Nippostia Fernbreeze 2
|
Nippostia shoulders her pack, then struggles with the right strap.
“I can't quite... get it...”
She accidentally spins around, loses her footing, and hits the ground hard.
“Ow! Well, that’s not a good omen… if you believe in such things.”
She wobbles back to a standing position and tries to look confident.
“Let’s push. We can do it.”
Fortitude save: 1d20 + 2 ⇒ (1) + 2 = 3 DC 12 save
Fortitude save: 1d20 + 2 ⇒ (7) + 2 = 9 DC 14 save
Nonlethal damage: 1d6 ⇒ 1
By day’s end, Nippostia looks downright bedraggled. No matter how she adjusts the pack straps, they rub against her burned skin. In the end, she swings the pack around to her front, looking like she’s pregnant with camping supplies. She wipes her sleeve across her eyes again, wishing something — anything — had worked like she hoped.
This planet hates me.
| cmlobue |
Poko Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7
Poko Fort Save: 1d20 + 3 ⇒ (10) + 3 = 13
Nonlethal Damage: 2d6 ⇒ (1, 6) = 7
The Starfinders reach the probe site at nightfall, most feeling the effects of their shortened sleep schedule. The probe is located in the center of a jungle-filled area, wandering near a standing ring structure. In addition to the ring structure is a grotto with two obelisks. The ring is golden metal, shaped into a circle roughly 18 ft. in circumference. This ring is mounted on a wedge shaped stone foundation.
Anock
|
Hey! Anock is actually trained in one of those. Wahooo!
Anock takes in the tableau near the probe. "Well, would you look at that."
Physical Science DC 15*: 1d20 + 6 ⇒ (5) + 6 = 11
* Per Spacefarer: "Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5." So does that make this roll a success?
Officer Wilson
|
Wilson orders Domehead to patrol the area and alert them to any danger, then turns to helping investigate the probe.
Engineering DC 15: 1d20 + 4 ⇒ (5) + 4 = 9
Culture DC 20: 1d20 + 1 ⇒ (12) + 1 = 13
"So ... is there a power button on this thing or something?"
Nippostia Fernbreeze 2
|
Nippostia collapses next to a tree for a few minutes, but she feels tingling from the ring structure.
“I think… I think there’s magic here… not strong, but…”
She pulls herself back to her feet and approaches the structure. She holds out a hand as a pearlescent white mist begins swirling around her arm. The mist extends across her hand toward the structure, twisting and moving through it like a curious ghost.
“Yes, there’s magic here. It’s faint but distinct… oh, it was strong once, so strong… it was…”
Her face relaxes, then she smiles. “There’s teleportation magic here. Or at least there was. I can feel the remnants”
Culture check: 1d20 + 7 ⇒ (4) + 7 = 11
Sorry — I owe you another d6 roll because Nip missed both Fort saves.
Nonlethal damage: 1d6 ⇒ 3
Total of 4 nonlethal from the hike
| cmlobue |
Take 10 would be fine, but not 20. Unfortunately, that does not help you. Anock does get the bonus from background.
The gold metal is an alloy of inubrix, also known as “ghost iron.” Inubrix is known for its phasing properties, and its use here implies that the machine literally folds in on itself, compressing more hardware into a limited physical space.
Poko Culture: 1d20 + 6 ⇒ (4) + 6 = 10
The Starfinders can't determine anything else about the structure. They can, however, tell that the probe is broadcasting, so once a rescue ship arrives, they should have no trouble locating the team.
At this point, the Starfinders need only concern themselves with surviving the storms until help arrives. The rules for each day's potential weather are the same, but you now have an additional activity you can perform.
Build Shelter - a shelter will protect 1 Large or 2 Medium creatures. The DC is 20, though a failure will still result in one day's protection. A success will last 1 additional day for each point by which the result exceeds 20. Building a Shelter takes 1 day.
You are also likely to need some Survival checks to Live off the Land and may also want to Predict Weather.
Feel free to make multiple days' worth of checks. There is no reason to drag this out for weeks just because this is PBP.
Feel free to bot Poko until/unless they return.
