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Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn stows his gun and walks over to a computer terminal. "I'm guessing there are no life signs remaining on this ship, but I'll double check. Gotta see what kind of autopilot this thing has, because it's definitely designed for more crew than we have." Revelry is larger than the two Starfinder ships, right? Is there a docking bay or something where we can land those ships in this one and fly the Revelry back? Or do we need to somehow fly all three ships back? ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn continues firing his koto, hoping to hit the right frequency modulation. Thunderstrike attack 1: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Thunderstrike attack 2: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
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Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() With his combat tracking fully online, and his position at least somewhat secure, he strums his koto, unleashing two quick thunderous blasts from the thunderstrike rifle. Full attack
Thunderstrike attack 2 w/ multiattack, vs. EAC: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
"Out of tune," he grumbles. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() "Momo, can you identify any weaknesses on this undead thing?" I think my Mysticism +2 is the highest except for Momo, and I've already failed the Identify check, but I'm really hoping this thing has some kind of vulnerability we can exploit. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn again fires his jump jets to get as much range as he can away from this thing, as he brings his combat tracking online finally. "Gravitometric sensors match what I already knew about this bloke ... he sucks." ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Fortitude save: 1d20 + 6 ⇒ (6) + 6 = 12
Flenn grits his metallic teeth together, diodes flickering across the strained smile, as the gravitational pressures exert themselves across his body, causing his energy field to flicker out. The piercings in his nose move as if being drawn into the undead, pulling his half-orc nostrils wide in a pig-like mockery of his ancestry. Flenn fires his jump jets against the pull, moving a mere 15 feet south from the creature. As he lands, he brings his gun up and fires. Thunderstrike attack: 1d20 + 10 ⇒ (7) + 10 = 17
"Agh!" he barks, "Gotta get my telemetry online." ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() I would think a serum would probably work. And no need to apologize, since you're the one actually with the skills to neutralize the major threat. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() My KAC is 24, so it hit my KAC+4 of 28. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Fortitude save: 1d20 + 6 ⇒ (8) + 6 = 14 I'm guessing that's a failure Flenn's energy shield flickers out as it deflects most of the light damage, but Flenn is still disoriented from the bright attack. As he blinks, seeing Castana glowing, he backs away from her and the enemy. He pulls the koto up into a firing position and fires it. "Anyone know what this thing is or how to kill it?" Thunderstrike attack w/ dazzled penalty: 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 24
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Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Is it flying high, or is it on the ground in melee range of me? ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Would Alkekenji, being without vision, be immune to being dazzled? Flenn, being more than 20 feet from Alkekenji, is disturbed but not shaken by the turn of events. He sends audio over comms, "Okay, we gotta find a way to bleed mass off Aurinkar." Unfortunately, he doesn't have an idea of how to bleed off the mass. If it's undead, I assume it's Mysticism to identify the V thing. Mysticism: 1d20 + 2 ⇒ (3) + 2 = 5 Flenn moves to the south and mutters, "Not sure what this thing down here is, but I'm going to try to draw it away from you ... You guys focus on neutralizing that stellar collapse." He activates his energy shield. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn glances at the Solarians. "Either of you have an idea of how to counteract this?" Physical Science: 1d20 + 10 ⇒ (10) + 10 = 20 another +4 if accessing the library chip will work for Recall Knowledge ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn glances at the spell gem and says, "Anybody got a spellthrower fusion on their weapons?" To Momo he says, "Need any help installin' those?" As you reach the doors, Flenn says, "I assume everyone's had them on the whole time, but be sure to check your environmental seals ..." Flenn checks his. "There's exposure to space, and concern about gravity issues, so do we want to tether ourselves together?" GM: My optical laser, built into my eye cybernetics, has a stabilizing fusion on it, should gravity go wonky on us. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn glances around for a quick status check of the area. "Everyone clear now? Do we have any more of these spooked machines to neutralize?" ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn grabs the note and looks it over, telling the group what it says. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn says, "Just handle the steering ... We'll get ya out." Over his shuttle, he mutters to the rest of the group, "Anyone know if she's a decent pilot?" Engineering w/ trapsmith tools: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() As the headlights of the incoming semi illuminate him, Flenn mutters, "Bloody 'ell ..." He rapidly tries to jury-rig his way out of the video game, to glitch his car past the semi and avoid the damage ... and get out of the game entirely, if possible. Engineering: 1d20 + 16 ⇒ (3) + 16 = 19 +4 if my trapsmith tools can help in this case ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Will save: 1d20 + 3 ⇒ (6) + 3 = 9 As Flenn is affected by whatever happens in the arcade, he tries to figure out if there's something he knows about how to counteract these supernatural influences. Mysticism: 1d20 + 2 ⇒ (4) + 2 = 6 +4 if I can use my library chip that's in my exorcortex
