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George 09-23 nods agreeing with the others.
"Yes, now that the wounded have been helped out we can proceed on our mission."
"Perhaps this encrypted message was left here intentionally for us to find it. In any case we should head toward the source. Hopefully we will find out more there."

GM Zoomba |

You regather and head off towards the old RelWIN offices.
Making your way through Izdria’s streets is slow going. Traffic is dense as vehicles crowd the roads trying to move people out towards the exiting roads or the space and bus-ports. Sidewalks are just as cramped as people from all species appear in a state of utter panic. Cracks spiderweb across almost every surface you pass - ancient ruins and modern structures - and no less than three sinkholes open up near you without warning along your way.
After about a half-hour you turn a content and see the old RelWIN office ahead of you. It’s a five-story building with a stylish front facade of glass and classically-carved limestone. The building’s front door has a large Holosign hanging above it that’s turned off, though a smaller polished-bronze logo plaque at ground level still identifies the building as “RelWIN - because knowing is WINing!”
As you step towards the office a large *crash* sounds out from behind you. Turning you can see an evacuation bus has just fallen into a sinkhole. The bus itself looks dinged but functional, but is in a very stuck position as panicked evacuees inside start to get even more panicked.
Athletics, Engineering, or Piloting might be able to help get the vehicle free.

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"Oh no! These ones must assist those ones!" The click-clacking of claws on stone follow Speaker for the Dead as he rushes towards the bus.
Once there, he draws on memories of Speaking the life of a military ground vehicle assault commander killed in a battle with the Swarm. "Divert all power to the rear wheels and engage traction control!"
Spending another RP for some ranks in Piloting.
Piloting: 1d20 + 6 ⇒ (9) + 6 = 15

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Maybe we should put weight on the bit of the bus that's not in the hole Celly suggests after remembering something that her technomancer friend and partner said.

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George 09-23 attempts to help the drivers with instructions on how to best escape the sinkhole.
Engineering: 1d20 + 15 ⇒ (18) + 15 = 33

GM Zoomba |

Your heaving and shoving is ineffective at first, but George 09-23 clears some of the rubble and arranges some stable material beneath the wheel wells. It's enough for 5am to guide the van out and onto the solid streets. The vlaka driver gives you a nod and howl of thanks before they continue to move along and bring their charges to safety.
Across the street, RelWIN's local office still sits quiet. No one's coming or going from the place, and the front doors are locked. But as you approach, all of you hear the doors unlock with a loud *click*…

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"This one is pleased we were able to assist those ones in the vehicle!"
As the doors to the offices audibly unlock, Speaker says to his companions "Ah, mayhaps this one and these ones are expected?"
He approaches the front door.
Computers: 1d20 + 3 ⇒ (4) + 3 = 7

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Computers: 1d20 + 17 ⇒ (10) + 17 = 27
George 09-23 nods as he notices the surveillance cameras around the building and understands that the doors can be unlocked remotely. He walks with no apparent rush away from the building to be out of sight of the cameras. Once away from prying eyes he puts one of his hands into a a pocket and draws upon the energy in a battery to power a spell.
George 09-23 casts Invisibility and returns to be with the group.
George 09-23 is now invisible.

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"Of course it's a trap! I have to admit I'm kind of excited! I was in rehab and training when the whole Datch thing initially happened, I never got to experience her plots firsthand," 5am squees. "Let's go!"

GM Zoomba |

George 09-23 deaprts from the group for a momnet as Speaker for the Dead appraoches the door. and does he return? hard to tell - he's invisible. The door slides open for the embri who can scamper inside easily.
Inside, the building is quiet and empty. A welcoming desk is positioned directly across the lobby from the front door that is barren of computers, files, and knick-knacks, with a pair of hallways leading out to the east and west. A pair of elevators are positioned to the right. There are a few plants in the atrium, but all are plastic.
As you enter the lobby and look around, when one of you nears the elevators its door opens with a small *ding*. Other than giving you a start though, no one is inside to jump out at you.

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I have. She got incarcerated in the Bastille and still managed to send a bunch of us on a mission to obtain some pass keys in order to prevent an economic collapse caused by Abadar Corp not getting into their vault - or something like that. She had us running all over the Vast.
Still. Some of those spots she sent us were rather pretty.

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Was one of the Starfinder that ghot her imprisonned into the Bastille but lost her sight when I was away of the Society. Heard that she's still someone with some power... a dangerous foe and a strange ally. grunts Ombonth who enters into the elevator.
I'm sure it's a trap, but I'm ready to fight.