Officer Wilson
|
So we can't figure out how to use the probe to send a signal?
He glances at Anock as she explains about the inubrix. "So, you're saying like ... it's bigger on the inside?"
If a failure gives you a day's protection, how many days protection do you get for a success on Build Shelter?
Wilson gathers the group together. "I think that Nipp and I are the only two who have some survival training. How about you three work together on building a shelter, and I'll see about foraging together with Domehead, so that our food can last longer. Sound like a good plan?"
Day 1
Domehead Survival aid DC 10: 1d20 + 8 ⇒ (11) + 8 = 19
Wilson Survival (Living Off Land) w/ survivalist's kit & aid: 1d20 + 8 + 4 + 1 ⇒ (12) + 8 + 4 + 1 = 25
Day 2
Domehead Survival aid DC 10: 1d20 + 8 ⇒ (3) + 8 = 11
Wilson Survival (Living Off Land) w/ survivalist's kit & aid: 1d20 + 8 + 4 + 1 ⇒ (14) + 8 + 4 + 1 = 27
Day 3
Domehead Survival aid DC 10: 1d20 + 8 ⇒ (17) + 8 = 25
Wilson Survival (Living Off Land) w/ survivalist's kit & aid: 1d20 + 8 + 4 + 1 ⇒ (19) + 8 + 4 + 1 = 32
Day 4
Domehead Survival aid DC 10: 1d20 + 8 ⇒ (6) + 8 = 14
Wilson Survival (Living Off Land) w/ survivalist's kit & aid: 1d20 + 8 + 4 + 1 ⇒ (16) + 8 + 4 + 1 = 29
Day 5
Domehead Survival aid DC 10: 1d20 + 8 ⇒ (3) + 8 = 11
Wilson Survival (Living Off Land) w/ survivalist's kit & aid: 1d20 + 8 + 4 + 1 ⇒ (10) + 8 + 4 + 1 = 23
| cmlobue |
You sent a distress call from the ship that can cross interplanetary space. The probe is beaming data out into local space as designed. It doesn't have the hardware to broadcast farther because there is supposed to be a ship in orbit to receive the information it sends.
Officer Wilson
|
Oh, I thought our goal in coming here was to modify the probe's broadcast into a distress signal. So ... we're just kind of hoping someone checks it out, then?
Anock
|
"Yes, Wilson, you and Domehead can go forage. At least the flora and fauna here are edible. I am capable of creating an emergency beacon with my nanites. Once the Society sends a rescue ship, they'll probably look here first. It would make sense for us to make for a landmark that they'd notice from space, and this is the one that'll scream the loudest. I'll get that set up right away. Fortunately I have an extra battery here to power it." This she does right away, setting up the emergency beacon right next to the probe.
"Now for the shelter. Nip, why don't you start looking for supplies while I find the best nearby place to build it?" Of course Anock delegates the dirty work, but soon she realizes that choosing a site is the work of a few minutes. She'll have to actually get her hands dirty (Aack! Germs!) to avoid looking like a lazy, self-entitled leech on the party's resources. Sigh. Well, here goes. Good thing I still have soap in my pack. She soon realizes how hard it is to build a shelter.
Day 1 Aid Nip to Build Shelter DC 20 (Anock): 1d20 + 1 ⇒ (3) + 1 = 4 (failure)
Day 1 Aid Nip to Build Shelter DC 20 (Botting Poko): 1d20 ⇒ 2 (failure)
Day 2 Aid Nip to Build Shelter DC 20 (Anock): 1d20 + 1 ⇒ (17) + 1 = 18 (Success for +2)
Day 2 Aid Nip to Build Shelter DC 20 (Botting Poko): 1d20 ⇒ 11 (Success for +2)
Day 3 Aid Nip to Build Shelter DC 20 (Anock): 1d20 + 1 ⇒ (12) + 1 = 13 (Success for +2)
Day 3 Aid Nip to Build Shelter DC 20 (Botting Poko): 1d20 ⇒ 5 (failure)
Day 4 Aid Nip to Build Shelter DC 20 (Anock): 1d20 + 1 ⇒ (5) + 1 = 6 (failure)
Day 4 Aid Nip to Build Shelter DC 20 (Botting Poko): 1d20 ⇒ 1 (failure)
Day 5 Aid Nip to Build Shelter DC 20 (Anock): 1d20 + 1 ⇒ (10) + 1 = 11 (Success for +2)
Day 5 Aid Nip to Build Shelter DC 20 (Botting Poko): 1d20 ⇒ 18 (Success for +2)
It turns out that she's not much help. It's a good thing she can contribute the emergency beacon to their rescue efforts, or her poor ego would be absolutely crushed. Each morning she rises early to check the emergency beacon, ready to re-create it as needed. She looks up at the sky, willing the rescuers to arrive with all her being.
