Spike 'Croaker' |
Mind thrust, DC18: 4d10 ⇒ (7, 5, 3, 8) = 23
Croaker continues to attack the creature's mind. The glow of magic clearly surrounds Ysoki and the creature as he tries to overload the enemy's mind.
GM Dennis |
Oddman lands a devastating blow from the ceiling, and Kat quickly finishes off the horrible creature! Everyone else can save their ammo and/or spell slots.
Looking around the room, you find a rack on the starboard wall that holds an array of power tools, including one that you could use as an aurora shock pad. Meanwhile, Gunnz resumes her work and is easily able to disable the drift engine from here.
Your marked path has you going upstairs from here. Is that still the plan?
GM Dennis |
Your intercoms crackle to life once more with the sound of Ixthia's voice. "We're holding our own so far, but they're too disciplined to fall for our feints. We're going to have to try something new pretty soon, if we want to keep them occupied."
Kat5e |
Kat accesses her memory module. "We should hurry along our route. "Holding our own" is very ominous. It was the final transmission of the space freighter Edmund Fitzgerald before it disappeared in an ion storm."
She moves to the door and peers back into the hallway, checking if the route ahead is safe.
Ready to move
Gunnz |
"Well, part one of the mission is complete anyway. Lets see about the rest."
She cloaks up again and then leads the way cautiously up to the flight deck level.
stealthT10: 10 + 19 + 20 = 49
perception T10: 10 + 13 = 23
GM Dennis |
With Gunnz leading the way, you cautiously make your way upstairs, finding yourself in a ready-room of sorts. Doors exit on the forward and starboard walls. Reminder that you have a deck plan for the upper deck on slide 8.
Fuunk |
Fuunk radios back to Ixthia:
"Drift engines are down!
"Gunnz deserves a gold crown.
"The bridge will soon be ours...
"Cuz no way they'll resist our superpowers!"
Unless anyone objects, I've moved our tokens to the fore door. That seems to be the most straightforward path to the bridge. Shall our characters do the standard perception check and disable if any traps routine?
Gunnz |
Gunnz points left. "Lets try the conference room first. If there is anyone there, they would likely come to help in the command room. And we may even learn something.." suggests Gunnz.
If nobody objects, she quickly checks the door and then opens it, ready to fire on any robots on the other side.
Using T10, rolls above, for the moment. Suggested route on slide 8
Fuunk |
Sounds good to me! Gunnz's suggested route on slide 8 is in line with what I was thinking when I moved the tokens (in formation) to forward doors.
Spike 'Croaker' |
Croaker follow the others and he looks at Fuunk "First divert mission pal? Sharing what we did via comlink might not be the best of the ideas." says ysoki who is clearly stressed.
He follow Gunnz, his gun is always aimed at the corridor, whenever he takes turn he checks the space with his gun aimed
"We need to hurry, there is no time to squander!" he says quietly
Just adding a bit stress ;)
GM Dennis |
Gunnz looks lover the door and, finding it untrapped, opens it. Within, you find a large chamber dominated by a circular platform at its center. Floating above the platform is a holographic projection of the Cantlah system, with this region of the system highlighted and enlarged. Colorful markers within the projection mark the locations of the two warring fleets, their positions updating every few seconds to incorporate the latest intelligence. Three smaller displays on the port side of the room show projections of the local region of the vast at various levels of enhancement.
Gunnz |
Gunnz has a very quick look around, to see if there might be a way to give the robot fleet some unhelpful orders... but only for a moment. Her attention is on the door to the main control room.
I'm mot sure what type of check that would be or even if it is possible from here?
GM Dennis |
Gunnz looks around, but finds that this is only a display with no mechanism for issuing orders from here. Not possible from here.
Fuunk |
Fuunk searches the room and if nothing is found, gets into position as the team gets ready to check and head through the door to the bridge. Or at least what we think is the bridge...
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Gunnz |
"Anyone need a break before we go in?" asks Gunnz.
"Cause I suspect we'll have a fight and a half on the other side of that door."
Gunnz plan, unless there is any prebuffing or resting needed, is to cloak up before opening the door, and then fight concealed as long as she can.
