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Poli 02-20-2023 11:16 AM

Locate Lost Bot
An elderly alien requests help. She relies heavily on an assistant bot for her daily needs. It seems the bot went on an errand to pick up groceries and never returned. The alien requests you find and return the bot.

10. You are unable to find any signs of the lost bot.

Help Organize My Warehouse
A grouchy collector of flora and fauna across the galaxy is no longer capable of taking care of her collection. She wants help getting things organized but is particular about how her valuable specimens are handled.

16+3. You put up with the miserable woman long enough to properly organize her collection of odd species. Gain 4 credits.

Decipher Strange Signal
A scientist studying ancient signals hidden in the cosmos has discovered a strange energy focused in her instruments. With positive virtue, gain 3 to this roll.

17-1+3. The energy in the signals appears to decipher the morality and virtue of your heart, though it can be deadly to anyone. The scientist is pleased with your findings and pays you 4 credits.

Sunday lottery: D6.

3. Gain 1 credit.

Poli 02-20-2023 11:22 AM

Feb 20:

The Ship Shop

You find a shop that sells ship part and upgrades. Buy any you can afford. You will also have a chance to hire crew members soon.

Ship Parts, 5 credits. We have some of these, so we'll pass.

What I'm more interested in is I can buy one of the following:

Thrusters, 20 credits. Equip to Engine Room. +10 Evasion.

Sensors, 20 credits. Equip to Bridge. +5 Aim.

Deflectors, 30 credits. Equip to Weapons. +1 Shield.

We'll add Sensors.

Notes here:

You can only equip one upgrade to a compartment.

The upgrade dictates where it will be attached.

You can switch these out when acquiring a new upgrade. You can also equip an upgrade if you restore the integrity of the destroyed compartment (one with an integrity of 0).

You can resell the upgrade for half price to another shop selling upgrades.


Finally, we pick the pocket of the merchant for 3 credits.

Poli 02-21-2023 12:42 PM

Feb 21:

You find a local bar that looks to be popular. There are lots of fun characters and activities to partake in and enjoy before your next mission.

1) Optional: Pay 1 credit to play a game of space darts. D20+DEX+Athlete.

2) Optional: Pay 1 credit to play a drinking game. D20+CON.

3) Optional: Converse with locals. D20+CHA.

Poli 02-21-2023 12:49 PM

1. Pay 1 credit to play a game of space darts.

2+4. Space darts isn't quite your game. You lose to better players, but at least you had fun.

2. Pay 1 credit to play a drinking game.

5-1. You can't handle your drinking as well as some of the others. You get sick and lose the competition. To make matters worse, you lose 2HP.

3. Converse with the locals.

Bonding with the Crew adds a bonus of 4 here. Ascel, Naylee, and Brokvar join you at the bar for a drink.

12+3+4. A group of rowdy aliens have had too much to drink. They try to start a fight with you, but you're able to calm them down and smooth things over before anyone gets hurt.

Pickpocket chance: 4. I have the chance of keeping the 4 credits and losing the virtue point or passing on the loot. We'll pass for now. Virtue is +2...if it's very high at any point I can probably sacrifice it.

Poli 02-24-2023 11:22 AM

Feb 22:

There are a few with specific and useful skills that wish to be hired on to your ship and could serve as valuable crew members. Hire any that you can afford.

Zoologist, 20 credits
+1 Integrity
+1 Animal Tamer

Convoy, 20 credits
+1 Integrity
+1 Survivalist

Crew members provide your hero or ship with access to abilities your hero might not know. They may also provide other bonuses, such as improved Aim or Integrity.

You will have to pay an initial fee to hire the crew member. Then you will assign the crew to a compartment on the ship without a current crew member. That compartment must have an Integrity value of 1 or higher.

The crew member will remain in this compartment unless the compartment's Integrity is reduced to 0. At that point, the crew member dies and is removed from the ship.

We'll hire the zoologist and we're currently strapped for credits. 0 left.

Poli 02-24-2023 11:27 AM

Feb 23:

On the bridge of the Karnack, Captain Cayliss accepts a message on a holographic communicator. It's a broadcast for a mission from a prominent local figure. This must be important.

1) Hear the message.

2A) Negotiate the reward. D20+CHA+Persuasive
or
2B) Negotiate the reward. D20+STR+Intimidating

Poli 02-24-2023 01:31 PM

Seems cut and dry here to use our charisma.

