Tuek the Kleptovoyant |
Tuek retrieves his hunting rifle and tries to draw a bead on a thug, before firing.
Ranged (hunting rifle) v. red: 1d20 + 4 ⇒ (13) + 4 = 17
Damage (P): 1d8 ⇒ 7
Darkvoid Batoidia |
Just so everyone else knows. I linked the smoke granades effects in my post. The cloud give concealment and everyone inside without environmental protections needs to make a fort save each round or do nothing but cough up smoke. Darkvoid breaths water so I just assume his seals are closed all the time and he has sonar so he can "see" in the cloud.
Mazirek |
Mazirek tries to take a shot on red, but in trying to compensate for Dirk's presence, he fires the shot wide.
________
Laser Rifle vs Red: 1d20 + 5 ⇒ (5) + 5 = 101d6 ⇒ 2 Come on ;_; I'm getting racetrack flashbacks!
cmlobue |
I'm willing to say that you delay past each other to obtain the best results, so the smoke grenade is the last thing that happens in this block.
Darkvoid lands a perfect shot on Blue, who goes down.
Tuek lines up Red and hits him with a bullet.
Mazirek has less luck with his laser.
Lendtech fills the area with smoke.
The thug pulls a baton and swings at Darkvoid.
Fortitude Save: 1d20 + 2 ⇒ (12) + 2 = 14
Tactical Baton: 1d20 + 3 ⇒ (14) + 3 = 17
Bludgeoning Damage: 1d6 ⇒ 6
Concealment: 1d100 ⇒ 73
At least it wants to, but all it does is cough.
Round 2 - bolded may go
Mazirek
Blue
Yellow
Dirk (-5 SP)
Red (-7 HP)
Darkvoid
Lendtech
Tuek
Dirk Starcliffe |
Dirk steps back and waits for the smoke to clear and draws his pistol.
readied attack on yellow
attack vs EAC: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 1d4 ⇒ 3
cmlobue |
Dirk prepares for an attack.
Fortitude Save: 1d20 + 2 ⇒ (16) + 2 = 18
Red steps out of the smoke and fires on Tuek.
Pulsecaster Pistol: 1d20 + 6 ⇒ (12) + 6 = 18
Nonlethal Electricity: 1d4 ⇒ 4
Bzzzzt!
Round 2-3 - bolded may go
Mazirek
Blue
Yellow
Dirk (-5 SP)
Red (-7 HP)
Darkvoid
Lendtech
Tuek (-4 SP)
Darkvoid Batoidia |
Darkvoid tumbles forward and attmepts to trick yellow
"I am the terror that glides thorugh the void. I am the pop ad you can not close. I am DARKVOID BATOIDIA!
acrobatics to trick CR: 1d20 - 20 + 11 ⇒ (13) - 20 + 11 = 4
Hope they aren't higher than CR 4
vs EAC: 1d20 + 4 ⇒ (3) + 4 = 7
I double a 7 hits FF EAC
A blast of electricity shoot past yellow inside the cloud
Tuek the Kleptovoyant |
"Well, that was unpleasant," Tuek note as he is struck with laser fire.
"Pardon me, but I am off to seek some cover," he informs his fellow Starfinders, before heading towards a tree.
Move
He again trains his hunting rifle on the thug.
Ranged (hunting rifle) v. red: 1d20 + 4 ⇒ (11) + 4 = 15
Damage (P): 1d8 ⇒ 5
Little Lendtech |
Little advances to just behind Dirk, and prepares to fire over the man's head when the smoke clears.
Can't change map from my phone. Please move Little just behind Dirk. He'll fire his rifle when he sees an enemy.
v KAC: 1d20 + 2 ⇒ (11) + 2 = 13 ... damage: 1d6 ⇒ 5
cmlobue |
There is already an enemy visible, so Lendtech can fire right away.
Darkvoid makes some tricky moves, but can't get a line on a target.