"Now is the time to change to spare batteries if you want to..."
And she'll take her own advice.
Kat5e |
Computers: 1d20 + 13 ⇒ (2) + 13 = 15
Kat checks the display and looks for any information that may assist the starfinder fleet to buy them time.
Oddman |
Which slide are we in?
Oddman moves inside the room, still walking on the ceiling.
GM Dennis |
You're on the last slide in the deck (13); you got a copy of the deck plan from your scans, which is on slide 8.
Neither Fuunk, Kat, nor Croaker find anything of use in this room, nor any way to use this navigation room to help the fleet outside.
Another post incoming in a few.
GM Dennis |
Just before you open the door, your intercoms crackle to life with another update from Ixthia: "I'll be honest with you, Starfinders: things aren't looking good out here. Our forces are wearing down, and the enemy seems to be amassing ships for their own offensive. I hope you're ready to make your move soon, or there may not be a fleet to come back to."
---------
Initiative:
Oddman Init: 1d20 + 2 ⇒ (6) + 2 = 8
Teleemo Init: 1d20 + 8 ⇒ (8) + 8 = 16
Gunnz Init: 1d20 + 8 ⇒ (14) + 8 = 22
Fuunk Init: 1d20 + 14 ⇒ (13) + 14 = 27
Kat5e Init: 1d20 + 6 ⇒ (15) + 6 = 21
Croaker Init: 1d20 + 5 ⇒ (3) + 5 = 8
Admiral Init: 1d20 + 2 ⇒ (15) + 2 = 17
Deckhand 1 Init: 1d20 + 4 ⇒ (9) + 4 = 13
Deckhand 2 Init: 1d20 + 4 ⇒ (10) + 4 = 14
Deckhand 3 Init: 1d20 + 4 ⇒ (13) + 4 = 17
Deckhand 4 Init: 1d20 + 4 ⇒ (9) + 4 = 13
Gunnz Stealth: 1d20 + 19 ⇒ (16) + 19 = 35
Admiral Percept: 1d20 + 14 ⇒ (2) + 14 = 16
Deckhand 1 Percept: 1d20 + 8 ⇒ (3) + 8 = 11
Deckhand 2 Percept: 1d20 + 8 ⇒ (13) + 8 = 21
Deckhand 3 Percept: 1d20 + 8 ⇒ (2) + 8 = 10
Deckhand 4 Percept: 1d20 + 8 ⇒ (18) + 8 = 26
Warning lights, control panels, and displays cover every inch of the walls in this sprawling bridge, all the way up to the vaulted ceiling above. Robots, most of them anchored in place and hardwired to terminals, stand at battle stations in the sunken forward corners of the room, while others cling to the walls farther up. Rising from the center of the room is a wide platform with its own array of displays and controls. Standing atop this platform is a large robot, bigger than any encountered elsewhere on the ship, with eyes and limbs sprouting from its core in every direction. “Welcome, Starfinders!” it says, the mocking tone evident in its voice. “I expected you would show up sooner or later. After all, when has your precious Society ever backed down from a bad idea?” With that, the large robot lunges to attack!
The ceiling in this room is 20 feet tall. The command station in the center is raised 5 feet above the deck, while the battle stations to the forward port and starboard are sunken 5 feet below. The four smaller robots looks just like the ones you encountered below. Gunnz, they don't seem to have noticed you.
----------
Initiative!
Fuunk, Gunnz, and Kat may act.
GM Dennis |
This got posted in the wrong channel.
Gunnz slips into the room, her cloaking field providing invaluable assistance. Then, hidden, she tries to take out the closest robot #2 before it can even act.
stealth T10: 10 + 19 + 1 + 10 = 40
attack vs FF EAC: 5 + 11 = 16
E damage?: 4 + 3 = 7 And if it hit FF vs everyone
extra E trick damage: 16 = 16However the ship rocks from a nearby explosion at just the wrong moment, possibly putting off her aim..
Gunnz slips into the room, unseen, and wings one of the robots before it even knows she's there. The electricity crackles across the robot, badly damaging it. Fried #2 pretty good, but didn't quite take it down.
