GM Paladin |
Please don't dot in here until your character has been confirmed for the game.
GM Paladin |
Dot away!
GM Paladin |
It began as a dull day aboard the Clutch, Nakonechkin Salvage’s only ship and your home for the past year or so. Your boss, the vesk Nakonechkin, brought the ship out of Pact Words space and into some of the void beyond, looking for derelict space stations or the remains of forgotten starship battles to pick through.
Suddenly, with a buzzing chime, the ship’s computers registered a starship drifting in the region. Nakonechkin rushed to the captain’s console and initiated a scan. An image of the target ship appeared on screen: a large, ornate green starship with brass accents. It looked abandoned and ill-suited to be so far from the Pact Worlds. Nakonechkin quickly pulled on his space suit and grabbed a set of all-purpose tools. “This looks like an easy enough job. You lot stay here and keep an eye on the Clutch. Try not to ‘repair’ anything while I’m away. I should be back in a couple of nanoseconds.” He nodded curtly and cycled the airlock to float over to the derelict ship.
Two hours have passed since Nakonechkin departed, and he isn’t responding to your communications. Something must have gone terribly wrong—and Nakonechkin might need help!
Blake's SF Iconic |
"Nakonechkin-friend gone a long time," Dakoyo frets. "He might be hurt! He might need Dakoyo to do best medical practices--regardless of the state of the EMR--to save life!"
GM Paladin |
Communications appears to be functioning normally -- there's just no one communicating. Maybe a sensor scan of the vessel would reveal more?
Anyone can attempt the sensor scan, and aid is possible.
Blake's SF Iconic |
"Quonx! Scan for life signs!" Dakoyo says excitably. "Quonx?"
Dakoyo begins mashing on the buttons rapidly in an attempt to assist whichever of them is sitting at the sensor station better refine the scan.
Computers (Aid Another): 1d20 - 1 ⇒ (7) - 1 = 6
azjauthor |
A hatch in the ceiling pops open and Quonx falls out, landing awkwardly in a chair near a computer console. "Quonx on it, Dak-friend!" Her six blue arms begin flying over the keypad as she scans the nearby ship.
Computers: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Blake's SF Iconic |
"There! You found him!" Dakoyo scuttles over to Quonx's station and jabs two of his arms at a signal on the monitor. "See? Dakoyo knew Nakonechkin-friend was injured. Ancient shaman trick that I read about in a very old book once. Nakonechkin-friend should have brought smelling salts, although Dakoyo has better stimulants. More effective, fewer side effects."
azjauthor |
"Nako-friend needs help! And a whole bunch of other people, not answering the comms, so they may need our help too!" She points at the screen with two of her arms. "Looks like we can get in through the aft airlock."
Gazigaz - Pregen |
A big smiling Skittermander walks in brushing his beard with 4 brushes while holding a mirror with the other two. "What's going on here. Nakonechkin-friend is still gone, gree?" He gives a few more brushes to his beard puts them away, takes a few steps and pops out the mirror again to make a few more adjustments.
He makes his way to the sensor station, adjusting his cape and armor the whole way. After looking at the readings, he says with great enthusiasm, "Nakoneckin-friend found nufriends on the biggie ship. We go say hello and help the nufriends now! Gazigaz loves making nufriends! Dakoyo grab poky-pokers that fix the ouchies, Nako grab slashy-slasher that make the ouchies, and Nako grab bangy-bangers that make the boom-boom. To the shuttle! We go help Nakonechkin-friend."
azjauthor |
Quonx looks at the scan, to figure out the best way to get to the aft airlock. Nakoneckin-boss floated over, she thinks, so maybe that's what they need to do, too. Do they have enough spacesuits, or will their armor protect them from the brief vacuum of space?
Blake's SF Iconic |
"You got it, Gazigaz!" Dakoyo runs around the bridge gathering his supplies. He picks up a potato, considers it, then tosses it over his shoulder.
GM Paladin |
There's no actual shuttle -- Nakoneckin went over on a tether, spacewalking. You all have armor that functions as spacesuits, so you can do that too. Are there any preparations you want to make before heading over?
azjauthor |
Quonx gathers her equipment. She grabs the potato, in case she gets hungry, and shoves it in a pocket of her overalls. "Ready to go," she declares as she bounces over to the airlock and cycles it open, turning on her armor's environmental protections. She steps in, waiting on everybody else, hopping slightly in anticipation of adventure.