"This is Senator Taraia of the Reformation with an urgent message and mission for any available vessels in the area. We have received word that a former scout pilot for the Reformation has defected. The pilot goes by the callsign Ahlex and has important intel regarding the Reformation and our activities. We cannot afford to have this information leaked to former members of the Zorian Empire. The peace of the galaxy is at stake. A signal was detected on the planet Ethilia where we believe the pilot can be found. If you're willing and capable, return the traitor to the council city of Dressa on plant Gomanis for trial. Send confirmation of acceptance and success upon capture of the target. For the prosperity of Zenula Prime."

Negotiate the reward. D20+CHA+Persuasive.

5+3. We can advance you a payment of 10 credits. Upon successful completion and return of the target, we will pay you 25 credits.

Poli 02-24-2023 01:50 PM

Feb 24:

Captain wants us to head to Ethilia.

A) Fly with manual controls. D20+DEX+Piloting.
or
B) Rely on a charted course. D20+WIS+Piloting.

Not known for wisdom, Rovin will do a manual control flight.

Poli 02-24-2023 01:51 PM

6+4+2.

You navigate a sensible path to your destination and get there in average time. You avoid trouble from rogue agents or pirates. You consume 2 meal rations.

Poli 02-27-2023 11:24 AM

Full disclosure here...I initially claimed the spinet amplifier as my equipment a couple of weeks back but didn't realize it would conflict with the Sundial as an upgrade. I didn't think anything was capable of replacing the Sundial honestly until I got my ship and equipment sheets ready just now.

I knew I needed to add the zoologist to a compartment. It turns out my booklet comes with stickers to add equipment and such to the ship and the equipment page. Adding the zoologist (to the lab) and sensors was easy enough, but adding the spinet was going to be a problem with the sundial in place. I swapped the Spinet for the kinetic shield...I've dropped Rovin's attack by 1 and added 1 to his defense.

Poli 02-27-2023 11:30 AM

Feb 25, Feb 26:

You arrive in the system near the planet Ethilia. The alarms on the bridge immediately sound off. Looking at the monitors, you spot incoming missiles are locked on to you.

Roll Aim and Evasion (D100) for each missile (3 total).

Poli 02-27-2023 11:42 AM

Missile 1:
Aim needed: 60. 34+15. Miss.
Evasion needed: 40. 47+10. We take 2 damage....1 damage after our shield rating of 1. Roll for location of damage (d6). 6. The hit lowers the Cargo integrity to 4.

Missile 2:
Aim needed: 50. 83+15. Hit. The missile is destroyed.

Missile 3:
Aim needed: 65. 79+15. Hit. The missile is destroyed.

Collect 2 credits for destroying 2 missiles.

You quickly dive towards the planet Ethilia. All remaining missiles burn up in the atmosphere as they chase you to the surface.

There is no ship in sight to indicate what fired upon you, but Captain Cayliss gives everyone a warning that the mission will be more dangerous than you were warned about.

Sunday Lottery. 2. Lose 1 credit.

Poli 02-27-2023 01:20 PM

Feb 27:

Naylee lands the Karnack at the coordinates you were sent, where you find a crashed ship.

1. Investigate the scene of the crash. D20+INT+Investigator.

2. Decipher the corrupted log files. D20+INT+Computers.

Poli 02-27-2023 01:25 PM

1. Investigate the scene of the crash. D20+INT+Investigator.

17. Great success. The pilot is nowhere in sight, but there are tracks ahead in a southern direction. The ship is broadcasting a distress signal. All logs except for one have been erased. The remaining log is a recording from the pilot, Ahlex, but the data file is corrupted. You find 1 Meal Ration and 4 credits.

2. Decipher the corrupted log files. D20+INT+Computers.

5. Failure. You are unable to decode or fix the corrupted data file.

Poli 02-28-2023 03:27 PM

Feb 28:

You head out on foot to try and track down the missing pilot.

A) Travel south across the plains. D20+WIS+Survivalist, Piloting
or
B) Travel east across the jutting rocks. D20+WIS+Survivalist, Piloting

Poli 02-28-2023 03:36 PM

Well, I'm pretty sure they told me yesterday the tracks were heading south. So we'll go A. Maybe with less success in that roll we wouldn't have known that.

The plains are hot. Without shade, you must avoid prolonged time in the sun so you don't overheat. D20+WIS+Survivalist, Piloting

6+2-1. Failure. You spend too much time looking for signs of the missing pilot. You must consume 3 meal rations on your journey. The heat is starting to get to you and cause excess exhaustion. D20+CON.

5-1. Failure. The heat causes excess fatigue and exhaustion. Lose lose 1 HP.