-----
Fuunk and Kat may act.
Kat5e |
Kat moves with purpose into the room, rifle leading the way.
"Engaging targets to the right."
Overcharge, Azimuth Laser Rifle vs Robit #3 EAC: 1d20 + 8 ⇒ (8) + 8 = 16
Damage,F: 1d8 + 5 ⇒ (6) + 5 = 11
Overcharge Damzoni: 1d6 ⇒ 4
Gunnz |
The extra +10 was from being cloaked. I'll not add it in future rounds, but figured as I got in unannounced the cloak should help the stealth check for the first trick attack. Not that it really matters with T10
"Try to finish off the one I winged..."
Fuunk |
Heeding Gunnz's words, Fuunk takes a shot at #2.
laser rifle vs EAC: 1d20 + 14 ⇒ (8) + 14 = 22
F damage: 1d8 + 7 ⇒ (3) + 7 = 10
Fuunk then activates his jetpack and flies 30 feet, landing right next to the big robot, intending to attract its attention.
E&F damage: 1d6 + 12 ⇒ (1) + 12 = 13
GM Dennis |
Fuunk flies in and finishes off the robot Gunnz winged, while Kat gets to work on the other side, hitting one of the robots on the right. The robot responds by climbing up the wall to the raised area, taking aim, and returning fire at Kat.
Integrated pistol vs. Kat EAC: 1d20 + 10 ⇒ (12) + 10 = 22
Electricity damage: 1d6 + 3 ⇒ (2) + 3 = 5
The big robot turns to the approaching Fuunk and laughs. "You Starfinders couldn't even go one week after your crusade against the jinsuls without getting yourselves mired in a new crisis. You need someone to knock you out of your comfort zone!" As they're monologuing, they lash out at Fuunk with four of their many limbs!
Slam: 1d20 + 12 ⇒ (5) + 12 = 17 Fuunk is grabbed if it exceeds his KAC by 4.
Bludgeoning damage: 1d6 + 11 ⇒ (3) + 11 = 14
Slam: 1d20 + 12 ⇒ (17) + 12 = 29 Fuunk is grabbed if it exceeds his KAC by 4.
Bludgeoning damage: 1d6 + 11 ⇒ (5) + 11 = 16
Slam: 1d20 + 12 ⇒ (17) + 12 = 29 Fuunk is grabbed if it exceeds his KAC by 4.
Bludgeoning damage: 1d6 + 11 ⇒ (5) + 11 = 16
Slam: 1d20 + 12 ⇒ (6) + 12 = 18 Fuunk is grabbed if it exceeds his KAC by 4.
Bludgeoning damage: 1d6 + 11 ⇒ (4) + 11 = 15
Fuunk is able to deflect two of the attacks, but the strikes just keep coming and it pummels the kasatha, wrapping one if its many arms around the soldier. Fuunk is grappled.
You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
---------
Initiative!
Teleemo may act.
Teleemo |
Teleemo repositions himself for a better look at the impressively large robot.
He prepares a blast of his magic. A second later, there is a loud pop, then a hole in the space-time continuum opens up. Various cables, circuit boards, and nanites stream from this hole and into the large robot. At the same time, there is a stream of the large robot's own innards streaming out into the hole.
Using a second level spell slot for a paradigm shift--this is "Disrupt Creature." The large robot will be SHAKEN for two rounds.
GM Dennis |
The deckhand nearest Fuunk climbs up to level ground and fires at the soldier!
#1 Integrated Pistol vs. Fuunk EAC: 1d20 + 10 ⇒ (12) + 10 = 22
Electricity damage: 1d6 + 3 ⇒ (5) + 3 = 8
Grappled as he is, the shot hits home on Fuunk! The final one climbs up beside #3 and takes aim at Kat.
#4 Integrated Pistol vs. Kat EAC: 1d20 + 10 ⇒ (6) + 10 = 16
Electricity damage: 1d6 + 3 ⇒ (1) + 3 = 4
---------
Initiative!
Croaker, Oddman, Fuunk, Guunz, and Kat may act.
