
Sgt. Tremersynn Anovus |

"I don't want to be a meathead here and just start smashing stuff up; but this creepy shit is seriously making me rethink my position." Tremersynn said advancing a couple of steps, smacking his assault hammer into his gauntlet.
Looking for a nice lynchpin
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Knowledge:Engineering: 1d20 + 6 ⇒ (18) + 6 = 24

Zephyr Starrr |

"I don't want to be a meathead here and just start smashing stuff up; but this creepy s+%* is seriously making me rethink my position." Tremersynn said advancing a couple of steps, smacking his assault hammer into his gauntlet.
Looking for a nice lynchpin
"... and to be honest friend, I don't preach ... about almost anything. But these abominations are grotesque, and they may even be in pain ..."
Zeph sends a dart flying towards the creature furthest away.
ATK: 1d20 + 2 ⇒ (9) + 2 = 11 TKP ATK.
DMG: 1d6 ⇒ 4 TKP DMG.

Sgt. Tremersynn Anovus |

"OK, two votes for 'Smash'. Any votes in opposition?" Asked Tremersynn to the others, giving the bigger brains a chance to call the assault off before he charges forward.

N-1 |

"I think we destroy them. And prepare to deal with whatever made these...creations." N-1 replies to Tremersynn.

Sgt. Tremersynn Anovus |

"I think we have a quorum." Tremersynn said; then lumbered forward in a charge attack against the nearest wierd target.
assault hammer charge attack: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 for a possible 1d6 + 4 ⇒ (5) + 4 = 9 bludgeoning damage.

GM Wolf |

Zephyr's dart soars through the room and hits the chamber holding his target. The glass spiderwebs from the impact but no liquid escapes. Tremersynn charges to hit another chamber but does not solidly connect the hammer to the glass making it a glancing blow.
The flesh parts in the chambers barely move. Bubbling with air and other liquids just like before. The mechanical arms continue to move randomly but does not leave that spot.
1d6 ⇒ 5
Kaylee and the Doctor are not with you, they stayed behind.

Drabbon Armond Kralburt |

Round 1
The large Vesk follows Tremersynn, he seems unsure but holds his greatsword before him. He is looking for a threat.
Round 2
After the other two strike at the chambers he moves to the far side of the room on the other side of the other door. He is ready to smash anything that comes through the door.

Sgt. Tremersynn Anovus |

What do you mean lynchpin?
I was looking for a point that, if taken out, would cause a lot more damage. Like the keystone of an arch, the belaying pin holding the line holding the mainsail aloft, the key support for a bridge, a giant red button marked "Self Destruct", that kind of thing.
Winding up, Tremersynn swung to strike the same chamber again.
assault hammer attack: 1d20 + 6 ⇒ (14) + 6 = 20 for a possible 1d6 + 4 ⇒ (5) + 4 = 9 bludgeoning damage.

N-1 |

N-1 fires a shot at the chamber Zephyr is attacking.
Azimuth Laser Pistol Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Azimuth Laser Pistol Damage: 1d4 ⇒ 3

GM Wolf |

Round 2
Another dart hits the glass, splintering it more. Then the laser fire puts a hole through it and liquid begins to pour from the back and front of the chamber. The glass buckles but does not fall apart yet. As Tremersynn is working on another chamber his hammer shatters the glass and the liquid pours over him covering the floor in liquid. The flesh bit, a hand, screams. You can see its mouth and its eyes open wide. It falls into the liquid in the bottom of the chamber as the hoses disconnect.
psykic: 1d20 + 5 ⇒ (3) + 5 = 8
psykic: 1d20 + 5 ⇒ (11) + 5 = 16
psykic: 1d20 + 5 ⇒ (3) + 5 = 8
psykic: 1d20 + 5 ⇒ (4) + 5 = 9
The other flesh bits remain still and silent. The head in the far right twitches, the eyes open to show a blue glow for eyes. It stretches its jaw and bubbles form as it would scream.

N-1 |

N-1 shoots the hand on the ground.
Azimuth Laser Pistol Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Azimuth Laser Pistol Damage: 1d4 ⇒ 3

GM Wolf |

psykic: 1d20 + 5 ⇒ (5) + 5 = 10
psykic: 1d20 + 5 ⇒ (20) + 5 = 25
psykic: 1d20 + 5 ⇒ (7) + 5 = 12
The hand does not move and gets shot again. The bladed arm begins to twitch and you can see beady red eyes open. The skull seems to say something but you can't hear it.

Sgt. Tremersynn Anovus |

"WOOOO!" Shouts Tremersynn as he wound up and struck the same chamber again.
assault hammer attack: 1d20 + 6 ⇒ (18) + 6 = 24 for a possible 1d6 + 4 ⇒ (5) + 4 = 9 bludgeoning damage.