Poko Pickkarantai
|
sorry I'm here
profession musician: 1d20 + 10 ⇒ (17) + 10 = 27
"Me help new friends with song!" Poko gets out her portable speaker.
♫♫"Always paid my rent/ But I never set foot inside a tent (Until now with Nufriends!)/I couldn't build fire to save my life! ♫♫"
Nippostia Fernbreeze 2
|
As time continues, the team slowly heals.
“We built marvelous spaces in the woods when I was younger. This will be a fun challenge.”
She pulls rope and the survival knife from her pack, and gets to work with Anock’s help.
Day 1 Survival: 1d20 + 7 ⇒ (1) + 7 = 8
Day 2 Survival with support: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Day 3 Survival with support: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Day 4 Survival: 1d20 + 7 ⇒ (10) + 7 = 17
Day 5 Survival with support: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
The first few attempts at the shelter don’t work very well, but they still do the job. On the third day, Nip and Anock repair the braces and gather more wood for cross beams. The shelter stands solidly, ready for several days of protection.
“We’re getting better at this!”
| cmlobue |
Oh, I thought our goal in coming here was to modify the probe's broadcast into a distress signal. So ... we're just kind of hoping someone checks it out, then?
The probe is the logical place to start a search because it's the only Pact Worlds signal on the planet.
Wilson and Domehead take over the hunt for food. They have no problem finding enough local flora and fauna that are edible to supply the Starfinders. [ooc]After day 5, you have collected enough to support the team for 4 additional days if needed.
The rest of the team works on shelter. The first day... looks like a first attempt. The second day, Anock, Poko and Nippostia get the hang of things, and they are better quality (mostly from there out).
So, shelter by day (each shelter protects 1 Large or 2 Medium or 4 Small):
Day 1: Shelter A is built and lasts 1 day. 1 total shelter.
Day 2: Shelter A breaks, Shelter B lasts for 2 days. 1 total shelter.
Day 3: Shelter C lasts for 5 days. 2 total shelters.
Day 4: Shelter B breaks, Shelter D lasts for 1 day. 2 total shelters.
Day 5: Shelter D breaks, Shelter E lasts for 2 days. 2 total shelters.
Shelter C will last through day 7, Shelter E will last through day 6.
Seems likely that Wilson and Domehead will volunteer to be outdoors for the first two days.
1d4 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (4) + (1) + (2) + (2) + (1) = 10
1d4 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (3) + (9) + (5) + (4) + (3) = 24
1d4 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (2) + (6) + (6) + (2) + (1) = 17
1d4 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (4) + (7) + (5) + (3) + (1) = 20
The first day has a late morning lightning storm, while the second is clear. For the next three days, the team can all stay inside when the weather turns bad, which includes more lightning near bedtime on the third day and snow around dinner time on the fourth.
You can roll your saves if you want, but you will recover fully by the end of day 5.
it has now been 16 days since the crash, with no sign of rescue. The Starfinders are in good shape for now, but they do not know how much longer they will need to last out here.
Officer Wilson
|
Caught up a bit on the food, Wilson takes some time to explore the area again.
Engineering: 1d20 + 4 ⇒ (16) + 4 = 20
"You know, I think there's still some power in this device ... so we could probably siphon some off to power up batteries or environmental protections, if it came down to that ... although I think right now we're probably still okay."
