Thanks for including me in the game. It was fun. I'd like the chance to develop a character more in this setting. I did feel a little skill staved in this iteration of the rules and am curious to see the new rule system. I thought you did a great job keeping use on edge and reeling from one crisis to another. Even as I read your last post I found myself hoping I wonder if we will have time to catch our breath and do a good inventory of what resources we have on the ship.. lol. I had the chance to GM Starfinder at Gen Con this year but work has intervened and I am not going to get to go. I look forward to reading the rules and would love the chance to play in your Starfinder game. :)
Ok. Failed my will save. What would happen is that the metal of the canister would burn, but only for as long as it took for the pressure to escape. The metal will only maintain combustion at high pressures in pure oxygen. And the oxygen is of course an oxidizer and not a fuel. Pressure to support combustion depends on the alloy but not even titanium burns at ambient pressure and I doubt they are made of magnesium. Most likely some composite overwrap pressure vessel. So you would get a very bright, very rapid combustion event that would spray hot metal around the room and last less than a quarter of a second. That is IF you got an ignition. We have shot many such tanks and mostly they do not ignite. There, I spoiled everything. lol.
Pilot: 1d20 + 12 ⇒ (13) + 12 = 25 In a quite hiss Cord informs I know the make of this ship. We are in the lower decks. Cargo, Engine and any passenger berths. Upstairs will be crew quarters, rec areas and the bridge Pistol in hand he advances in the dark. Perhaps we could better arm or armor ourselves from what is down here if we can find find a manifest or even find our own lockers.
Sirus Mechanicus wrote:
You fired the shotgun that you are not proficient with. Cord handed you a pistol that you should be proficient with.
Sorry, lift off? I thought we were in deep space on the way to somewhere. Cord moves to disarm both men as soon as both are down. He offers the retrieved handgun to Sirius, with belt and holster saying Good Shot. We have the stim packs from that locker if we want to patch up quickly. he reminds. He then bends to try to stabilize both recently shot men. Unsure of what to roll for that.
Sense Motive: 1d20 + 6 ⇒ (10) + 6 = 16 Sign. Maybe an assist somehow? Something does not quite seem right but Cord can;t put his finger on it. Auction off the pods? That is horrendous! What sick bastards would do something like that! And no, I am not loweringly gun, or my guard while you guys are armed. I am all for talking calmly as soon as Sirus is holding your weapons. He nods to Sirus as he shifts into a more formal shooting stance. And don't step between me and them Sirus. Ater Sirus retirees the weapons he asks If you guys were here to rescue us why didn't you wake us up instead of leaving us in a leaking cargo bay about to dump us into space?
Cord, standing part way in the doorway for cover readies an action to fire on either should they take an offensive action. He tries to note details about equipment or the way they are dressed that might give hints of their origins. I've really got more bullets than I care to carry. he says. It would be real easy to get me to shed a few so keep your hands away from your weapons and you will find us quite friendly. Cord is trying to use his Persuasive ability here. People have either tried to kill us or left us for dead. That puts me in a bad mood. Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
A good shot might take that gun out. But it might be able to target us here too and could fire back. Too risky while we still have other options. So we have two suits, and think we can go out an airlock this side of the gun and then back in on the other side? And with 2 suits we could get everyone to the front of the ship by carrying back one suit and ferrying people forward IF we can get the airlock to open from the outside. Thoughts?
Reminder, we have the following resources retrieved from the lockers: two stim packs (Potions of CLW), a security ID card, and enough spares for another working spacesuit. What the hells? That gun should not be there. This is a cargo vessel. I wonder if we can work around it. We do have two space suites... Any reasonable chance of disabling the auto gun with the pistol?
Turrets are on auto and half their ammo has been expended. Cord calls. No threats in the area, at least according to their sensors. They are not connected to the ship's computer system, which is bad. I'll try to reestablish that link. Maybe I can learn more about the other turrets or even the ship itself Computer system: 1d20 + 8 ⇒ (16) + 8 = 24
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