GM Zoomba |
The mental thrum and chatter draws on Sneaker's focus but the skittermander bravely advances towards the insects anyway.
And they advance too! One comes down the eastern side of the camp before you lose track of them behind one of the buildings. The other GRIM*! sees burrow right underneath a pre-fab lab before erupting out on the other side and scrambling forwards until its right in Sneaker's face!
Initiative
Sneaker, off-target
yellow swarm
blue swarm
GRIM*!, off-target
Blitniz, need Will save
Luzviminda
something
Butcher
BOLD are up. Life Science if you want to try to ID these creatures.
Blitniz |
Will save: 1d20 + 0 ⇒ (12) + 0 = 12
Blitniz pauses, as the psychic barrage impacts his ability to focus. Seeing GRIM offering help, he decides to take advantage of it, even though he's not particularly confident even with the aid. Must buy jump jets ...
Move Action: Climb onto building
Athletics w/ Aid: 1d20 + 1 ⇒ (17) + 1 = 18
From this vantage, he fires his pistol at the one coming in from the east.
Standard Action: Attack blue swarm creature
Pistol attack, off-target, vs. blue's KAC: 1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11
Pistol damage (piercing): 1d4 ⇒ 4
GRIM*! |
GRIM*! gain and spends 1 mutation point to activates adaptive strike
GRIM*! runs over to Sneaker and reaches over Sneaker to strike at the swarm thing
ADAPTIVE STRIKE: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
Damage B: 1d6 + 4 ⇒ (6) + 4 = 10
Sneaker get back, I will keep hitting this thing."
GM Zoomba |
With a kip up Blitniz takes the high ground while GRIM*! keeps low and shows off some adaptability of his own. Unfortunately, both swing and shot are dodged as the swarm creatures skitter away from the blows.
[i]Initiative
Sneaker, off-target
yellow swarm
blue swarm
GRIM*!, off-target
Blitniz, off-target
Luzviminda
something
Butcher