Culture: 1d20 + 1 ⇒ (19) + 1 = 20
He looks curiously at the markings on the foundation. "Hey, look at this ..." He begins pointing some of the marks out. "This is like a set of instructions. And I think this here is an ... activation switch? Hey, I was right about finding a power switch! Anyway, this bit here looks like it's kind of a series of dials that could relate to interstellar coordinates." To Nipp, he says, "Hey, didn't you say something when we got here about there being remnants of teleportation magic?"
Apparently, a few days of rest has really helped to clear his head.
Anock
|
"What?!" Anock gets excited. "You mean there's a chance--a *chance*--that we could get home ourselves? ... Well? Get crackin' team! Let's figure this out!" She immediately starts bossing everybody around in a most enthusiastic and unhelpful way. After several minutes she stops and slaps her forehead. "Why didn't I connect the dots sooner? The inubrix--we've gotta decompress that machinery somehow. What if it's a starship?!" With glorious visions of arriving back at Starfinder HQ in an advanced alien starship, Anock does some putzing and pondering herself for a change.
Not sure if any additional info can be had with Physical Science, but she'd try anyway.
Physical Science, -5 DC due to Spacefarer: 1d20 + 6 ⇒ (12) + 6 = 18
I assume we need at least a DC 20 Culture role (if no one has comprehend languages) to read the instructions. Correct?
Officer Wilson
|
I made the DC 20 check, so I assume that means I can interpret it enough to activate it ... hopefully I don't have to make another one.
| cmlobue |
At the moment, you get exactly what is in the spoilers. That Engineering check that no one has succeeded at yet matters.
Officer Wilson
|
I succeeded at the Engineering check in my previous post. I succeeded at the Engineering check and then the Culture check.
| cmlobue |
Not enough power to turn the thing on. You can guess what it does, but not actually do it.
And I still need a few more rolls for surviving until rescue appears. You have 4 days of food, 1 day of full shelter and 1 additional day of partial shelter.
Anock
|
"Well, isn't that a kick in the unmentionable area! It's just *taunting* us. 'Oh, it could go straight home, but there's not enough power. Too *bad*.' Ugh! It might as well not even exist!" Anock grumbles and gripes as she struggles to help Nip secure the shelters.
Day 6 Aid Nip to Build Shelter DC 20: 1d20 + 1 ⇒ (12) + 1 = 13
Day 7 Aid Nip to Build Shelter DC 20: 1d20 + 1 ⇒ (1) + 1 = 2
Day 8 Aid Nip to Build Shelter DC 20: 1d20 + 1 ⇒ (7) + 1 = 8
Day 9 Aid Nip to Build Shelter DC 20: 1d20 + 1 ⇒ (2) + 1 = 3
Day 10 Aid Nip to Build Shelter DC 20: 1d20 + 1 ⇒ (8) + 1 = 9
The last several days, her morale is really starting to slip. She valiantly tries to put on a show of not being a complete and total grouch, but unfortunately that comes at the expense of any useful work.
Poko Pickkarantai
|
Poko seems Anock getting grumpy and tries to cheer everyone up. "Hey Anock it's ok!" She pats Anock on the back. "Me know what every Nufriend need!"
She grabs her ever present portable speaker ♫♫" Me Help you if me can,..Me don't like you feeling down and me do appreciate your being 'round!"♫♫
Profession musician: 1d20 + 10 ⇒ (11) + 10 = 21
Nippostia Fernbreeze 2
|
Poko -- Please do four Survival support rolls. Once I have those, I can post Nip's attempts to build a shelter. Thanks!
Poko Pickkarantai
|
Poko -- Please do four Survival support rolls. Once I have those, I can post Nip's attempts to build a shelter. Thanks!
ok I'll try and aid you
While singing Poko helps Nip build another shelter.
aid Survival: 1d20 ⇒ 9
aid Survival: 1d20 ⇒ 1
aid Survival: 1d20 ⇒ 16
aid Survival: 1d20 ⇒ 14
Nippostia Fernbreeze 2
|
Thanks, Poco!!
“We’re getting better at this! The first couple of days didn’t work so well, but we learned, right? Let’s keep this going!”
She tries to sound upbeat and cheerful, and even a bit inspiring. It’s easier now that the burns healed.