Poli 03-01-2023 01:28 PM

Mar 1:

You step out from behind a rock formation and a shot from a blaster pistol nearly hits you. You spot an alien hiding behind some cargo for cover.

3 rounds of combat. D20+ATK, DMG.

Poli 03-01-2023 01:36 PM

Relevant numbers here:

Attack is +5, Damage is D10+1. Defense, if needed, is 15.
Round 1:
Attack needed: 13. 6+5. Miss.
He hits. With defense of 15, lose 1HP.

Round 2:
Attack needed: 13. 19+5. Hit.
Damage needed: 5. 3+1.Once per page I can use Snipe which adds 1D4 to the damage roll. We'll add it here. 4. 3+1+4. The pilot is hit and stunned.

Round 3:
Attack needed: 13. 4+5. Miss.
The pilot shoots at you. Lose 2HP.

1 credit for stunning the pilot once.

The pilot realizes he can't escape. He throws his hands up and surrenders.

Poli 03-06-2023 04:27 PM

Delay here due to a family weekend trip to Florida.

Mar 2:

The pilot drops his weapon and surrenders. As you approach, he begins to apologize and plead with you.

"Please, I didn't mean to shoot at you. I thought you were a Stitcher. I hope you are ok. Please, I need your help."

1) Hear his plea for help.

2A) Demand payment for your help. D20+STR+Intimidating.
or
2B) Ask payment for your help. D20+CHA+Persuasive.
or
2C) Offer help without asking for a reward.

3) Take him back to the Karnack. D20+CON+Survivalist.

There is a pickpocket chance on the pilot.

Poli 03-06-2023 04:35 PM

1) Hear his plea for help.

"I did disobey an order, but I'm shocked to hear that I've been branded a traitor. I didn't come here to sell secret information about the Reformation. I am dedicated to the cause and with to see the galaxy rebuilt and peace restored. My family went missing and I got word that they had been taken by Stitchers and brought to the planet Ethilia. I couldn't believe it either, but I was worried about them and had to come check. My sergeant wouldn't take the situation seriously and refused to send a scout, so I had to do it myself. Once I arrived in the area, I was shot down by a barrage of homing missiles. I think it was a Stitcher ship. I have fought the Zorian Empire and faced all manner of pirates and raiders. There was something different about this ship. Once I crash landed, I erased the logs in case there were traces of information that could harm the Reformation's efforts. I then left to go find my family. I fear for their safety. Have you heard the rumors about the Stitchers? They are monsters that mutilate themselves and harvest body parts and organs from innocent aliens. I have to rescue my family before they get hurt. Please help me save them."

Well...now I can't exactly ask for payment. That was my plan at first.

2C) Offer help without asking for a reward.
Increase your virtue by 1 point.

3) Take him back to the Karnack. D20+CON+Survivalist.

3-1. Failure. You make it back to the Karnack, but you must consume 2 meal rations on the journey. With only 1 ration left, Rovin loses 1HP.

Pickpocket attempt: 3 credits taken off the pilot. Didn't need that reward after all.

Poli 03-06-2023 04:41 PM

Mar 3:

The Fang, a modular front portion of the Karnack, disengages from the main vessel. Built to be agile, it acts as a scout ship with adequate combat capabilities. While the rest of the ship and team stay behind, you set off to find the pilot's family. After a short while, you discover a large cave entrance that appears unnatural amongst the landscape of the planet Ethilia.

1) What do you know about caves and bunkers? D20+INT+Student.

2) Sneak into the cave hideout. D20+DEX+Stealthy.

Poli 03-06-2023 04:48 PM

1) What do you know about caves and bunkers? D20+INT+Student.

12. This not a cave. It's a bunker carved out of natural rocks and meant to be disguised as a natural formation. You can expect that if the pilot's family was taken, they are here. Gain a +2 bonus for the next roll.

2) Sneak into the cave hideout. D20+DEX+Stealthy.

9+4+2. You try to be quiet and stealthy as possible, but you stumble onto a patrolling guard. They look like no alien species you've ever seen before. The guard attacks immediately. It's rage and movements are primal and unnerving.

D20+ATK, Damage.

Attack needed: 14. 17+5. Hit.
Damage needed: 5. 9+1. The Stitcher dies.

Gain 1 credit for the Stitcher dying.

Poli 03-07-2023 02:09 PM

Mar 4/5:

You've made it inside the bunker. Now try to find Ahlex's family.

We have six spaces to explore. I should ask someday why the numbering isn't laid out in a way that would make sense to travel ordinarily. I get the idea that not everyone wants to go the normal route, but numbering it 1,6, 3, 2, 5, and 4 (left to right) is just odd.