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Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Surveying the area, Flenn walks over to the arcade area, glancing up at the halflings talking to him from the screen. He looks over the map that Rosm is clutching, to see if there's any other clue on it, trying to get a glimpse as best he can without disturbing the deceased Starfinder. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn is happy to be able to get a bit of a rest in the VIP area, carefully watching all entrances for possible assaults as he catches his breath and recharges his cybernetic systems. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn tries to hack the casino machines, but definitely Italy isn't jacking into any of them. Computers: 1d20 + 17 ⇒ (5) + 17 = 22 ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Perception: 1d20 + 8 ⇒ (18) + 8 = 26 "Is that ... cinnamon?" ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Perception: 1d20 + 8 ⇒ (4) + 8 = 12 Flenn does a quick scan of the area. "Okay, I am reaching the point of being done with this place and ready to head home ... Creepy museum is not my idea of a fun amusement park ride." ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Life Science: 1d20 + 11 ⇒ (5) + 11 = 16 "Keep movin'," Flenn says in an attempt to boost morale of his companions, but it just comes out as sort of a grumpy complaint. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Gm said no time for rest. Flenn tries to help by calculating some spacetime fluid dynamics models and sending the wave predictions to the watercraft navigation system. Physical Science: 1d20 + 10 ⇒ (3) + 10 = 13 ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn turns to respond, then seems to realize somethin'. "'Eh, mate, sorry 'bout that. Do you need me to send you that data in another form? Or is your armor configured to translate visual data into non-visual form? Like haptic feedback or something?" He considers it. "If not, when we get out o' this, I'd be more than happy to see what I can set up for you. An, you know ..." he taps the metallic notes on his head and his cybernetic eye "... we could always work out some cybernetic solutions, if you'd be interested." For a moment, he seems nearly giddy at the prospect, almost having forgotten about their situation, until he looks around at the horrible and depression ship, which sombers his mood. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() The energy field stays up for 6 minutes, and I'll leave it up until it runs out ... If we aren't able to rest, then I assume we're on the move pretty quickly. Flenn mutters to the group, "Anyone else feel like they were ... summoned toward that fountain? Shame they didn't think to bring a spellcaster on this mission, who might be able to figure out what that's about ..." He begins looking over the design of the ship, as well as any information that was part of his debriefing packet on the Revelry. Engineering: 1d20 + 16 ⇒ (20) + 16 = 36 "Okay, I think I got some ideas on ways we can get around these things without being seen." His exocortex mohawk nodes flicker up as he sends tactical maps to your armor heads-up displays. "Follow the glowing beacon on your HUDs." ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn sees Momo about to go boom and stumbles past the fountain and through the zombies, trying to create some distance. Lights on the cerebral nodes of his exocortex begin flickering, and an energy shield springs up around him. Move action: Move. Standard Action: Activate Energy Shield trick, for 11 Temp HP. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Sorry, but I'm going to have some people hit by friendly fire on mine ... but it's pretty low damage. Not *entirely* sure if I target each of these individually in this case or each cluster. I'll roll each, and if it's each cluster, then just take the first roll toward a color. Flenn's cybernetic eye glows, not just a tiny laser beam but a broad blast of laser light in a cone toward the south. Full Action: Activate blasting fusion on his azimuth optical laser
Damage for any that hit (half, fire): 1d6 + 3 ⇒ (5) + 3 = 8 Half damage from the blastng fusion, so only 4, but I think they take half again as much from a blast, so it'd be 6 total to each one hit. Was hoping to catch at least something on fire (and hopefully not an ally), but alas. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() GM: Maybe I'm missing something, but if I'm looking at the map right, I think red is the only group in melee range of Castana at the moment (although, as I type this, I guess it is possible that she has the solar flare ability and so is attacking at range, although the term "slices" suggested to me she was using a melee weapon). ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn's metallic nodes begin flickering. Internally, the exocortex begins tracking telemetry and firing solutions toward the red swarm of creatures. Move action: Designate red swarm with combat tracking. Standard action: Attack green swarm w/ grenade He chucks the grenade over his shoulder toward the greenish zombies. Aiming so that the 10-foot explosion should hit all but one of them. Incendiary grenade II attack: 1d20 + 6 ⇒ (5) + 6 = 11
