_nz |
And that does hit. (Mech -17)
Seggas Yakan, DVM DMD |
Seggas whacks Bii on the side and tickles a few ports. "Come on Bii, you don't jam in situations like this! Jeez!"
She raises her bundle of biomass of a gun and fires another shot.
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (16) + 5 = 21
Acid Damage: 1d6 ⇒ 6
Misty kit |
Using my Genetics Inhibitor to try to impart Sonic Vulnerability.
"Going to hit this time."
Nightarch: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
phaeton_nz |
Seggas also manages to hit it this round (Mech -23) Maybe the tickling did the trick.
((Sturmvanger to go))
Sturmvanger |
He was right about how dangerous that punch was. He finds out the hard way when it connects the second time.
As his head rocks back after the blow, he remembers the techniques he learned back in the arena on Triaxus, steeling his self both mentally and physically, yet actually going loose so that his body will roll with impacts rather than resisting them.
Then, he slashes at the mech with his doshko.
Tactical Doshko): 1d20 + 5 ⇒ (16) + 5 = 21
Piercing: 1d12 + 4 ⇒ (11) + 4 = 15
Activating my Fighting Style Ability. I gain DR 1/-
phaeton_nz |
The mech takes damage from that swing (-38) and looks a bit unsteady on it's feet. So it activates it's foot rockets and does a powerjump to get away from Sturmvanger ((AOO applies if possible))
Assuming it lands in one piece after the AOO, it then fires a rocket at Sturmvanger.
missile: 1d20 + 9 ⇒ (16) + 9 = 25 F&P: 1d4 + 3 ⇒ (1) + 3 = 4
Everyone is up - assuming it still is.
Seggas Yakan, DVM DMD |
Seggas gives Sturm a sidelong glance,
She pulls out a small syringe of some liquid and injects it into Bii as she raises her living weapon and takes aim at the robot.
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (15) + 5 = 20
Acid Damage: 1d6 ⇒ 2
If that hits, and deals damage, it should impart a -2 to AC and 50% speed reduction.
Misty kit |
"Stupid armor, stupid targeting pistol. I cannot hit the broad side of a partuoka plant today."
While grumbling Misty Kit flies forward, being careful to stay out of anyone's charge lane.
Sturmvanger |
Sturmvanger's doshko is too unwieldy to swipe at the mech as it jumps away.
He is able to shrug off some of the damage from the rocket that hits him.
It is fortunate that Misty keeps out of his way because the dragonkin pelts across the courtyard to take a swing.
Tactical Doshko): 1d20 + 5 ⇒ (19) + 5 = 24
Piercing: 1d12 + 4 ⇒ (1) + 4 = 5
Jersey 12 Joro |
Jersey runs to try close the gap between him and the mech, before launching his disk again.
Singing Disk vs EAC: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Damage (So): 1d4 + 3 ⇒ (4) + 3 = 7
phaeton_nz |
Seggas's shot is enough to take the rogue mech suit down but Sturmvanger makes sure of it. Pieces of mech are now scattered all over the place.
Lizisk thanks you for having her back. She tells you about other places on the Station that need assistance, such as the Free Markets and some intersections need clearing. To thank you, Lizisk shoves some surplus items into their hands before you depart. These items include a mk 1 decoupler grenade (Alien Archive 3 119) and a pusher decoupler (Starfinder Armory 36).
Your choices are:
A) Continue to the Lorespire via Drifters End
B) Go back to the Freemarkets.
C) Find an intersection to clear
El'zar Ill Magnificao |
"I don't think our report's gunna make the Venture Captains Happy-Happy if we tell 'em we ignored places on the station that needed help, but it's up to you all I guess.
Von Junzt |
"Our comrades... might need... our help... this... surely... affected... the lorespire... as well... after... we take our... orders... we... can help... others..."
Hard A, no doubt about it. The space police and space firemen can hold the fort while we look after our own