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 •

This large storeroom is filled with supplies for the bar outside, including bottles of hard alcohol, kegs of beer, and boxes of food and recreational stimulants. One corner holds amplifiers, musical instruments, and costumes for the club’s entertainers. A single door stands in the north wall. Three members of the Downside Kings sit around a table, chips and cards on its surface as each of them have a hand.

The first one to notice your entry turns to look at all of you with an expression of curiosity that turns into a frown, "Kings and Crew only, this area is off-limits." Expecting that to have been enough to turn you away, they turned back to the game they had going.


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

Sparks strides into the room unabashed by their words. He lets his energy attunement reach its maximum. His mote sparks ominously. "We might respect your rules if you hadn't murdered Duravor Kreel at the space docks. We insist on having words with your leader." He reveals the club and laser pistol he had been keeping behind his back, to emphasize his seriousness.

Intimidate: 1d20 + 4 ⇒ (18) + 4 = 22


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 strides into the room unabashed by their words. He lets his energy attunement reach its maximum. His mote sparks ominously. "We might respect your rules if you hadn't murdered Duravor Kreel at the space docks. We insist on having words with your leader." He reveals the club and laser pistol he had been keeping behind his back, to emphasize his seriousness.

[dice=Intimidate]1d20 + 4

Zeph absolutely follows Sparks; activating his solar flare so that his right hand is wreathed in darkness.


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MAPS • SF Map •

There is a moment of hesitation at the reveal of weapons, before everything becomes chaotic and the fight ensues. The gang members scramble for weapons that they did not have ready as the one of the far end looks to flip the table up, not taking into account that the weapons the others were scrambling for were set on the table. They clearly were not as prepared for this as all of you were.

"Boss! We've got company!!" one of them shouts, the sound carrying in the quieter environment of this storeroom.
________________________________
Party Up first, entry plus intimidate gets a Surprise round!


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 1 Stamina Points 0/6, Hit Points 10/10, Resolve Points 5/5 EAC 15, KAC 15, Fort +2, Ref +4, Will +1 Init +4, Perception +5, Senses Low light, Blind sight (electricity) 60' Mode Energy II

Apologies. We have some RL issues that has taken our full attention.

Dirk Gentry's three Blue eyes open wide in excitement when they land on all the wonderful array of costumes!
Oh my! These are just fabulous!

Innocently smiling at the poor uninformed gangsters, the Dirindi begins randomly picking out a variety of fashion forward outfits!

At the violent turning of the table(s), Dirk sadly shakes his head.
This could have been handled in a bit more sophisticated manner, but ...

The Electrical attuned Solarian begins to show signs of electricity sparking about his person!
Resistance DR 1

The Espionage Specialist then forms his Lunar weapon, as he Strides in the direction of any egress to block any potential escape.

On phone and Map is being difficult. He wants to position himself to block the door the gangster yell towards..


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

Sparks steps five feet closer to the nearest ganger and sends a jolt of electricity arcing his way.

Electrical Discharge Damage, E: 2d8 ⇒ (7, 4) = 11 Target: 1 creature within 30 ft.; DC 14 Fortitude save for half damage

"Yes, call your boss," Sparks says calmly.


MAPS • SF Map •

The member nearest the door starts to rise and go for the door that the group did not enter by, only to get hit by a jolt of electricity sent his way by Sparks and seize in his chair for a moment. While they did try to stand again, those seconds were enough time for some direct door denial by Dirk, a decent deterrent now standing in the way.

The scrambling from the others that had been around the table resumes after that unexpected display that froze all of them for a second, not having expected the immediate show of power. The cards on the table are thrown into disarray as the chips that had been somewhat neatly stacked are now scattered by the upturned table. Still, for the immediate show of force, they do not hesitate beyond that first moment, resuming their initial actions of preparing for hostility as they take what cover they can, with weapons drawn.
_________________________________
Surprise round done, party up for Round 1!

Rolls:

KingRef: 1d20 + 4 ⇒ (1) + 4 = 5


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

Sparks starts a new attunement cycle as he advances, club and pistol in hand toward the one at the south side of the room.

Club vs KAC: 1d20 + 3 ⇒ (13) + 3 = 16
Damage, B: 1d6 + 2 ⇒ (6) + 2 = 8

He swings the club and makes a solid hit on something.