Anyhow. there appears to be no way to avoid 6 first...it's the hallway that connects you to any and all of the rest of the rooms. We'll go 6 first. We'll work our way around, left to right. So 1 is next, which appears to be some sort of surgical room. 5 is next. It appears to be another surgical style room. We'll work around the hall and double back from there...to 4. 4 appears to be some sort of lab. Next is 3, which appears to be storage. Finally, 2. Which might be the cells where the family is or could be held.

Poli 03-07-2023 03:12 PM

Room 6:

A group of Stitcher creatures are patrolling the hallway. Get past them quietly. D20+DEX+Stealthy.

4+4. The patrols spots you and chases you down. D20+ATK, Damage.

Attack needed: 14. 4+5. Miss.
The Stitcher claws at you. -1HP.

Attack needed: 14. 20+5. Hit.
Damage needed: 5. 8+1. The Stitcher dies.

Room 1:
A medical table sits in the middle of this room. Several lights and sharp rusted instruments hang from chains above the table. Puddles of stagnant blood pool on the floor. What the pilot told you might be correct. This nightmare of a room must be where these Stitchers do their surgery to remove and replace parts. You have a chance to sabotage the equipment and save some lives. D20+INT+Engineering.

1. You've disabled most of the equipment and hope it can't be repaired easily. This may buy you some time in rescuing the family. Gain +1 bonus on rolls for Mar 6.

Room 5:

Most of the equipment here appears to suggest this room is a control center for the bunker, but there's a strange device glowing in the center of the room. D20+WIS+Arcane Adept, Investigator.

16-1. The device is receiving a signal from a different solar system in the Zenula Prime galaxy. This signal has mind-altering and controlling properties.

Room 4:

Upon entering this room, a cold draft and a pungent odor hit you. There are limbs of various creatures and species hanging from the ceiling and wrapped in ice in bins around the room. This is a refrigerator where the Stitchers store spare organic parts. D20+CON+Danger Sense.

2-1. Spores from rotted meat have caused you to feel sick. Lose 3HP.

Rovin uses a med kit and regains the lost 3HP.

Room 3:

This room holds storage crates. Perhaps something of value is in them but they are sealed shut. D20+STR+Locksmith.

2-2. Oof. Not getting into a container, but you did manage to find 5 credits outside of them.

Room 2:

You've found a chamber full of prison cells. This could be where Ahlex's family is being held.


Sunday lottery: 5. Gain 3 credits.

Poli 03-08-2023 12:27 PM

Mar 6:

You find Ahlex's family trapped inside a prison chamber in the bunker. There are other prisoners you may be able to help.

1A) Pick the lock. D20+DEX.
or
1B) Force open the lock. D20+STR.
or
1C) Smash the lock. Damage.

2) (optional) Help the other prisoners. D20+DEX+Locksmith

Poli 03-08-2023 12:30 PM

1A) Pick the lock. D20+DEX

11+4+1 (bonus to roll from yesterday). Success. The lock clicks open. Nice work!

2) (optional) Help the other prisoners. D20+DEX+Locksmith

2+4+1.

Once Ahtlex's family is free, the other prisoners begin crying out for your help as well. You will have to work quickly if you are going to help them.

Gain 1 Virtue.

You free one prisoner before a guard enters the room and starts shooting at you. Lose 3HP.

Pickpocket chance for the family. D4 results in 4. We pass on the loss of virtue here. Our virtue now sits at 5.

Poli 03-08-2023 01:18 PM

HP is now 5. Not ideal. We'll use another medkit. That's the last of those. 2D4. 4HP.

Poli 03-08-2023 01:27 PM

Mar 7:

You are nearly out of the bunker before another one of the Stitchers comes charging at you from the shadows. It enters the light and you finally get a good look at what these monsters look like as it launches an attack on you.

D20+WIS, D20+ATK, Damage
4 Rounds of combat

Poli 03-08-2023 01:51 PM

If any Wisdom roll is less than 9, you are frightened during that round. If frightened, you will reroll you attack roll. Take the lower of the two rolls.

Round 1:
Wisdom: 6-1. Frightened.
Attack needed: 13. 14+5, 20+5. Hit.
Damage needed: 6. 4+1. Use Snipe ability to add D4. 3. The Stitcher is stunned.

Round 2:
Wisdom: 5-1. Frightened.
Attack needed: 13. 14+5, 16+5. Hit.
Damage needed: 5. 1+1. Not enough. The Stitcher smashes you with it's hammer. -1HP.