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The Technomancer sets up a telepathic link among the party members with a spell. He then sends a short text only message to the party's communication devices.
***George 09-23. I am here but invisible. Take the elevator. ***
George 09-23 moves inside the elevator
Telepathic Message is now up on the party. I love that Technomancers can mentally text with computers. An unnecessary flourish but so much fun. :)

GM Zoomba |

You enter the elevator. While there are five floors and a basement, the button for the fifth floor lights up on its own. A moment later, the doors shut, and the lift ascends smoothly.
After a few minutes, the elevator glides to a halt and with another *ding* the doors open to reveal a large space that seems to stretch out across most of the level's floorspace. Several sets of operator and computers desks line the floor of this newsroom. The tables to the northeast and northwest have been left in a state of disrepair, with scattered documents and old office equipment left behind on top of them. The eastern portion of the room is occupied by a stage still set with a dusty news desk and multiple cameras set to film at numerous angles. A dusty reception table to the north sits abandoned, but the rest of the lights and switchboards flash and flicker in full function despite the glaring disarray throughout the rest of the room.
Four people are typing away at several of the remaining computers and workstations about the room. humans appear very focused at their work. The fourth figure however is a white-furred ysoki that many of you recognize in an instant: Datch! the troublemaker is set up at an operator table with several high-powered processors and a railing her left arm is manacled to. Just as the door opens she looks up and grins.
"Finally. Took you long enough."
5am Init: 1d20 + 7 ⇒ (13) + 7 = 20
Celly Init: 1d20 + 1 ⇒ (2) + 1 = 3
George 09-23 Init: 1d20 + 7 ⇒ (9) + 7 = 16
Ombonth Init: 1d20 ⇒ 14
Red: 1d20 + 7 ⇒ (9) + 7 = 16
blue: 1d20 + 7 ⇒ (13) + 7 = 20
G: 1d20 + 7 ⇒ (19) + 7 = 26
1d6 ⇒ 3
At this the other humans start and notice your presence. the closest green draws out a rifle to aim at Ombonth but then suddenly winces and clutches at his ear. As he yanks out his earpieces you can hear even from yards away a punishingly high-pitched screeching coming from the device.
Behind a row of desks, another of the figures moves around the cover...or make that 1d4 ⇒ 4 five figures...
Initiative
Green figure, staggered
Blue figure, 5 of 'them'
5am
Speaker for the Dead
George 09-23
something
Ombonth
Celly

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Speaker for the Dead readies his pulsecaster pistol and is about to shoot when he notices something important! He concentrates for a moment and sends a brief telepathic message to his allies! This one suspects the ysoki one Datch may be secretly aiding these ones' cause, and should not be attacked!
Move action to draw pistol, standard action to cast telepathic message.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15

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George 09-23 relies on his invisibility spell for protection. He begins to cast a summoning spell.
Summon Creature II is being cast.
Perception DC 15: 1d20 + 11 ⇒ (1) + 11 = 12
George 09-23 is invisible.

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5am hunches that something is up. She does a secret handshake with herself yesterday, nudging the timeline just barely so that she will have warned Ombonth in advance while she herself is left disoriented for a minute as the large dragonkin leaps into action.
Swap Initiative with Ombonth if he is willing.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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I'm willing :)
Perception DC15: 1d20 + 8 ⇒ (20) + 8 = 28
Pushed by 5am, Ombonth charges one of the guard! As he charges, a reddish shield appears in his right hand.
Gains 1EP (+1AC, +Tactical Shield, -2 charge) -> EAC19, KAC21)
Entropic Strike vs Green EAC: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damages, A&B: 1d6 + 10 ⇒ (5) + 10 = 15
Try me!

GM Zoomba |

The timelines tangles, and when it straightens Ombonth is racing forwards to deliver a hard sizzling blow to the staggered man closest to you.
Across the room the third human leaps up, pulling out a sniper rifle as she does. She takes position close to Datch's large table and fires at the Dragonborn, but the shot goes wide.
Attack v Ombonth's KAC: 1d20 + 10 ⇒ (5) + 10 = 15 for Piercing: 1d10 + 4 ⇒ (5) + 4 = 9
Initiative
Green figure, staggered 15 damage
Blue figure, 5 of 'them'
Ombonth, 1 EP, charged
Speaker for the Dead
George 09-23, invisible, casting
Red figure
5am
Celly

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5am sprints forward, throws the Mindspike Grenade in her hand at Blue and Green and then drops to the floor to take cover against the attackers' rifles.
Thrown vs. AC 5: 1d20 + 3 ⇒ (13) + 3 = 16
The grenade explodes in a crackle of neuro-disruptive energy!
untyped damage: 3d4 ⇒ (1, 4, 1) = 6
DC 20 Will save from Blue and Green to halve the damage and negate the secondary effect.
Secondary effect is Dazed 1 round if their level is 9 or higher, otherwise it is Staggered 1 round.