Fuunk |
One of Fuunk's hands lets go of the laser rifle, draws a knife and slashes at the robot!!
survival knife vs KAC, grappled: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
S damage: 1d4 + 12 ⇒ (4) + 12 = 16
Déjà vu!!!
Gunnz |
Gunnz circles round the back of the command room. Seeing that one of the robots was already wounded, she tries to finish it off quickly. Of course, seeing Gunnz seeing the robot is quite different to her seeing the robot...
stealth trick T10: 10 + 19 + 1 = 30
attack vs FF EAC: 1d20 + 11 ⇒ (11) + 11 = 22
E damage: 1d10 + 3 ⇒ (5) + 3 = 8 Plus FF vs everyone
E trick damage: 4d8 ⇒ (4, 4, 6, 1) = 15
Seeing Fuunk on the receiving end of some big hits, she turns her dazzling gaze on the nearby robot. "You're next sweet cheeks. Wanna dance?"
Oddman |
Oddman ceiling-walks towards the boss platform, activates the plasma scabbard on his trident and tosses it at the big robot:
Adamantine sintered trident vs. Admiral's KAC: 1d20 + 12 ⇒ (10) + 12 = 22
Piercing damage: 2d8 + 13 ⇒ (1, 1) + 13 = 15
Fire damage: 1d10 ⇒ 9
Kat5e |
Kat brings her rifle to bear again on the two southern robots, firing on the pair in quick succession.
First shot at #3, second shot on #3 again unless he has been dispatched, in which case I will shift to #4
Full Attack, Azimuth laser Rifle vs EAC: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
Damage, F: 1d8 + 5 ⇒ (4) + 5 = 9
Full Attack, Azimuth laser Rifle vs EAC: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10
Damage, F: 1d8 + 5 ⇒ (8) + 5 = 13
GM Dennis |
Despite some serious cover from the raised platform, Gunnz is able to land a shot on #3, dispatching it! Meanwhile, Fuunk slashes into the robot holding him, while Oddman skewers it with a fiery trident. Kat takes aim at robot #4, but her two shots both go wide of the mark.
Croaker may act.
Spike 'Croaker' |
Croaker runs past Kat and lowers his gun at the robot to the south. He fires
Shoot@Robot 4 vs EAC: 1d20 + 9 ⇒ (17) + 9 = 26
Damage, e&f: 2d6 + 5 ⇒ (5, 1) + 5 = 11
"You are doing great Fuunk! Keep dancing with that can so that we can destroy its lackeys"
GM Dennis |
Croaker dashes in and shoots the same robot Kat fired at, hitting it squarely and scrambling some of its circuits with the electrical component of his plasma weapon.
The robotic commander continues its vicious assault on Fuunk, laying into him with a whirlwind of robotic appendages while it continues to taunt you. "All of this is for the Society's own good. Your leaders couldn't even look after themselves, let alone the whole Society!"
Slam vs. Fuunk, shaken: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18
Bludgeoning: 1d6 + 11 ⇒ (1) + 11 = 12
Slam vs. Fuunk, shaken: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Bludgeoning: 1d6 + 11 ⇒ (4) + 11 = 15
Slam vs. Fuunk, shaken: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Bludgeoning: 1d6 + 11 ⇒ (2) + 11 = 13
Slam vs. Fuunk, shaken: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22
Bludgeoning: 1d6 + 11 ⇒ (2) + 11 = 13
They manage to land one blow, but are unable to maintain their hold on the kasatha! The Grappled condition ends at the end of this turn, since it didn't manage to maintain it, but it did apply during this turn, which means that last one just hits.
--------
Initiative!
Teleemo may act.
Teleemo |
Okay. A couple of things are going to happen here...the first is a REACTION to Fuunk taking some damage.
As Teleemo observes Fuunk getting pounded on by the large robot, he snaps his fingers rhythmically. Suddenly, the bridge area winks in and out of reality, replaced by a colorful alien landscape that crackles with static electricity. This disrupts his attack.
Then, in a blink of an eye, the bridge returns to normal.
This is the Disrupt Attack paradigm shift. Success will cause a -2 penalty to the attack roll that hit. A DC 18 Will save will negate.