Lendtech lands a clean shot on Red, who Tuek then finishes off.
Fortitude Save: 1d20 + 2 ⇒ (8) + 2 = 104
Whatever Yellow wanted to do, it can't manage through fits of coughing.
Round 3-4 - bolded may go
Mazirek
Blue
Yellow
Dirk (-5 SP)
Red
Darkvoid
Lendtech
Tuek (-4 SP)
Mazirek |
Sorry y'all, forgot to post yesterday!
"Damn what's going on in there?!" Mazirek asks himself out loud. With a grunt he runs off into the smoke. "Found our ward!" he announces before sensing out with his antennae for any remaining danger.
________
Double move into smoke!
Tuek the Kleptovoyant |
Tuek decides to run into the smoke.
Double move
Tuek the Kleptovoyant |
Tuek decides to run into the smoke.
Double move
Darkvoid Batoidia |
acrobatics to trick CR: 1d20 - 20 + 11 ⇒ (3) - 20 + 11 = -6
No trick
vs EAC: 1d20 + 4 ⇒ (17) + 4 = 21
Damage(Nonleathal E): 1d6 ⇒ 2
"SURRENDER! You hairbrained haphazard hackers"
cmlobue |
Botting Dirk
Lendtech, Tuek and Mazirek move into position.
Darkvoid fires a shot at the remaining goon, as does Dirk.
attack vs EAC: 1d20 + 1 ⇒ (1) + 1 = 2
damage: 1d4 ⇒ 4
Only Darkvoid hits.
Fortitude Save: 1d20 + 1 ⇒ (5) + 1 = 6
Yellow is having trouble making its intentions clear.
Round 4-5 - bolded may go
Mazirek
Blue
Yellow (-2 HP)
Dirk(-5 SP)
Red
Darkvoid
Lendtech
Tuek (-4 SP)
Mazirek |
Mazirek takes a step back and fires again. What's going on today? Maybe I need more practice under pressure, spent too long fighting from a privileged position!
________
Laser Rifle vs Yellow: 1d20 + 5 ⇒ (8) + 5 = 131d6 ⇒ 2
cmlobue |
Dirk hacks at the thug, while Mazirek kill steals finishes it off.
Out of combat
You are free to collect Ceren. The hacker seems unperturbed by the gangers’ appearance, confident that your work at falsifying her death should throw off future investigations into her whereabouts. From here, you can provide Ceren with the information pertaining to her new identity, at which point the wizened hacker departs to find Jubair and go into hiding.
Historia-7 contacts you remotely shortly after you defeat the gangers and provide Ceren with the information about her new life. Historia-7 thanks you for your help and makes a brief quip about having to fix only “some of their work”—a true compliment from the Dataphiles leader. The aged hacker claims this is the most alive she has felt in ages and offers to assist the Dataphiles if they ever require her skills.
A rudimentary courier robot greets you before the start of the next mission. It presents you with a gift box containing a standard datajack and 200 credits. A simple electronic message from Historia-7 indicates that the datajack is a token of thanks from the Dataphiles. The box also contains a frostbite-class zero rifle. The rifle is an old—albeit out-of-place—acquisition of Ceren’s that Jubair found while cleaning out the family house.
Only one job left.
The station’s Armada can be seen from the shuttle’s view screen as it takes off, gleaming figures standing out against the emptiness of space. The Master of Stars immediately stands out from the rest, as layers and layers of scaffolding obscure its hull. Tiny lights flicker among the metal beams as distant figures weld plates and heat shields to the ship’s exterior. The shuttle smoothly glides closer until it reaches the starship’s docking bay, slipping through the magic field that keeps the hold pressurized with breathable atmosphere. As the shuttle doors open, a small drone flies in and pops up a holoscreen, displaying a harried-looking ratfolk.