GM Zoomba |

Red will: 1d20 + 7 ⇒ (2) + 7 = 9
Blue Will: 1d20 + 7 ⇒ (12) + 7 = 19
Green Will: 1d20 + 7 ⇒ (15) + 7 = 22
5am and Celly move into the room and unleash a series of mental attacks on all three enemies. The woman by Datch grimaces deeply while you see 5 identical figures all spinning around in a daze.
1d6 ⇒ 3
A burst of sound from one of Datch's monitors startlyes you all - but seems to outright stagger the shooter positioned right next to it. As the 'five-man' figure is still momentarily dazed by 5am's grenade, the one Ombonth is looming over ducks and rolls around the table before popping up and firing at the vanguard.
Trick: 1d20 + 17 ⇒ (18) + 17 = 35
Attack v flat-footed EAC: 1d20 + 10 ⇒ (14) + 10 = 24 for Fire: 1d4 + 4 ⇒ (3) + 4 = 7 plus Trcik: 1d8 ⇒ 5
Their movement did not provoke from Ombonth. Their mobility is just so Uncanny...
It hits, singing the dragonkin's scales by giving him just a bit more entropy.
Initiative
Green figure 18 damage
Blue figure 6 damage, dazed, 5 of 'them'
Ombonth 48/60 SP, 2 EP
Speaker for the Dead
George 09-23, invisible, casting
Red figure 25 damage, staggered
5am
Celly

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While hit, Ombont smiles as entropy gather more quickly around him.
He looks at the guard and strikes quickly.
Entropic Strike vs Green EAC: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Damages, A&B: 1d6 + 10 ⇒ (4) + 10 = 14
Entropic Strike vs Green EAC: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
Damages, A&B: 1d6 + 10 ⇒ (1) + 10 = 11
Gains 1EP (+1AC, +Tactical Shield) -> EAC21, KAC23)

GM Zoomba |

Question Ombonth: unless I am missing something, how are your strikes hitting Green, who is currently 30 feet away?

Magical Mercenaries |

A solid black form with ragged edges appears out of thin air. It lashes out with a flurry of attacks at Red attempting to freeze him in his place.
Cold Touch vs EAC, Full Attack: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Cold damage: 1d6 + 5 ⇒ (5) + 5 = 10
Cold Touch vs EAC, Full Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Cold damage: 1d6 + 5 ⇒ (6) + 5 = 11
Summon Creature II, Shadow Creature Graft.
EAC 12, KAC 13. HP: 20.

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George 09-23 begins to cast another summoning spell.
George 09-23 is invisible.
Summon Creature II is being cast.

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Because I need to change my glasses? :D
Realizing that his target is not where is was suppose to be, Ombonth flies to be next to both enemies and strike one Green
Attack Green for EAC17 and 14 A&B damages, no EP gained

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Speaker for the Dead skitters into the room and takes cover behind one of the tables, letting loose a quick shot at the gunslinger closest to Datch.
Move action and then attacking Red.
Pulsecaster vs Red EAC: 1d20 + 4 ⇒ (6) + 4 = 10
damage (nonlethal, E: 1d4 + 2 ⇒ (1) + 2 = 3

GM Zoomba |

The female sniper is startled by the shadowy form that appears suddenly next to her. But she manages to dodge its blows - and Speaker for the Dead's shot too. The retreating operative isn't as lucky: Ombonth's entropic-clad blow narrowly strikes him.
The sniper, still reeling a bit from the monitor's distracting blast, aims at the headache-inducing Celly and fires This will provoke from the shadow summon
Attack v KAC: 1d20 + 10 ⇒ (8) + 10 = 18 for Piercing: 1d10 + 4 ⇒ (2) + 4 = 6
Initiative
Green figure 32 damage
Blue figure 6 damage, 5 of 'them'
Ombonth 48/60 SP, 2 EP
Speaker for the Dead
George 09-23, invisible, casting
Red figure 25 damage, staggered
5am
Celly

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Fortunately that shot is absorbed by the armour.
She returns fire with a merciful corona laser pistol
mclp: 1d20 + 6 ⇒ (4) + 6 = 10 fire: 2d6 + 3 ⇒ (1, 1) + 3 = 5

Zoomba |

The harmless sniper shot is responded to by...a harmless laser shot. In the process of her firing however the enemy sniper is struck hard by the strange shadow harassing her.
Initiative
Green figure 32 damage
Blue figure 6 damage, 5 of 'them'
Ombonth 48/60 SP, 2 EP
Speaker for the Dead
George 09-23, invisible, casting
Red figure 39 damage, staggered
5am
Celly

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5am kips up dextrously, cartwheels forward behind net cover and throws another grenade before dropping to the ground to be protected from the rifle shots.
Throw vs. AC 5: 1d20 + 3 ⇒ (13) + 3 = 16
The weaker grenade has a narrower psychic blast radius, hitting the two goons but not the dragonkin.
Untyped Damage: 2d4 ⇒ (3, 4) = 7
DC 18 Will save from Blue and Green to halve the damage and negate the secondary effect.
Secondary effect is Dazed 1 round if their level is 5 or higher, otherwise it is Staggered 1 round.
(Reaction to Improved Kip Up, Move and draw Grenade, Standard to Throw, Swift to Drop Prone.)