DoubleGold |
There are plenty of preparations I'd like to make, but with a pregen and far from a shop, though I have 39 credits I can't make them. Alright, smartas joke aside, I'm ready to go.
Blake's SF Iconic |
Dakoyo draws up several doses of various medicinal liquids into needler darts and arranges them in a neat row across his bandoleer-belt. He spins his needler pistol on one finger and slides it into its holster, drapes an antique stethoscope around his short neck and tucks it inside his armor, and then he puts on the helmet.
"Dakoyo ready for space walk!" he says eagerly over the comms and gives six thumbs up.
GM Paladin |
Further preparations of any kind can be made in spoilers. No metagaming!
Your armor sealed against vacuum, tethers attached to the Clutch, you push off towards the other ship, jumping across the gap of nearly-pure emptiness.
As you reach roughly the halfway point of this approximately 5-minute journey, your suits' systems suddenly start blinking alarms. A cluster of micrometeorites is hurtling towards you. There's no avoiding them -- all you can try to do is twist and rotate your bodies so that the thickest parts of your armor are facing the oncoming collisions. The reactive, self-healing nanoplating of your armor will repair punctures, but you still may take some injury if any break through.
Reflex saves! 3d6 ⇒ (3, 6, 1) = 10 damage, DC 13 Reflex avoids.
azjauthor |
Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Quonx uses her knowledge of physics and dynamics to orient herself so that the armor absorbs the full force of the micrometerites. She curls herself into a tight ball, her 6 arms held tightly against her body to protect the vital organs during this harrowing - but exciting! - journey.
Blake's SF Iconic |
Reflex: 1d20 + 1 ⇒ (16) + 1 = 17
"Whoa! This beeping bad, gree?" Dakoyo says over the comms moments before the meteors arrive. He twists and turns in all sorts of poses. "Dakoyo fix you right up if space rocks puncture soft, fluffy skin. Dermaplast and mesh regeneratives work so much better than old cat gut and needle. Ah! Watch out!"
Gazigaz - Pregen |
Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
"Incoming! Face your feets to the storm and tuck in all six, gree?"
Mokaya |
"Carefull! Right behind you friends!"
Reflex: 1d20 + 1 ⇒ (20) + 1 = 21
"Whew! That was close! All friends ok?"
azjauthor |
Quonx gives three thumbs up, as she uses her other three hands to begin working her custom rig and examine the aft airlock. "Hello doorfriend. You open up for me, gree, and I won't have to get Nako to yank you open."
I assume the "force open" would be hacking it or something, rather than brute force. Computers or Engineering?
azjauthor |
I'll go ahead and roll both. With the site problems, I don't want to delay the opportunity to get into the ship by waiting for an answer.
Engineering: 1d20 + 12 ⇒ (6) + 12 = 18
Computers: 1d20 + 9 ⇒ (1) + 9 = 10
GM Paladin |
Either could work. For the sake of time let's just say you take 10 and get it open easily. The danger of the meteoroid storm has passed and space walks are familiar, so there's no immediate danger or distraction.
The five skittermanders enter the airlock and disconnect the tethers attaching them to the Clutch.
I've created a map Here. I've added icons for all of the 'Manders. Blaq Fox, yours is the recolored (orange) one. If you don't like "Mokaya" you can rename it, just make sure it's distinct from the other names.
The airlock is crowded as you squeeze in and cycle the doors, but you're able to enter the ship without trouble. The next room is a square chamber with little in the way of furnishings, and the walls and ceiling are a clean white, while the floor is a silvery metal. Four cages are stacked in the two forward corners of the room. A heavy door leads into the airlock to port, while a flickering holographic sign reading “Welcome Guests” floats over the door to starboard.
Three robots are hovering in the corner of the room, buzzing slightly. As you enter, they turn in unison and scan you.
“Greetings! Our apologies, pets must be placed in approved carriers before boarding the Emerald Empyrean. Initiating containment protocols.” Weapons are lowered and grappling arms extend from their bodies.
Nako, Dakoyo, and Quonx are able to act before the robots.