GM Wolf |

Round 3
Tremersynn finishes off the chamber before him as more liquid fills the floor. Zephyr joins the fight beside him, stabbing at the arm. N-1 targets the arm on the ground as well. The shot looked good and the thing does not move anymore, now cut in half and has a burn mark on it.
psykic: 1d20 + 5 ⇒ (6) + 5 = 11
psykic: 1d20 + 5 ⇒ (19) + 5 = 24

Drabbon Armond Kralburt |

Round 2
Will DC 16: 1d20 + 0 ⇒ (12) + 0 = 12
Krazok moves over to the chamber with the skull and smashes into the chamber with his greatsword. The chamber does not break but it surely does spiderweb and liquid begins to drip out.
Greatsword: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18 [PA]
Round 3
He swings again, though his attack goes wide and does not do any more damage. He looks kind of in a stupor.
Greatsword: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 2d6 + 9 ⇒ (5, 2) + 9 = 16 [PA]

N-1 |

Sense Motive: 1d20 - 1 ⇒ (16) - 1 = 15
Sad Android penalty killed me there.

Sgt. Tremersynn Anovus |

Tremersynn turned to the next chamber, then charged across to it to slam his assault hammer into it. "YEAAAAAAAH!"
assault hammer attack: 1d20 + 6 ⇒ (20) + 6 = 26 for a possible 1d6 + 4 ⇒ (2) + 4 = 6 bludgeoning damage. Or 1d6 + 4 + 1d6 + 4 ⇒ (1) + 4 + (2) + 4 = 11 damage if crit.

GM Wolf |

Round 3
Drabbon swings and smacks the chamber to no avail. Cass continues to ask questions. Zephyr moves to the lump of flesh in the nearly empty chamber and slices it with his starknife. Tremersynn charges across the room and slams his warhammer into the chamber shattering a section of the glass chamber. More liquid flows over him.
Round 4
The claw like thing detaches from its hoses and moves to the edge of its chamber ready to be free as the skull continues to move its mouth still attached.

Sgt. Tremersynn Anovus |

With his target destroyed, Tremersynn will charge north to slam his assault hammer against the partly damaged chamber there.
"YEAAAAAAAH!"
assault hammer attack: 1d20 + 6 ⇒ (19) + 6 = 25 for a possible 1d6 + 4 ⇒ (1) + 4 = 5 bludgeoning damage.

N-1 |

N-1 watches and waits for another body piece to be broken out before shooting.
My gun won't do anything so I ready for an open shot.
Azimuth Laser Pistol Damage: 1d4 ⇒ 4
Azimuth Laser Pistol Critical Confirmation Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Azimuth Laser Pistol Critical Confirmation Damage: 1d4 ⇒ 3

GM Wolf |

Round 4
Tremersynn cracks the chamber before him and the scythe like creature bashes on its side too. Zephyr finishes off the flesh before him, it is now cut into pieces by his starknife and the darts. N-1 waits with the blaster in his hand. He looks up to see a combat rifle of some sort on the wall, just waiting to be picked up. Zephyr how many of the darts can you TK? And how many of them attack in a round?
Round 5
The skull floats and continues to move its mandibles as its eyes glow blue. The chamber between Tremersynn is weakened but is only spiderwebbed. The scythe hits the wall only knocking out a small piece of glass, the liquid gushes out from that point hitting Tremersynn. The mechanical arms have gone limp. The combat rifle on the West wall is not secured at all just waiting on a rack.
Round 6
As the liquid rushes over Drabbon the skull floats, it moves over and lands on Drabbon's shoulder and begins to attach tendrils to him. Drabbon just seems to take the pain and possession.

Drabbon Armond Kralburt |

Round 5
He swings again and again his attack goes wide and does not do any more damage.
Greatsword: 1d20 + 7 ⇒ (6) + 7 = 13
PA damage: 2d6 + 9 ⇒ (4, 1) + 9 = 14
Round 6
Greatsword: 1d20 + 7 ⇒ (13) + 7 = 20
PA damage: 2d6 + 9 ⇒ (5, 2) + 9 = 16
He slams the greatsword into the chamber's wall and the fluid comes rushing out.

Sgt. Tremersynn Anovus |

Tremersynn notices the skull attaching itself to Drabbon.
"Drabbon! DRABBON! The skull! Knock it off!" He shouted, then charged across the room to attack the skull, trying to destroy it or knock it off of Drabbon.
assault hammer attack: 1d20 + 6 ⇒ (2) + 6 = 8 for a possible 1d6 + 4 ⇒ (3) + 4 = 7 bludgeoning damage.

Zephyr Starrr |

Round 4
Tremersynn cracks the chamber before him and the scythe like creature bashes on its side too. Zephyr finishes off the flesh before him, it is now cut into pieces by his starknife and the darts. N-1 waits with the blaster in his hand. He looks up to see a combat rifle of some sort on the wall, just waiting to be picked up. Zephyr how many of the darts can you TK? And how many of them attack in a round?
TK Projectile basically allows for 1 object to be thrown. At 1d6 of damage to the object, it made sense to get expendible ammo.
"You fling an unattended object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack."
Would love to discuss a mechanic for "extra effort" or "amping" like they did with the Psychic in Playtest though. TK is Zeph's life: if anyone could shoot 2 objects, it would be him.

