Constellations of Attelan

Game Master Me'mori

A traditional journey to Absalom Station begins on the arrival of Docking Bay 94...


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MAPS • SF Map •

With the fight concluded, and an inventory being taken, is anyone keeping any items?


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 1 Stamina Points 6/6, Hit Points 10/10, Resolve Points 5/5 EAC 16, KAC 17, Fort +2, Ref +4, Will +1 Init +4, Perception +5, Senses Low light, Blind sight (electricity) 60' Mode Unattund

Holoskin
Autotarget Rifle
- (5)Magazines of (10)rounds per
(2) Incindiary grenades I
(2) Mk. 1 serum of healing
Armor Upgrade: Quick-release sheath
(500) UPBs
(12) Credsticks, (100) credits on each

Definitely any and all Healing items.

Otherwise Dirk wants cash money money money for his hot tub time machine endeavor....


KAC 12, EAC 11 HP 17 (hp: 11, stamina: 6, resolve: 5) | Fort +1, Ref +1, Will +3 | LLV, PERC +7 Elf (Asanan / Forlorn) - Solarian 1 [Graviton]

My vote is still for money


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 3/9 HP 11/11 RP 5/5 | F +4 R +3 W +3 | Init +1 Perc +1 Dark Vision | Mode unattuned| Armor active

Sparks does not have the proficiencies to use the rifle or the grenades (I suspect none of us do, given we are all solarians). The quick release sheath armor upgrade certainly should go to someone who has armor with an upgrade slot. Sparks' armor has 1 upgrade slot. We should also keep the UPBs for when someone can make use of them.

As Dirk said, healing items should be taken.

We could have each person who wants any non credits item to roll a d20 and let highest roll take first pick.

1d20 ⇒ 18


KAC 12, EAC 11 HP 17 (hp: 11, stamina: 6, resolve: 5) | Fort +1, Ref +1, Will +3 | LLV, PERC +7 Elf (Asanan / Forlorn) - Solarian 1 [Graviton]
Sparks Goforth wrote:

Sparks does not have the proficiencies to use the rifle or the grenades (I suspect none of us do, given we are all solarians). The quick release sheath armor upgrade certainly should go to someone who has armor with an upgrade slot. Sparks' armor has 1 upgrade slot. We should also keep the UPBs for when someone can make use of them.

As Dirk said, healing items should be taken.

We could have each person who wants any non credits item to roll a d20 and let highest roll take first pick.

1d20

Totally agree on this and the split mechanics. Not sure there is going to be any competition, and we could allocate a portion of the cash to just buying healing stuff if that seemed helpful to people


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 3/9 HP 11/11 RP 5/5 | F +4 R +3 W +3 | Init +1 Perc +1 Dark Vision | Mode unattuned| Armor active

It will be good if we all can purchase a healing serum or two to supplement the two found in the club. Did any of the downed gang members have a small arms weapon?


MAPS • SF Map •

Presuming a cursory inventory, each downed gang member has:
- Azimuth laser pistol
- Club
- Flight Suit stationwear
- 150c Credstick

Ferani Nadaz had:
- Estex Suit I
- Club
- Tactical Semi-auto pistol w/30 rounds
- Datapad
- Key Card
- 500c Credstick

The Vesk has:
- Troop Ceremonial Plate
- Assault Hammer
- Azimuth artillery Laser w/2 batteries
- 200c Credstick


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 3/9 HP 11/11 RP 5/5 | F +4 R +3 W +3 | Init +1 Perc +1 Dark Vision | Mode unattuned| Armor active

Can we get a summary of income after all the wheeling and dealing is done? Once I know what amount of credits Sparks has to work with, I'll consider some purchases to begin to fill out his equipment to be better ready for future encounters.

Thanks to the other players for working out the details. I read the discussion on Discord but would appreciate a post here as it will make the information easier to find.

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