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 1 Stamina Points 0/6, Hit Points 10/10, Resolve Points 5/5 EAC 15, KAC 15, Fort +2, Ref +4, Will +1 Init +4, Perception +5, Senses Low light, Blind sight (electricity) 60' Mode Energy II

Dirk Gently patiently awaits the tell-tall sign of The Boss opening the door, while he simply smiles (tapping his foot to the music outside the room) at the Gangster that Sparks just clubbed.
You look a bit shocked.

The Solarian continues to spark electricity as he points at him
Energy (electricity) ray vs EAC: 1d20 + 4 ⇒ (15) + 4 = 191d3 ⇒ 3

He then locks the door.

Resistance Attuned 2/3 DR 1


MAPS • SF Map •

The sudden shock from the door-blocking detective sees the speaker sprawl before a single stride can be taken, subtracting them from the storeroom shenanigans.

Meanwhile Sparks is not deterred, stepping up to the side of the table where the gang member standing there has not had enough time to react, the club eliciting a yelp with the impact as they were unable to dodge out of the way enough to avoid the hit.

Not expecting to get immediately attacked, the Downsider that Sparks hit has to pull his club, having been holding his gun, before taking a rushed swing at him that misses.

The other Downsider that had not taken cover behind the table yet, turns to fire at Dirk, blocking the doorway, the shot just missing and impacting the frame.
___________________________________
Party up!
DKMelee@Spa: 1d20 + 3 ⇒ (6) + 3 = 9
DKRng@Dir: 1d20 + 6 ⇒ (8) + 6 = 14


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 1 Stamina Points 0/6, Hit Points 10/10, Resolve Points 5/5 EAC 15, KAC 15, Fort +2, Ref +4, Will +1 Init +4, Perception +5, Senses Low light, Blind sight (electricity) 60' Mode Energy II

Dirk Gently's three Blue eyes follow the trajectory of the speeding bullet passing by his stylish hat with a bit of....
Was that only a fart?

.... unfortunate bowel movement possibilities flushing about his cranium.

Tipping said stylish hat at the perpetrator of those misgivings, the Espionage Specialist opens the door (politely tipping his hat to anyone else on the other side, Steps towards his perpetrator, activating his

Energy Sink (Su):

Source Tech Revolution pg. 30
When you’re fully resistance-attuned, as a standard action, you can cause all creatures within 10 feet of you to become fatigued for 1 minute, and any creature that’s already fatigued becomes nauseated for 1 round (Fortitude negates). Creatures affected by this ability must expend twice as many charges as normal when operating items powered by batteries. After you use this revelation, you immediately become unattuned. Energy sink functions as a zenith revelation for the purposes of abilities that reference them.

DC 14
Attempts to catch two? Or if only 1 then doorway boss dude

My good chap! You look positively Fatigued.

Edit! He has Breach and Clear so he can move after opening the door if that helps?


Having held the door, Zemfira moves in beside Sparks and aligns her shield toward the target he attacked.

Energy attunement 2/3?


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

Sorry for the delay. I failed to notice the GM's last post.

"We come in peace and really just want to talk. Stand down please."

Then he swings his new club again and the same ganger.

Club vs KAC: 1d20 + 3 ⇒ (18) + 3 = 21
Damage, B: 1d6 + 2 ⇒ (2) + 2 = 4


MAPS • SF Map •

The door-blocking detective ducks through his doorway and notices a harsh woman and large Vesk, surprised at the sudden entrance, and unprepared for the sudden drain that hits them, even the monitor and lights dimming in that moment before the intruder is gone in a matter of seconds.

Zemfira steps up beside Sparks, the light of her shield coming to bear against the ganger as the Brenneri lands another hit with the appropriated club.

A shot impacts the table from Zephyr, unable to land a good hit thanks to the improvised cover.

From behind Dirk, the door is flung open, the sight of the large Vesk framed in the doorway and seeming almost startled to see someone immediately there. That surprise turns to a grin as their hand reaches towards an assault hammer that is held on their person.

Faced with two individuals, the gang member at the edge of the table thinks better of their life decisions as they abandon all pretense of fight and flee past their compatriot. Nimble enough to thread a path between everyone without coming near, they breach the double doors to the storerrom and do not look back.

The other takes cover at the opposite end of the table, missing yet another shot at Dirk as they glance in the direction the other went.
__________________________________
Party Up!