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Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() I'll go ahead and roll my probably-futile Mysticism roll to identify, so the GM can post any information along with Blue & Green's actions. I do have a library chip, which would be in my Exocortex, but I assume I don't have time to access it, so I'll roll without the +4 from that. Identify Creatures (Mysticism): 1d20 + 2 ⇒ (1) + 2 = 3 Clearly just normal vacationers here! ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn begins muttering, "All work and no play makes Flenn a dull boy," as he walks forward, nodding for a moment to the bustling people before snapping out of it. Looking around him, he groans, "Bloody 'ell." ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Probably turned left at the Vat Gardens. Rookie mistake. Or, of course, she could be *in* the Vat Gardens ... and maybe her ghost has been with us the whole time, without us knowing it ... *spooky whoo-hooo sound* ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() I (as in the player) am failing my Will save vs. fear as I look at these Will save rolls. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Will save: 1d20 + 3 ⇒ (6) + 3 = 9 Flenn glances around nervously. "Well, this isn't at all creepy as hell." ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn nods. "Nothin' yet." He proceeds up toward the welcome area, not feeling particularly welcomed. I assume we have a new map coming our way soon. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Castana: You posted it in the Discussion thread. Your Perception check was 16. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() As Castana takes the lead, Flenn is happy to take the rear with his koto/sonic rifle drawn. He's holding it in just one hand, though, and pulls the incendiary grenade II that they found in his other hand, just in case. "Be ready for the crazy, eh?" ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Mysticism: 1d20 + 2 ⇒ (13) + 2 = 15 Can I make any sense of this ritual? Is there anything about it that would be useful for us to know? I imagine that the 15 won't tell me much, but not sure anyone else has more mysticism knowledge. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn nods. "Well, the body has been relatively ... vacuum sealed and freeze-dried. So probably not too hard to get her restored at some point. However, not sure what the implications are of her spirit having moved along." Was the 22 I rolled earlier not sufficient to access Lulora's computer? Or is there a different computer we need to access? Computers: 1d20 + 18 ⇒ (10) + 18 = 28 ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn watches, amused, as the khizar waves its tentacles around. He perks up a bit, amusement moving to interest, as he realizes what's about to happen ... just a moment before the khizar blasts the door. "Nice work, mate!" He chuckles, peeking in through the breach. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() There is no place we haven't except the escape pods right? I would check those out before we leave ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() "Horde of mutated creatures relentlessly attacking ... Sounds like we might need that grenade launcher and the grenades we found earlier. Terminatrix, you got that, right? Be sure it's loaded up. I can't use the launcher, but I might fancy taking one of those grenades off your hand, in case of an emergency." Flenn walks over to the bridge console and datajacks into it. He tries to pull up any data related to these anomaly and sends it to his exocortex, and also mirrors a sealed data packet over to your ship, in case the Revelry doesn't make it out of here. He sends a message for their ship to transmit a distress call back to the Starfinders if he doesn't signal it in 24 hours. Computers: 1d20 + 18 ⇒ (4) + 18 = 22 "Alright, then..." He motions toward the umbilical. "Who wants to go first?" ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() It depends on the situation. In this case, she was trying to use the hand scanner, so clearly wasn't up to speed on her situation. Even in Pathfinder, a lot of the haunts an such that you encounter don't necessarily know they're dead, and are fixed in loops tied to the past or something. I have run into a few Pathfinder encounters where once a spirit realizes everyone they cared about is dead ... roll initiative. :) ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() I don't particularly agree with Flenn's approach, but when the GM says use either Intimidate or Survival, you go with what you got. :) ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn just glowers menacingly from the rear while everyone else gives the ghost their resumes. "I don't have to justify myself to you! Now spill it!" Just to be clear, I am *not* in front of the melee fighters. ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Flenn barks out, his voice rising as he does so, a tremble of menace reverberating through the room, "Trust us, we can take care of ourselves. Now how 'bout you answer our questions and tell us what you remember." Intimidate, aided by voice amplifier implant: 1d20 + 13 ⇒ (11) + 13 = 24 ![]()
Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None
![]() Engineering: 1d20 + 16 ⇒ (1) + 16 = 17
Flenn says, "The ship was powered down. We repaired the capacitor array and brought power back online. Everything appears to be operating, but, aside from yourself, there's no sign of the crew on board." I am curious if we'll find a dead ysoki in escape pod 5, which we probably would have searched, but alas probably doesn't make sense to backtrack now. He frowns slightly when Castana mentions "undead," and continues. "Once we have everything squared away here, we're going to turn our attention to the Revelry. What intelligence can you provide? Do you believe your crew might be over there?" He also provides any other information he gleaned from his knowledge of Physical Science, unless he thinks it might set the creature off.
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