Day 6 Survival: 1d20 + 7 ⇒ (16) + 7 = 23
Day 7 Survival: 1d20 + 7 ⇒ (19) + 7 = 26
Day 8 Survival with support: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Day 9 Survival with support: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Day 10 Survival: 1d20 + 7 ⇒ (13) + 7 = 20
Officer Wilson
|
Seeing that Nipp has the upkeep of the building well in hand, Wilson and Domehead keep foraging and hunting to live off the land.
Day 6 Survival (Live off Land): 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32
Day 7 Survival (Live off Land): 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21
Day 8 Survival (Live off Land): 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21
Day 9 Survival (Live off Land): 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28
Day 10 Survival (Live off Land): 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26
Going into the second week at this location, Wilson is really figuring out how to prepare the local cuisine.
| cmlobue |
The Starfinders have no trouble living off the land for another five days. One they get ahead of basic survival, they have some time to investigate the site further. Hidden behind some thick foliage are steps to enter a
submerged section that might once have been the basement of a larger structure, now worn away by time and the shifting storms. To the left and right are two obelisks, apparently made of stone but flickering with occasional motes of blue light.
Each check can only be attempted once the previous one(s) have succeeded.
Anock
|
Life Sciences A, DC 15: 1d20 + 5 ⇒ (3) + 5 = 8
Life Sciences B, DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
Contents of this spoiler: Eventually one of the holograms begins to change again. The species that attacked the crash site pulls metal plates away from the hull of the wrecked ship and layers them over their own body, which grows to accept the new armor plating. The arrival of the PCs has disrupted the equilibrium that used to keep Iski’s life from further evolution. Now that a random outside factor has been introduced, the cycle could start all over again as fast as before, as everything on the planet begins competing to become more and more lethal.
"Well, it looks like I got a clip from later in a video. I have no idea what led up to it, but the end does NOT look good. That rescue ship cannot come soon enough! Especially since I'm running low on soap!"
| cmlobue |
Each check can only be attempted once the previous one(s) have succeeded.
Anock is sure she could see something interesting if and when someone turns on the computer.
Anock
|
D'oh! My mistake. Sorry. I'll just sheepishly sit in the time-out corner for a bit until the other checks are done.
Officer Wilson
|
Wilson looks where Poko is pointing and investigates, poking at it to see if he can activate the device.
Engineering: 1d20 + 4 ⇒ (20) + 4 = 24
As he does so, holograms about a foot in size spring up all around you. Some look vaguely familiar, but are unusual. "Is that writing on them? Can anyone make it out?"
It says something about reading the labels. I am not sure if it means the holograms have text/labels on them, or if it's labels on the "computer." Either way, sounds like it needs comprehend languages to make it out.
Anock
|
Does anyone have an item that allows you to cast Comprehend Languages? Anock doesn't.
| cmlobue |
It is the holograms that are labeled, and they are not in a language any of you know.
Officer Wilson
|
Could someone trained in Culture (better than my +1, glances at Poko & Nipp) use the Decipher Writing option?
Nippostia Fernbreeze 2
|
Nippostia crouches next to Poko and studies the holograms.
“What about those? They look like they’re related to the ones over here… maybe movement of some kind?”
Culture to support Poko: 1d20 + 7 ⇒ (12) + 7 = 19
| cmlobue |
The Starfinders can tell that there is some structural similarity between the labels, as if they all shared a word, but not what that word might be. There's simply not enough context to decipher the full message.
| cmlobue |
The Starfinders can tell that there is some structural similarity between the labels, as if they all shared a word, but not what that word might be. There's simply not enough context to decipher the full message.
21 days after the Starfinders crashed, their comm units crackle to life.
“Hello there,” says a pleased female voice. “Nice to see you’re not dead! This is Captain Weis Tynda of the Starfinder Society ship Lamplighter, and we’re here to rescue you. What’s your status?”
Officer Wilson
|
Wilson replies, "Roger, Lamplighter. We are still alive, but definitely ready for extraction ... and a warm shower. We have established a camp near the probe, so follow it's signal to our location. Over."