Nako
Dakoyo
Quonx
Robots
Gazigaz
Mokaya
There are a couple things to note that I see in the stat blocks. Quonx is shown as having a +1 to attack with the knife, but it's an operative weapon and therefore should be able to be used with Dex to attack. The same is true of Gazigaz's tactical baton. Both should have a +3. Skittermanders have a couple abilities that are mentioned but not detailed in the stat blocks. Hyper: Once per day, a skittermander can take an extra move action. Grappler: Skittermanders have a +2 to grappling.
Dakoyo: 1d20 + 1 ⇒ (19) + 1 = 20
Mokaya: 1d20 + 1 ⇒ (3) + 1 = 4
Gazigaz: 1d20 + 2 ⇒ (7) + 2 = 9
Nako: 1d20 + 5 ⇒ (15) + 5 = 20
Quonx: 1d20 + 2 ⇒ (14) + 2 = 16
Black robot: 1d20 + 4 ⇒ (15) + 4 = 19
Yellow Robot: 1d20 + 4 ⇒ (15) + 4 = 19
Pink robot: 1d20 + 4 ⇒ (8) + 4 = 12
azjauthor |
"Pets?!?!" Quonx shrieks indignantly. "Metal-friends are not friends!" She pulls up her laser rifle and begins to power it up.
Engineering check to see if I can identify information about the robots, vulnerabilities, etc. Specifically, let me know if hacking and taking control of them is an option here or not.
Engineering: 1d20 + 12 ⇒ (13) + 12 = 25
If there is a way to disable or control them other than combat, I will do that. Assuming not, though, I'll shoot the yellow one with the laser rifle (assuming it doesn't have cover or anything, in which case I'll go after one of the others). I'll go ahead and roll, in the event that combat is the play here.
Attack: Laser Rifle: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: Laser Rifle: 1d8 ⇒ 2
Oh, I forgot to add in my combat tracking to my attack. I'll designate the one I'm going after as the target, obviously.
GM Paladin |
Nako hits one of the robots with a smashing blow, doing significant damage.
Other than that, she knows that they are vulnerable to critical hits and electricity, and immune to the following:
- Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.
- Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
- Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
Yellow does have cover, but so do all the others because Nako is standing in front of you. If you move while drawing your weapon, you can get a clear line of sight on black or pink. Since Pink is already damaged, I'll assume you did that.
Quonx scores a glancing blow on the damaged robot. It is sparking and shuddering, barely able to stay in the air.
Blake's SF Iconic |
"Dakoyo and friends not pets!" the physician chastises the security robots. "Or did you mean the tick? You want to put tick in cage? He small. Might wander out."
When it becomes clear that this is going to be a violent resolution, the concentrates on a random tool laying around and causes it to fly toward the (pink) security bot.
Telekinetic Projectile: 1d20 + 2 ⇒ (7) + 2 = 9
B: 1d6 ⇒ 2
Tonkona |
Meanwhile, back on the ship, Tonkona comes out of the kitchen, carrying a bowl of soup in each hand. "I did it, everybody! I learned how to use the culinary synthesizer so we could all have a hot revitalizing mea..."
"...Guys?"
After a few moments investigation, Tonkona realizes that his friends have taken off to the other ship, so he launches himself on a solo spacewalk.
Reflex: 1d20 + 1 ⇒ (17) + 1 = 18
He starfishes onto the ship hull, gripping it with all six arms and crawls carefully to the airlock. After a moment's cycling, he continues pursuit, hoping it's where his skitterfriends have gone.
Finally, he makes it to the room with other skittermanders facing their prospective robotic handlers.
Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
GM Paladin |
Added a grey icon for Tonkona.
The robots now react to the skittermanders' actions.
The damaged pink robot attempts to grab onto Nako. Its damaged arms close on thin air, however.
Both of the others shoot at Nako with their pulsecaster weaponry. Only one of them hits. 3 NL electrical damage to Nako.
All PCs, including the newly arrived one, are up.
pulsecaster pistol: 1d20 + 9 ⇒ (1) + 9 = 10
pulsecaster pistol: 1d20 + 9 ⇒ (8) + 9 = 17 damage: 1d4 + 1 ⇒ (2) + 1 = 3
Blake's SF Iconic |
"Bad Robot!"