Rolls:

BossFort: 1d20 + 3 ⇒ (6) + 3 = 9 Fail, Fatigued
MuscFort: 1d20 + 5 ⇒ (14) + 5 = 19

ZephShot: 1d20 + 2 ⇒ (6) + 2 = 8, 1d4 + 1 ⇒ (1) + 1 = 2C
KingMel: 1d20 + 3 ⇒ (9) + 3 = 12
KingRng: 1d20 + 6 ⇒ (1) + 6 = 7


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

Sparks ignores the fleeing goons and advances around the table, letting his state of attunement reach maximum levels in his Energy mode. His mote again sparks ominously and he smacks his club on his hand for emphasis.

"What's it gonna be mate?" he asks the remaining gang member hiding behind the upturned table and again does not wait for a reply and swings his club.

Club vs KAC: 1d20 + 3 ⇒ (2) + 3 = 5
Damage, B: 1d6 + 2 ⇒ (1) + 2 = 3


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 1 Stamina Points 0/6, Hit Points 10/10, Resolve Points 5/5 EAC 15, KAC 15, Fort +2, Ref +4, Will +1 Init +4, Perception +5, Senses Low light, Blind sight (electricity) 60' Mode Energy II

Dirk Gently simply smiles, shrugs and says to the mean looking muscles vesk and Fatigued looking Boss, as the door swings back open.
Sorry. We are at our capacity. Reservations are taken online only.

The Espionage Specialist then shuts the door and Jams it locked.
Engineering (Int) DC 10: 1d20 + 7 ⇒ (3) + 7 = 10

His Energy Attunement begins crackling electricity once more!

Energy Mode:
When you enter energy mode, you gain 1 energy attunement point and become energy-attuned; you’re treated as being photon-attuned for the purpose of determining your stellar revelations’ effects. While energy-attuned, your speeds all increase by 5 feet. This bonus increases by 5 feet for every 3 solarian levels you have.

The Solarian turns his blue eyes to look at the lone, misfiring miscreant behind the overturned table.
Let me guess. This is your first day.


Fully attuned, Zemfira steps beside Sparks again and releases her charge on the enemy remaining in the room.

Electrical Damage: 2d8 ⇒ (6, 4) = 10


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]

Zeph, worried about the Blue-Eyed Holistic Detective, races to position himself behind Dirk before the fight continues!


MAPS • SF Map •

As the last Downsider in the room falls under a discharge of electricity from Zemfira, Zephyr moves to back up Dirk, who had just shut and done something to the lock that kept the door from opening. A brief thump from the other side came with a shout of frustration before there were seconds of silence.

The lock on the door clicked, the door slid open, and the Vesk that Dirk had shut the door on was already in the middle of a wild swing, connecting directly with the door-guarding detective(6dmg)!
___________________________________
Party Up!

Rolls:

??Eng: 1d20 + 10 ⇒ (9) + 10 = 19
VeskMel: 1d20 + 8 ⇒ (12) + 8 = 20(Special Atk fail), 1d6 + 5 ⇒ (1) + 5 = 6B


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

"Are you the boss of this outfit?" Sparks asked. Then he lets the vesk know why he came to be called sparks.

Electrical Discharge Damage, E: 2d8 ⇒ (4, 4) = 8 Target: 1 creature within 30 ft.; DC 14 Fortitude save for half damage


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 1 Stamina Points 0/6, Hit Points 10/10, Resolve Points 5/5 EAC 15, KAC 15, Fort +2, Ref +4, Will +1 Init +4, Perception +5, Senses Low light, Blind sight (electricity) 60' Mode Energy II

Dirk Gently's three Blue eyes watch as the previously jammed door is opened from the other side. His three Blue eyes widen as that bothersome Vesk readied to assault his person!

The Espionage Specialist turns those shocked three Blue eyes to the obviously elected leader of the pair.
Absolutely deplorable behavior being promoted by your faculty! I would like to lodge a formal complaint with your HR department.

Dirk then attempts to reciprocate the Vesk's ettique!
Melee Lunar Weapon, Apocalyptic Crystal Shard: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 1 ⇒ (1) + 1 = 2 S (Feint, Operative) Critical Corrode 1d4 Ref DC 10+damage

He then closes the door as he retreats across the room to the original egress.
Breach and Clear

The Espionage Specialist looks out into the main building to see if anyone else will be joining them ...

His Energy Attunement begins crackling electricity once more!

Energy Mode 3:

When you enter energy mode, you gain 1 energy attunement point and become energy-attuned; you’re treated as being photon-attuned for the purpose of determining your stellar revelations’ effects. While energy-attuned, your speeds all increase by 5 feet. This bonus increases by 5 feet for every 3 solarian levels you have.

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