Then, on Teleemo's turn:
Teleemo casts a spell at the "Admiral".
Casting Caustic Conversion.
to hit vs. EAC: 1d20 + 8 ⇒ (9) + 8 = 17
damage, A: 4d4 ⇒ (4, 3, 1, 4) = 12
On a hit, the target takes 5 acid damage each turn for 3 rounds.
GM Dennis |
Will save, shaken: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Teleemo once again bends reality, further disrupting the admiral's aim and causing even its most accurate blow to go wide! That stops Fuunk from being hit.
The robot seems to be getting wise to Teleemo's tricks, however, and is able to dodge the cloud of acidic magic the ghibran throws its way.
Deckhand #1 ignores Gunnz and continues firing at Fuunk, but is unable to connect.
Integrated pistol, target tracking vs. Fuunk EAC: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Electricity damage: 1d6 + 3 ⇒ (4) + 3 = 7
Deckhand #4, meanwhile, moves up next to the admiral. Its runes flare, and some of its components seem to flow into the larger robot, repairing it at an equal cost to the deckhand!
Admiral healing/deckhand #4 damage: 1d4 + 3 ⇒ (1) + 3 = 4
---------
Initiative!
Croaker, Oddman, Fuunk, Gunnz, and Kat may act.
Oddman |
Oddman catches his trident back, activates one of his photoenergetic nodes and tosses it back against the admiral:
Adamantine sintered trident vs. Admiral's KAC: 1d20 + 12 ⇒ (2) + 12 = 14
Piercing damage: 2d8 + 13 ⇒ (5, 4) + 13 = 22
Fire damage: 1d6 ⇒ 5
Round 1 of 3
Gunnz |
"Hold on Funk..," calls out Gunnz, as she darts around the control centre, trying to finish off the robot that is healing the admiral.
trick T10: 10 + 19 + 1 = 30
attack vs FF EAC: 1d20 + 11 ⇒ (13) + 11 = 24
E damage: 1d10 + 3 ⇒ (2) + 3 = 5 Plus FF vs everyone
E trick damage: 4d8 ⇒ (6, 2, 8, 3) = 19
"Lets see if we can even these odds a bit more."
Fuunk |
Witnessing Teleemo's disrupt with appreciation, Fuunk says, "Woah! Groooovy man!!!"
Wow, Fuunk is lucking out with respect to the Admiral's attack rolls!!
Fuunk replies to Gunnz, pointing at the deckhand robots,
"I'm all good taking the hits!
"Do watcha need taking out those lil side bits!"
Fuunk shifts to a more defensive stance with his next attack!
student plasma ribbon vs EAC, defensive: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17
E&F damage: 1d6 + 12 ⇒ (4) + 12 = 16
Fuunk fights defensively, setting his AC values to: EAC 25, KAC 26.
Spike 'Croaker' |
Croaker runs around the enemies and again aims his gun
Attack@Robot4 & Boss (due to line attack): 1d20 + 9 ⇒ (5) + 9 = 14
Damage, e&f: 2d6 + 5 ⇒ (5, 5) + 5 = 15
Croaker tries to hurt both targets, but his shot lacks accuracy. It could be all that height difference.
Move + shot
Kat5e |
Seeing Gunnz deliver a blow to the small robot infront of her, Kat decides to shift her focus to the Admiral. She locks her Exocortex onto the lumbering machine and fires and overcharged blast.
Overcharge, Azimuth Laser Rifle vs EAC: 1d20 + 10 ⇒ (12) + 10 = 22
Damage, f: 1d8 + 5 ⇒ (1) + 5 = 6
Overcharge Damage: 1d6 ⇒ 1
Snake eyes. Rolling garbage!
GM Dennis |
As Croaker targets the robot healing it, the sigils on the admiral's chassis flare and the smaller robot is clouded in a magical haze.
Concealment vs. Croaker shot (miss on 1-20): 1d100 ⇒ 51
Croaker sees through the effect, however and is able to hit the minion, though he's unable to line up his shot well enough to hit the boss as well. Gunnz then swoops in and easily finishes off the minion. Neither Fuunk nor Oddman are able to connect on the surprisingly agile admiral, but Kat, with the aid of her exocortex, lines up a shot that hits.