Dakoyo scurries forward and concentrates on telekinetically flinging another unattended object at the damaged robotic wrangler.
Telekinetic Projectile: 1d20 + 2 ⇒ (15) + 2 = 17
B: 1d6 ⇒ 6
Tonkona |
"Skittermanders are friends, not pets!" bellows Tonkona as he barrels through the airlock door. He whips out his doshko and goes to deliver some damage to the grey robot.
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
GM Paladin |
Dakoyo flings one of the empty cages at the damaged robot, scoring a direct hit and smashing it to the ground. Pinkbot is down.
Tokona moves forward to attack a robot, but misses. Nako jumps on top of one of the cages, and uses the higher ground to attack again! Her attacks are less effective this time, doing only a small amount of damage.
Quonx and Gazigaz are up.
azjauthor |
Quonx looks around at the frenzy of fur exploding from the airlock, and for a moment feels some sympathy for the robots' confusion. Despite that, she readies her laser rifle again. Her targeting computer continues to track the yellow drone which, for moment, appears to lack any cover.
Laser Rifle Attack, targeting computer: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Laser Rifle Damage: 1d8 ⇒ 7
GM Paladin |
Botting Gazigaz.
Gazigaz points two of his clawed hands at the robot Nako just damaged. "That one! Allsix on that one!" He fires a pistol at it.
"Ha! Got it!" Get 'em on Grey, +1 to attacks.
The two robots act in tandem to grab hold of Nako, and shove her into a cage! The door of the cage slams shut automatically. Nako, you can make an athletics check, DC 25, to try to escape, or try to break out using your weapons (in which case make an attack vs. AC 5 and roll damage).
All PCs are up!
damage: 1d6 ⇒ 5
grey reposition, aid another for Yellow: 1d20 + 6 ⇒ (16) + 6 = 22
yellow reposition on Nako: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
GM Paladin |
If it takes more than one more round, you can make another attempt next round.
azjauthor |
Quonx mutters a classic Skittermander pejorative, "Not helping!" , as the robots throw Nako in the cage, then fires at yellow again with her laser rifle.
Laser Rifle attack, targeting: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Laser Rifle damage: 1d8 ⇒ 8
Gazigaz - Pregen |
Gazigaz fires his pistol at the gray bot.
atk: 1d20 + 9 ⇒ (5) + 9 = 14
dmg: 1d6 ⇒ 5
Blake's SF Iconic |
"Oh no! Nako!" Dakoyo telekinetically flings debris from the first downed droid at the grey security bot.
T.K. Projectile, GE: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
B: 1d6 ⇒ 4
Tonkona |
"Don't worry Nako, I'm here to help!" Tonkona lifts his doshko high over the grey robot.
Attack: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Mokaya |
Mokaya runs up between Quonx and Yellow drawing his needler pistol. "Nako not pet!" He fires at yellow.
Needler: 1d20 + 2 ⇒ (10) + 2 = 12 KAC
damage: 1d4 ⇒ 1 piercing
GM Paladin |
I think Gazigaz only has a +5 to attack with the pistol, assuming he renews get 'em for the next round. So that will miss. Wow, bad rolls!
Tonkona smashes the robot, but though heavily damaged, it still manages to stay hovering in the air.
One of the robots throws a grenade into the middle of the group of skittermanders. It explodes in a shower of sticky resin! All 'manders except Nako need to make a reflex save, DC 10, or be entangled.
The other robot tries to grab Tokona, but she fends it off with her doshko.
All PCs are up.
grey reposition: 1d20 + 6 ⇒ (5) + 6 = 11
Mokaya |
Reflex: 1d20 + 1 ⇒ (20) + 1 = 21
Ha! Nice try, clink clank!
Blake's SF Iconic |
Reflex: 1d20 + 1 ⇒ (2) + 1 = 3
"Oh noes! Dakoyo's fur is all sticky!" the mystic laments while flinging more debris at the damaged bot. "And somehow it affects my ability to aim telekinetically projected objects."
T.K. Projectile: 1d20 + 0 ⇒ (11) + 0 = 11 +1 if Get' Em is renewed
B: 1d6 ⇒ 6