“Finally, fresh meat!” the ysoki exclaims over the screen, sounding pleased. “Name’s Fitch—pleasantries over, time to get to work. I had some trouble earlier with the lights flickering on the ship, and now both the lights and computers have suddenly gone out on E-Deck. No idea what’s causing it, but you work this job long enough and—” Fitch’s attention flicks to something offscreen, and she shouts “Kirkath! The welding torch is not a toy! You wanna go in the toddler’s pen with the other kids?” She snorts dismissively before continuing, “Sorry, some of these little ones would cut off their own heads if I let them. Anyway, it could be some lunkhead screwed up the wiring, but that’s a pretty big system failure for a simple electrical short. I’d prefer to send in some people with combat training to scout it out, just in case someone or something is sabotaging the ship. If it’s nothing, great, get the power back on if you can. If there’s something suspicious, use your comm units to report in to me. I’ll give you the access codes, so—Selicha! If you touch that panel I will staple you to the hull!”
The screen on the drone cuts out, then flashes to display the ship’s schematics and the passwords for the computers on E-Deck.
Mazirek |
Mazirek takes the frost rifle and looks it over. "This is a nice piece of equipment... Anyone opposed to me using it for a bit?" he asks.
He makes a point to record the schematics and passwords for E-Deck. "Doesn't seem like we have a chance at questions, let's hop to it!"
cmlobue |
>Slide 7< (but you can't see anything yet)
Fich gives you a comm code to contact him if you have anything to report, then you head to E-Deck. The doors are closed when you arrive, but with no power, they do not seal, so you can slide them easily aside.
The E-Deck is in total darkness when you arrive, making the first order of business to restore power to the lights and the cameras prior to entering the area. You can use Computers or Engineering to fix it yourselves or Diplomacy to convince Fitch to send a mechanic (and some invective).
Tuek the Kleptovoyant |
"Shall I make a call to Fitch for some tech support?" inquires Tuek as he produces a comm unit from... somewhere.
Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9
Little Lendtech |
Aid, computers: 1d20 + 12 ⇒ (19) + 12 = 31
Lendtech looks over Darkvoid's shoulder. "Ysoki like to use yellow instead of black for ground in their wiring schematics. It's backwards from the kasatha standard. "
Mazirek |
"I'll take a look into this panel over here and see what I can do," Mazirek says, popping a cover off the nearby wall and fiddling with the tech within.
________
Computers, Aid vs Darkvoid: 1d20 + 3 ⇒ (8) + 3 = 11
cmlobue |
Tuek can't get a signal through, so it's good that the other three Starfinders manage to get the power on by themselves.
Most of the starship’s cameras remain off, but you can check them to reveal that there are two human children hiding in an empty storage room. Despite the dim lighting, you can travel to that room easily enough.
You last noticed them in the creates in the northeast, but there is no obvious sign of them when you reach the (admittedly crowded) room.
Little Lendtech |
Little heads for the northeast corner and looks for the children. He goes so far as to open the crates if necessary.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
cmlobue |
Lendtech finds the children in the corner, one in a large crate and one hiding behind it. They both seem to be juveniles - Dirk at least can estimate that they are around 8 years old. They are near hysterics.
"...when the lights went out, I..."
"...hate the day care center..."
"...they would use our comm units..."
"...bringing food to our friend..."
"...Sally pulled my hair..."
"...don't want to get into trouble..."
Mazirek |
"Oh geez, kids. Come on now, quiet down, let's get out of here together," Mazirek suggests to the kids. And then it'll be quiet enough to actually start thinking!
________
Diplomacy?: 1d20 - 1 ⇒ (11) - 1 = 10
Tuek the Kleptovoyant |
"Greetings, Little Ones," says Tuek. The diminutive ysoki bows, then continues. "I am Tuek and these others are Starfinders."
"We would be happy to escort you to safety, though we came here to investigate why the lights and computers have suddenly gone out here on E-Deck," he continues. "If you have any helpful information to that end, it would be most appreciated. I can assure you, we are not looking to get anyone into trouble."
Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17
Dirk Starcliffe |
Dirk moves slowly near the kids.
"Its ok!"
Diplomacy aid Tuek: 1d20 ⇒ 5
But he moves too fast and his weapons bounce on his waist.
cmlobue |
Tuek, possibly reminding the children of the avuncular (when not cursing out contractors) Fitch, gets the kids to calm down. They tell you that their names are Kieu Lan and Kieu Si, and their father is one of the engineers. Their mother went missing in the Scoured Stars Drift Crisis, and they have to stay in a makeshift children's area while their father works. They found an alien creature and hid it in the next room to keep as a pet. They got stuck in here when the power went out, and couldn't tell anyone because they left their communicators behind when they snuck out.
Mazirek |
"What's this thing look like?" Mazirek asks the kids. He can't help but to get his rifle ready. "What was it doing when you found it?"
cmlobue |
"Fuzzy! With a big mouth! And it wanted to push all the buttons!"
cmlobue |
The children point to the door to the west.
Sense Motive, Mazirek: 1d20 + 1 ⇒ (13) + 1 = 14
Sense Motive, Dirk: 1d20 ⇒ 4
Sense Motive, Lendtech: 1d20 ⇒ 20
Darkvoid and Mazirek notice the kids giggle a bit when they indicate the door. Lendtech is sure that they are hiding something.
Darkvoid Batoidia |
Darkvoid takes a quick look at the door
perception: 1d20 + 7 ⇒ (5) + 7 = 12
Not seeing anything immediately amiss he takes the ton of a wary parent.
"Alright you two, whats so funny? You wouldn't be planning some kind of prank would you?
Tuek the Kleptovoyant |
Tuek looks at the door.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
cmlobue |
Tuek sees that a fire extinguisher has been rigged to spray on anyone who gets too close to the door. Engineering could be used to disable the thermal sensors.
Mazirek |
Mazirek's antennae do the equivalent of an eye-roll as he goes to investigate the rigged fire extinguisher.
________
Engineering: 1d20 + 6 ⇒ (5) + 6 = 11 lol and almost certainly sets it off XD
cmlobue |
Mazirek looks over the device, but can't seem to find the shutoff. Not failed by 5, so nothing happens.
"We just wanted to protect our new friend!"
Dirk Starcliffe |
Mazirek looks over the device, but can't seem to find the shutoff. Not failed by 5, so nothing happens.
"We just wanted to protect our new friend!"
"OK bring your bring out!"
Dirk still has his hands on his hips.
not trying to threaten?
CHA check: 1d20 + 2 ⇒ (13) + 2 = 15
Little Lendtech |
"Good, but what if you'd hurt my friend, Mazzy? Or what if your button pushing friend came out the door?"
Little wanders over to help the shirren.
Engineering to disable: 1d20 + 11 ⇒ (2) + 11 = 13
"Little help here please?"
Too funny. Thought I'd crush that roll.
cmlobue |
Lendtech also has difficulty with the trap - these seem like future engineers - but a light scolding from Dirk convinces the kids to remove their jury-rigged trap. With that gone, the Starfinders have no issues opening the door.
This area consists of two adjoining chambers. Four large containment capsules fill the fore room, three of which hold stasis-locked objects, including a tablet, a strange curved sword, and an odd spiral of bioluminescent coral. A crack leaks fluid from the fourth capsule, which displays a foot-wide breach near the bottom. The aft room contains several desks, each hosting a deactivated computer terminal.
Immediately upon entering, you feel an intense pull on you. It seems the creature has also messed with the artificial gravity. All characters have a -4 armor check penalty in these chambers.
Tuek the Kleptovoyant |
"I believe we have located your 'friend's' former enclosure," notes Tuek as he spies the fourth capsule.
Pointing to the terminal, he suggests, "One of you more savvy with computers, may find that rather useful."
The ysoki then inspects the room, looking for the missing 'friend'.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24