Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm blinks awake again, getting his bearings and hearing Argiss' last statement. Yes... perhaps.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Nah... I choose the grind. Oh right, spending the RP to stabilize and make it a moot point :)
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Character Name Dorm Argun
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm grunts in pain after the elemental slams into him violently. Argiss... get this thing off of me. I'm going to need to count broken bones later. He attempts to pretend it's not there for a moment to focus on the pillar. Physical Science: 1d20 + 3 ⇒ (11) + 3 = 14 Looks more like an aid
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
We can both go work on it, I believe. Or one aid the other. I think you might still have the better check for it.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm holds up one hand almost pinching two fingers together with the barest gap in between. Just a leeeeetle quieter this time Bonkers! He pants the ysoki on the back and skulks off to continue towards the tower. [double move]
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
What we really need is a distraction. Who wants to draw the minions away while Bonkers sneaks over there? I'll go with him and try to help... Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm comes too seeing a shirren face above him. He gasps violently before sitting up. Wooo. Thanks a bunch Keskodai. Is everyone else okay? He looks around seeing that none others are wounded. I trust we have time for a breather? 10m and 1RP for all the SPes. He looks over at Argiss, asking Did you feel that when I went down?
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Getting out! hurk The half-orc gingerly holds his side, nervously holds the gaze of his foe, and slowly starts to withdraw... He backs into the "pocket" created by the rest of the team. [full round] Withdraw Dorm collapses into a crumpled heap.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
At -18 Dorm is at 0 hit points UPDATE Oh wait... fighting for at least one more round due to... Orc ferocity wrote: Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm continues on the one he just burned... [standard] attack BLUE
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm's eyes widen as the first creature drops and begins to burn. He looks over at Bonkers and gives an appreciative nod before jogging across the battlefield for a better shot at the second looming ape-creature. [move] 30' Standing next to Bonkers, he muses I wonder if I could be so lucky to start a fire on this one? just before aiming and firing. [standard] attack BLUE
Oh my...
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Oh, great. They're evolved? Dorm grouses in response to Bonkers' observation before firing on one nearby. [standard] attack RED
Dorm looks down at his pistol nervously. Oh no...
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
What? More of these ape'ish things?! Well, at least we know things about them by now. [move] draw laser pistol
He then jogs out to the right to get a clear shot at it.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
I said back you mangey ape! Dorm protests indignantly. He looks around at the rest of the party and grimaces as if to say I hope nobody saw that! He steps back from it before firing again. [move] guarded step NW
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Back! Back I say! Dorm goads as he continues firing on the ape'ish thing. [standard] attack
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Well, so much for talking. Dorm sighs as he steps just to the South of Argiss and fires on the Southern ape blue [standard] attack
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm tries to play it cool, and sees if the creatures can understand them. Look, we are not a meal. He draws some rations to share with the creatures if they'll willing to give them a try. He throws them off to the side of the trail. Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Pained look as Bonkers walks away... Later... Oww! Hostile tree branches! He looks up and tracks the source to the ape'ish creatures. Drawing his laser pistol, he yells No more monkey business! [move] draw weapon GM: What direction did we come from and which direction were we headed? Dorm may take on the rest of his turn headed in that direction. Maybe if we aren't too threatening they'll get bored of us and we can slip away...
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm discretely emails his observation to the rest of the team, and telepathically sends it to Argiss for immediacy. I know of our organizations reputation for finding trouble, but let's look at the facts. We're both crashed on this place do to the same anomaly. We have only to survive here, together. Trouble has found both of us, equally. We will share supplies, and we will work together. All of us survive, or none of us survive. Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10 Ouch Perhaps we can salvage parts of our crashed ships to devise some means of making our supplies last longer. Perhaps we can build an advanced greenhouse from the parts.
At the very least, we can use software to track resources and minimize waste.
um.... what do I need to sacrifice to the RNG...