The admiral continues to gleefully assault the kasatha before it while continuing its taunting. “I shudder to think where you’d be without Guidance. Just another pack of wandering bandits and thieves, no doubt.”
Slam vs. Fuunk, shaken: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
Bludgeoning: 1d6 + 11 ⇒ (2) + 11 = 13
Slam vs. Fuunk, shaken: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Bludgeoning: 1d6 + 11 ⇒ (3) + 11 = 14
Slam vs. Fuunk, shaken: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Bludgeoning: 1d6 + 11 ⇒ (2) + 11 = 13
Slam vs. Fuunk, shaken: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Bludgeoning: 1d6 + 11 ⇒ (3) + 11 = 14
Fuunk's defensive strategy pays off, however, as he is able to deflect all four of the blows! Darn that shakened condition! :P
--------
Initiative!
Teleemo may act.
Teleemo |
Teleemo moves to get a clear view of the admiral. He then attempts to zero in using his caustic conversion spell.
to hit vs. EAC: 1d20 + 8 ⇒ (18) + 8 = 26
damage, A: 4d4 ⇒ (4, 1, 1, 1) = 7
Target will take 5 acid damage on its turn for three turns.
GM Dennis |
This time, Teleemo manages to connect with his spell, wreathing the admiral in a caustic, sizzling cloud.
The remaining deckhand fires again at Fuunk, then steps closer to the admiral. Attack, then Guarded Step.
Integrated pistol vs. Fuunk EAC, target tracking: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Electricity damage: 1d6 + 3 ⇒ (3) + 3 = 6
---------
Initiative!
Croaker, Oddman, Fuunk, Gunnz, and Kat may act.
Fuunk |
Fuunk continues his defensive attacks, seeking to avoid getting hit if possible!
student plasma ribbon vs EAC, defensive: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15
E&F damage: 1d6 + 12 ⇒ (4) + 12 = 16
Fuunk fights defensively, setting his AC values to: EAC 25, KAC 26.
Gunnz |
Gunnz slips north, firing at the last remaining deckhand to try and finish clearing the chaff from the room.
stealth T10: 10 + 19 + 1 = 30
attack vs FF EAC: 1d20 + 11 ⇒ (5) + 11 = 16
E damage: 1d10 + 3 ⇒ (10) + 3 = 13 Plus FF vs everyone if it hits
E trick damage: 5d8 ⇒ (6, 2, 6, 5, 7) = 26
She curses as her vision is briefly disrupted by smoke from a burning nearby robot.
Spike 'Croaker' |
"Look chap, say whatever you like. You are a regular thug and nothing more. You hold no moral high ground here! It is like in that Ocean movie, petty people robbing a casino out of vengeance. Nothing beyond that!"
Croaker aims his gun and fires at the big creature
Shoot@admiral: 1d20 + 9 ⇒ (13) + 9 = 22
Damage, e&f: 2d6 + 5 ⇒ (3, 6) + 5 = 14
Kat5e |
... Just another pack of wandering bandits and thieves, no doubt.”[/b]
"Hey! I resemble that comment" Kat calls out in her usual deadpan manner.
She extends her trigger finger and presses the battery eject, allowing the near spent battery (1 charge) to fall to the floor, and replaces it with a fresh battery from inside her jacket.
Overcharge, Azimuth Laser Rifle vs Admiral EAC: 1d20 + 10 ⇒ (10) + 10 = 20
Damage, F: 1d8 + 5 ⇒ (6) + 5 = 11
Overcharge Damage: 1d6 ⇒ 5
Gunnz |
"You'd resemble it even more if you wore an eyepatch" offers Gunnz as she dances around the last robot.
GM Dennis |
Once again, the admiral's runes flare and a magical haze springs up around the remaining deckhand just as Gunnz shoots!
Concealment (1-20 misses): 1d100 ⇒ 25
Gunnz isn't fooled, though, and easily dispatches the final deckhand while Kat and Croaker shoot the admiral. Fuunk also swings at the large robot, but is more concerned with defense and his attack goes wide.
Initiative!
Oddman may act.