N-1 |

N-1 tries to shoot the skull off Drabbon!
Azimuth Laser Pistol Attack-Melee: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Azimuth Laser Pistol Damage: 1d4 ⇒ 2

Sgt. Tremersynn Anovus |

(Round 5)
Seeing the glass on the container spiderwebbing, Tremersynn continued pounding on it.
assault hammer attack: 1d20 + 6 ⇒ (8) + 6 = 14 for a possible 1d6 + 4 ⇒ (3) + 4 = 7 bludgeoning damage.

N-1 |

The rifle does not count as small arms right?
Round 5
N-1 will run over and grab the rifle in his off hand to look at it.

Cassadar |
Cass saw the skull settle onto Drabbon with a "tsk", as he moved from his place in the doorway, certain that it touching him was a Bad Thing. The others reacted with ranged fire and he stayed low, slipping along under their line of fire to finally engage, the flicker of light from the edge of a simple, if sturdy knife coming out from its sheath and describing an arc that intersected with the skull— Typically things that affixed themselves took a few seconds at the bare minimum before the connection was complete, and that was all that was needed to strike a decisive blow.
On guard and crouched low against the line of fire from his associates, Cass had one hand raised in a stance that almost seemed to hide the knife against his arm, making ready to strike again.
__________________________
TA(Survival): 1d20 + 9 ⇒ (16) + 9 = 25
Atk: 1d20 + 1 ⇒ (19) + 1 = 20,Damage: 1d4 + 1d4 ⇒ (1) + (2) = 3

GM Wolf |

N-1 can barely hold the assault rifle in one hand. Assault rifle from Halo! If I need to describe it more let me know.
Does it take a full round to power up shooting stars before it does anything?
Round 5
Tremersynn hits the chamber but only knocks out another small section from the wall of the chamber.
Round 6
Cass slices one of the tentacles from the skull. N-1 hits with the blaster but it doesn't look like it did much to the skull. Tremersynn charges forward to hit the skull but misses insuring he did not hit Drabbon either.
Round 7
Drabbon just stands there doing nothing to find the skull off, his greatsword still in hand but only in one hand and resting on the ground. Unless something changes more tendrils connect the skull to Drabbon.

Sgt. Tremersynn Anovus |

Round 7
Tremersynn recovered from his miss.
"DRABBON! Look alive numbnuts! The skull! Knock it off!" He shouted, then swung again at the skull.
assault hammer attack: 1d20 + 6 ⇒ (7) + 6 = 13 for a possible 1d6 + 4 ⇒ (1) + 4 = 5 bludgeoning damage.
Will save vs DC16: 1d20 + 5 ⇒ (10) + 5 = 15
Then he slowed to a stop. And turned around.
"Protect the skull."

Zephyr Starrr |

No, that was purely dramatic. Zeph casts it all 4 times he can until things are dead. It's Magic Missle basically ... they don't miss. Zephyr is INCENSED
ROUND 5 (the skull)
DMG: 2d4 + 2 ⇒ (3, 1) + 2 = 6 2 Magic Missles - Damage.
ROUND 6 (the skull [unless it's dead])
DMG: 2d4 + 2 ⇒ (3, 4) + 2 = 9 2 Magic Missles - Damage.
ROUND 7 (the skull [unless it's dead])
DMG: 2d4 + 2 ⇒ (3, 1) + 2 = 6 2 Magic Missles - Damage.
ROUND 8 (the skull [unless it's dead])
DMG: 2d4 + 2 ⇒ (3, 3) + 2 = 8 2 Magic Missles - Damage.

N-1 |

Round 7
N-1 tries to shoot the skull before Tremersynn fully turns on them.
Azimuth Laser Pistol Attack-Melee: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Azimuth Laser Pistol Damage: 1d4 ⇒ 4

Cassadar |
Hearing the words from Tremersyn, Cass backs up and tries not to make any motions that would invite hostility. Getting hit by what both he and Drabbon carried would be quite painful, and likely best avoided. Zephyr puts out another spell, and from his position near one of the chambers, he aims a shot at the skull that was attached to Drabbon.
___________________________________
TA(Surv.: 1d20 + 9 ⇒ (1) + 9 = 10nnope.
R.Atk@Skull: 1d20 + 2 ⇒ (16) + 2 = 18,damage: 1d4 ⇒ 3

GM Wolf |

Round 7
Drabbon takes a defensive stance. Tremersynn seems to shift into a protective stance. Zephyr continues to hail his darts upon the skull, smashing and cracking it. N-1's shot goes wide. Cass getting away from the melee swingers, moves back and draws his pistol. With his shot the skull breaks apart.
Round 8

Zephyr Starrr |

Perception: 1d20 + 11 ⇒ (18) + 11 = 29 Checks status of other creatures.
"I am so glad I didn't need to kill Trem!!!
Zeph smiles at his joke ...
"Team, that was a lot of magic for me to throw out. I need to take a break soon. Simple stuff I have more of, pulling the stars through me like that, will have to wait a little."