He begins packing the supplies up into the porter drone, who has earned a place in his heart.
Anock
|
"Whewwwwww!" Anock exclaims. She makes sure her nanites have got the form of the emergency beacon just right so it operates properly. It would be a *travesty* if they missed us!
"If there's only one shower, Wilson gets dibs!" She announces magnanimously. Honestly though, it's mostly because she thinks humans smell kinda weird, and unwashed male is too much for her. As long as she can wash her hands immediately, she can wait her turn. In fact, as she intends to take a very long time ensuring all the microbes from this hateful planet are removed from the exterior of her person, she's willing to allow all the others to go first. Hearing them complain through the door about how long I'm taking would be *so irritating*.
Nippostia Fernbreeze 2
|
When the comms come to life, Nippostia bounces and squees, running from person to person all around the team and hugging everyone.
“We did it! We’re going home!!!”
Then she suddenly stops cold.
“I hope Rami watered the plants. If she forgot this whole time…”
Poko Pickkarantai
|
"Home! yeah!" Poko runs around and hugs all the Starfinders. "Nip, Anock, Wilson! We did it! We survived! I can't wait to tell all my subscribers I'm not dead! I bet they're worried about me!" She starts packing.
| cmlobue |
Captain Tynda asks you some follow-up questions about the planet, such as how long the storms last and whether anything penetrated your shields. After answering all her questions, she reassures you that the Lamplighter is on its way and all you need to do is sit tight at the probe's location.
Unfortunately, the planet has one more surprise for you before rescue arrives. As the team packs up its gear and discusses the order of shower access, more of the crab-like creatures emerge from the jungle. However, unlike those that attacked the ship, these seem to have metallic shells.
Anock Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Nippostia Initiative: 1d20 ⇒ 6
Poko Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Red Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Yellow Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Green Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Blue Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Three of the creatures scuttle toward the Pathfinders.
Round 1 - bolded may go
Red
Yellow
Blue
Wilson
Green
Anock
Poko
Nippostia
Officer Wilson
|
Wilson mutters, "You have gotta be kidding me ..." He glances over his shoulder. "Anybody know what these things are and how to kill 'em?"
Not trained in Life Science
Wilson summons his merciful called tactical cryopike into his hand, then swings it at the nearest one, before stepping up next to it. Meanwhile, Domehead stands firm to try to keep the crabs from getting near the others.
Swift action: Summon called weapon. Standard: Attack. Move: Guarded Step. No action for Domehead.
Cryopike attack vs. green's EAC: 1d20 + 6 ⇒ (7) + 6 = 13
Cryopike damage (cold): 1d8 + 5 ⇒ (3) + 5 = 8
Note that I have reach with my cryopike, in case any of the crabs move through a space that triggers a AoO from me.
| cmlobue |
Wilson's weapon bounces off the creature's metallic hide.
The remaining crab approaches the team.
Round 1 - bolded may go
Red
Yellow
Blue
Wilson
Green
Anock
Poko
Nippostia
Anock
|
Life Science DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
"Oh my *word*! Those crabs are wearing pieces of *our ship*! For the love of--*rrrrrrgh*!!" Anock stomps the ground with indignant frustration. She whips out her pistol as she dashes around Domehead's tail to get a good shot at the closest crab.
Azimuth laser pistol vs. Green: 1d20 + 4 ⇒ (4) + 4 = 8
Fire damage: 1d4 ⇒ 2
And of *course* her shot is wildly wide. "What?! Is there a magnetic field that throws off our aim or something?!" Never mind that she's the only one who's consistently failed to hit her targets.
Officer Wilson
|
"You mean the ship that crashed ten days away from here? These are the same crabs? They've been hunting us." He glances around, nervously wondering if that sea monster is also going to show up.
Nippostia Fernbreeze 2
|
“These crabs must hate us as much as the planet. And how did they armor themselves with pieces of our ship?”
((Move: Draw static arc pistol))
((Standard: Shoot yellow))
Static arc pistol vs yellow: 1d20 + 6 ⇒ (18) + 6 = 24
If hit, electrical damage: 1d6 + 2 ⇒ (3) + 2 = 5