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
They're anxious about supplies... that is good to know. Sense Motive, biohack'd: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
*Ahem* I'm Dorm Argun. As we travel the Pact Worlds, Near Space, and beyond I keep my fellow Starfinders out of diplomatic trouble. Yes, as Keskodai mentioned, we did not arrive on this world quite how we intended to. So, our leadership thought it might be beneficial if we form a relationship, trade resources, information, and the like!
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Spoiler: Let's see if they even are Weydenites first! By the way, got any bio-boosts for diplomacy?
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Haha! Stretch my diplomatic legs out on this hike! Dorm remarks sarcastically as they set out East to find their camp. If we ever find them, and share a common language (if they are Weydenites), I'll try my hand at diplomacy. Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
It looks like we're going to be here a while. It makes sense to do a bit of networking and open up our options for acquiring different resources and supplies. Making Friends
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Sure, let's head out into the woods again! I'm sure the family of that last creature won't be stalking about! Lol, fine with it.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm tries to be useful for the last time. Rounds 3-6, lol
wow. THREE nat-1s....!!! The rng had better reward after this.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
I'm guessing Argiss got that, but anyway... Dorm follows closely behind his Dragonkin friend, trying to treat patients as they go along. He didn't give you anything weird, right? Rounds 3,4,5:
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Now this game I know! Reboot it like it's Windows '95! Clean that slate! Engineering: 1d20 + 7 ⇒ (8) + 7 = 15
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Perception: 1d20 + 4 ⇒ (3) + 4 = 7 Does anybody know where we're headed in this thing?
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
My locking onto the airlock didn't go so well, but this airlock door is right in front of me. Surely I can help figure it out... Engineering: 1d20 + 7 ⇒ (14) + 7 = 21
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorms eyes widen when they return to the ship and are intercepted by Bennock. Oorrrr, we'll do that! In the shuttle... I'll try to help line us up with their airlock! Computers: 1d20 + 6 ⇒ (3) + 6 = 9 ... if it's possible. yuk yuk
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Yeah, maybe ship repair would be best next while we settle down from that... interesting hike.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Well... he waffles. Killing it would only signal to another that this territory is open. Maybe we do let it limp away? What do others think?
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Argiss does that mean you finished it off? It wasn't *quite* dead. As the creature turns to bolt, Dorm holds his laser pistol upright next to his face clearly halting any aggressive action. Maybe we should let it limp off, so that others of the species take a warning? Or maybe they would take it as a challenge. Hmm... Life Science: 1d20 + 3 ⇒ (20) + 3 = 23 I imagine this would be hard to know on a new planet. But hey a 20?
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
no worries. It just suddenly hit me after round 1 :) (and I think I luckily remembered it) But yeah, more importantly I'll remember to make use of the telepathy more often for RP/tactical purposes.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Oh, I just recalled Argiss and I are supposed to go on the same initiative? I think we take the best of our rolls because of our dragonkin bond (it's been a while :P) Wow, it really closed the distance fast. Don't let it get away! He steps back while yelling this to get out of its reach. Pew pew [move] step NW
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Oh great, that's what is out here with us? The half-orc draws his laser pistol and fires on it. Pew pew [move] draw weapon
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
A short hike around camp. That should be innocent enough. We'll be back in no time! Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Irres wrote:
Dorm is smiling cordially as the discussion proceeds until he hears... something. Doing a violent double take he repeats the phrase in exasperation. A cybernetic WHAT?! -------------------------
As they all get up Dorm dusts himself off. Well... it's a good thing we got to know each other already. I'd hate to share a near-death experience with total strangers. He checks the list of missions from Bennock. Let's see... what fits two needlers and their group of handlers? he muses out loud while perusing it. Frankly, our skills could be appropriate for many of these. Let's try... "What's out there"? He mimes throwing a dart at an invisible dart board, signaling his confidence in the vote.
Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None
Dorm sighs and looks down at his feet. You're about to receive some release forms...
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