Triage attends to the research probe to review the atmospheric data it has collected over the last week. Even before that Triage is aware of the general reasons for the starship crash. The ship was in low orbit scanning Iski when the storm's energies flared out from the planet out of the atmosphere. Natural atmospheric storms do not generally present those sort of dangers that far from a planet. Computers: 1d20 + 10 ⇒ (16) + 10 = 26 After spending the day with the datapad, pouring through the logs the probe has generated with its advanced sensors, Triage has more information on the nature of the storms and why they have so much unexpected power. As one of you noted during the crash, the storms are magical in nature. Triage is able to confirm that and finds that the storm was created as part of some powerful magical effect thousands of years ago. The power of the storm is a reflection of an overpowering amount of evocation magic driving the storm and feeding into itself. This is one of the oldest magical effects any member of the team has seen dating it well into the Gap. Comparing the magical signatures within the storm to those within the ancient ring-shaped apparatus shows enough similarities that indicate the same civilization that created that artifact also was responsible for creating the storms that still rage across Iski.
On behalf of Jekcedo As soon as Jek hears there are Klikharps around, Jek takes out their com unit cranks up the volume and plays “Cantical for klikharps” and starts dancing like a klikharp singing along to the song. Jek makes a strange clicking sound as he calls out to the Klikharps in a calming voice. ”It’s OK where just here to dance.” Then turning to the team Jek says , ”I should have saved my Bugspace grenade for this.”
Nuva'gek staggers a bit before he forces the pixelated pike away with a shove and follows up by putting all of that momentum behind some powerful attacks! Full Attack Targeting Pixel Velloro
BANG! (Assault Hammer) Full Attack: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Botting for Grognard and Donkey. As the pixelated pup moves around to attack Hope, Donkey responds with a snapping of mandibles. Donkey AoO vs Pixel Pup.
Grognard moves around the corner and levels his rifle as he bellows out a hearty challenge and fires a blast into the melee, intending to safeguard Hope. Attack vs Pixel Pup.
Botting Daata With the sudden appearance of the ferocious temporal-traversing hounds Daata and Mikey continue to rain down weapon attacks on the threats toward the arch and Felise. Full Attacks against Red
Attack vs EAC: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Botting for Daata Daata Will Save vs Confusion: 1d20 + 5 ⇒ (17) + 5 = 22 Daata and Mikey focus fire on the remaining incorporeal foe with handaxe and electric arcs. Full attack vs red; AI attack vs red Attack vs KAC (full): 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Attack vs KAC (full): 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Attack vs EAC: 1d20 + 10 ⇒ (16) + 10 = 26
Naitier Botting on behalf of Grognard. "Ye daf brigans hav gun and dun it naw! Ye toss ill at me Donkey an' now ye well pay!" Translation: I will attempt to punish you for threatening Donkey. Grognard takes over the starboard laser and fires it at the damaged vessel. Starboard Light Laser Cannon targeting Red
Naitier Botting on behalf of Yarsox. Hearing from Triage that the pirates ships are only loaded with a pair of guns Yarsox plots a path round the smaller fighters, almost flying circles around them as he keeps along side them. Throughout he keeps himself in port and starboard of the most of the fighters where their visible weapons don't have any clear lines of fire. Evade DC13: 1d20 + 7 ⇒ (9) + 7 = 16
Botting Szurdez Szurdez Will Save vs Confusion: 1d20 + 5 ⇒ (2) + 5 = 7 Confusion Action: 1d100 ⇒ 43
The malicious aura of the undead throws Szurdez into a mental fog as he coughs and spends a few moments muttering about his smokes, making glances at his pouches in the process, as the confusion is powerful enough to make him forget he is in the middle a fight for this moment.
Botting Flenn and Delea Flenn fires another set of shots at the creature in the hopes that one might be able to bring the creature down. Pulsecaster rifle attack 1 vs. blue's EAC w/ multiattack penalty: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Pulsecaster rifle attack 2 vs. blue's EAC w/ multiattack penalty: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
Delea backs up a step and launches another pieces of rubble into the gigantic plant. attack: 1d20 + 5 ⇒ (18) + 5 = 23
Botting for Flenn Will Save DC 14: 1d20 + 2 ⇒ (15) + 2 = 17 Flenn's able to take control over his body again as he is able to break away. Still he is now finding himself facing off against two of the massive plant creatures in immediate melee. With quick thinking he grabs a piece of a broken wall and forces it up to create a bit of cover. Flenn activates his energy shield as he prepares himself against the creatures attacks. Actions: Move (Barricade), Standard (Activate Energy Shield)
Botting Daata Fortitude vs Smoke: 1d20 + 5 ⇒ (14) + 5 = 19 As the electrically charged explosion clears Daata and Mikey focus their attacks together to bring down the final of the robots. Attack vs EAC: 1d20 + 10 ⇒ (4) + 10 = 14
Attack vs KAC, Get Em: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Mikey shoots. Daata moves and attack with axe.
Botting Rattus Rattus slows the vehicle to a stop as the creature is forced to close the distance. He readies a distracting attack to open it up to other's attacks as soon as it comes into range. The creature comes barreling forward and Rattus takes the shot. Bluff - Clever Attack: 1d20 + 8 + 1d6 ⇒ (5) + 8 + (3) = 16
The attack doesn't manage to pierce the creature's hide nor catch it completely off guard.
Botting Drift With the previous battle experience in mind Drift levels his gun focuses equipment entirely on the remaining target all in the hope of ending this skirmish quickly. Round 1: Move Target Tracking, Attack Plasma Fork, 12 Notch: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
With one good shot into the undead, Drift levels adjusts his aim to unleash a powerful finishing shot. Round 2: Move Boost, Overcharge Attack Overcharge Plasma Fork, 12 Notch: 1d20 + 7 + 1 + 2 ⇒ (9) + 7 + 1 + 2 = 19
-4 battery on this shot, I think there are enough charges to cover this. Teka has a battery to share if necessary following this.
Taking one of the screamer grenades recovered from the obstacle course, Misty launches it between the pair of undead. Thrown Grenade: 1d20 + 1 ⇒ (17) + 1 = 18
Reflex Green: 1d20 + 2 ⇒ (8) + 2 = 10
The explosion tears through the toxic atmosphere and kicks up dust from the ground. It isn't enough to bring either of the two down, but continues to add their accumulated damage. A heavy blow will be able to bring any of them down.
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