GM Zoomba |

Blue Will: 1d20 + 7 ⇒ (10) + 7 = 17
Green: 1d20 + 7 ⇒ (10) + 7 = 17
I think your post is a typo - in my favor - as the grenade Dazes if their level is lower than 5 instead of higher. Which it is, so their having a rough turn now. By which I mean no turn.
Another hurled grenade envelops the two enemies by Ombonth with another neuro-burst. The dragonkin is safe thanks to 5am's carefully aiming but both of the figures surrounding him appear dazed and wincing from the assault.
1d6 ⇒ 3
Down at the table to the northwest the female sniper's earpiece shrieks loudly just like her counterpart's did. She pulls it out wuickly but appears momentarily staggered. there's other possible effects here I swear, but the d6 dicebot just loves '3's :p
Initiative
Green figure 39 damage, dazed
Blue figure 13 damage, 5 of 'them', dazed
Ombonth 48/60 SP, 2 EP
Speaker for the Dead
George 09-23, invisible, casting
Red figure 39 damage, staggered
5am
Celly

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Omboth makes sure his enemies are still next to him and then, throws punches at Green.
Entropic Strke vs EAC Green: 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22
Damages, A&B: 1d6 + 10 ⇒ (2) + 10 = 12
Entropic Strke vs EAC Green: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Damages, A&B: 1d6 + 10 ⇒ (3) + 10 = 13
+1 1EP (+1AC, +Tactical Shield) -> EAC21, KAC23
Stand down!

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Speaker fires another electrical blast across the desk!
Pulsecaster vs Red: 1d20 + 4 ⇒ (19) + 4 = 23
damage (nonlethal, E): 1d4 + 2 ⇒ (4) + 2 = 6

GM Zoomba |

Ombonth's first strike proves enough to overwhelm the badly damaged shooter, who drops.
1d5 ⇒ 2
His second swing only slams into a 'false' target as one of the projected images falters and then vanishes.
Across the room, Speaker's shot hits true this time, knocking out the sniper who collapses at Datch's feet.
"Well, good to see you can shoot better than following a trail." the ysoki snarks as she crouches down, stretching her paws out towards the dropped enemy to try and drag her a bit closer.
Initiative
Green figure
Blue figure 13 damage, 4 of 'them', dazed
Ombonth 48/60 SP, 3 EP
Speaker for the Dead
George 09-23, invisible, casting
Red figure, KO'd
5am
Celly

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5am vaults over the table, activating a hybrid augmentation. A light blue finitrium filigree lights up under her skin like an android's nanite veins but more subtle. She vaults over the chair, drawing a knife to stab at one of the remaining operative's clones.
Simultaneously, from an adjacent timeline made real with the finitrium's magic, a tawny canine humanoid in the same skintight armour as 5am, but wearing a leather biker jacket instead of a turquoise hoodie stabs their similar knife at another of the clones.
Survival Knife Full: 1d20 + 7 ⇒ (8) + 7 = 15
Survival Knife Full: 1d20 + 7 ⇒ (10) + 7 = 17
Stab damages if hit real target: 1d4 + 3 ⇒ (4) + 3 = 7
Stab damages if hit real target: 1d4 + 3 ⇒ (2) + 3 = 5
As the three knife swings converge, so does 5am's kitsune form into her elven one. The finitrium filigree remains overloaded, glistening as occasional spots under her skin and as silvery tufts of fur in her otherwise tawny tail, which seems to have persisted after the convergence.
Reaction to stand up, Finitrium Augmentation to burn 1 RP for an extra move action (and drawing the knife), then Full Action to attack twice.

Magical Mercenaries |

George 09-23 summons a trio of tiny robots who open fire on Blue in an attempt to strip the combatant of his images.
Robot 1, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Robot 1, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Robot 2, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Robot 2, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9
Robot 3, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Robot 3, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Sonic Damage, Robot 1: 1d4 ⇒ 2
Sonic Damage, Robot 1: 1d4 ⇒ 1
Sonic Damage, Robot 2: 1d4 ⇒ 4
Sonic Damage, Robot 2: 1d4 ⇒ 2
Sonic Damage, Robot 3: 1d4 ⇒ 1
Sonic Damage, Robot 3: 1d4 ⇒ 1
Critical Damage, Robot 1, 2nd attack: 1d4 ⇒ 3
The shadow creature glides quietly over to Blue (Double Move action).