Round 3:
Wisdom: 20-1.
Attack needed: 13. 18+5. Hit.
Damage needed: 7. 10+1. The Stitcher is stunned.

Round 4:
Wisdom: 7-1. Frightened.
Attack needed: 13. 5-1, 7-1. Miss.
The Stitcher slams it's head into you. -1HP.

You didn't defeat the Stitcher, but it flees from battle.
Gain 2 credits for stunning the Stitcher 2 times. Gain 2 credits for dealing more that 15 total damage.

Poli 03-08-2023 02:01 PM

Mar 8:

You race to the Fang to escape. The Stitchers start up their ships to pursue you.

Roll for 4 ships: D100+AIM, D100+Evasion.

Poli 03-08-2023 02:05 PM

I thought I might get different AIM and Evasion values for the smaller section of the Karnack, but it doesn't appear to be the case.

Ship 1:
Aim needed: 60. 64+15. Hit. You take no damage.

Ship 2:
Aim needed: 45. 60+15. Hit. You take no damage.

Ship 3:
Aim needed: 65. 66+15. Hit. You take no damage.

Ship 4:
Aim needed: 50. 91+15. Hit. You take no damage.

4 credits collected. Once you near the city, the Stitchers fall behind. Perhaps they're regrouping.

Poli 03-09-2023 01:02 PM

Mar 9:

You get the Fang back and dock to the Karnack. You waste no time and quickly take off to leave the planet. As you are breaking the atmosphere, you are swarmed by more Stitcher ships.

4 ships.

Roll D100+Aim, D100+Evasion.

Poli 03-09-2023 01:12 PM

Ship 1:
Aim needed: 65. 71+15. Hit. You take no damage.

Ship 2:
Aim needed: 55. 11+15. Miss.
Evasion needed: 60. 7+10. My barrel roll won't help here. 1 damage to the crew quarters. 1 damage to the weapons.

Ship 3:
Aim needed: 60. 30+15. Miss.
Evasion needed: 50. 33+10. Barrel roll might help. We add it (d20). 13. We avoid damage as the shield absorbs the hit.

Ship 4:
Aim needed: 40. 99+15. Hit. You take no damage.

2 credits earned for ships hit.

It's apparent you will be overwhelmed if you continue to fight. Captain Cayliss calls for Ascel to fire up the Voidspark engine. There aren't many ships in the galaxy that can keep up with the power of a Voidspark ship. Once the path is plotted, Nylee engages the thrusters and you blast out of the system. You leave the planet Ethilia and head back to Gomanis. The senator is waiting for you to return to Dressa with the pilot, Ahlex.

Poli 03-15-2023 11:52 AM

Back at it today. Had a minor outpatient thing Friday and was out of town the past two days.

Poli 03-15-2023 01:25 PM

Mar 10:

You dock the Karnack back on Gomanis. You need to turn Ahlex into the authorities so he can stand trial. Some may seek to harm him due to the traitorous accusations against him. Others may try and steal him and claim the bounty. You will need to protect him while he is in your custory.

1) Try to disguise him. D20+CHA+Stealthy.

2) Protect him. D20+CON.

Poli 03-15-2023 01:31 PM

1) Try to disguise him. D20+CHA+Stealthy.

16+3. Success. You disguise Ahlex very well. Only a trained eye would be able to spot him as the pilot. Unfortunately, a bounty hunter has been stalking the port looking for someone to bring Ahlex in. She spots his awkward demeanor as you try to conceal him from the crowd.

2) Protect him. D20+CON.

1-1. Failure. You are caught off guard by the bounty hunter. You manage to escape but are hurt in the process. -2HP.

Poli 03-15-2023 01:34 PM

Mar 11 and 12:

The pilot is brought before Senator Taraia and a council of advisors. He is to stand trial for his actions You are called to the stand as a witness.

Choose your stance:

A) Defend Ahlex with testimony about the Stitchers.
or
B) Testify against Ahlex and his actions.

Poli 03-15-2023 01:42 PM

Ahlex explains he had to disobey orders to save his family. He remarks that the Stitchers had taken them. The council doubts this due to the absurdity of Stitchers. The council is on the fence and your testimony could sway the decision.

Collect 25 credits as a reward for the successful return of the pilot.

A) Defend Ahlex with testimony about the Stitchers.

Gain 1 Virtue.

You recount the details of the mission and ensure the council understands the Stitchers are real. You discovered a base of these monsters and relay their coordinates to the location. You tell of the family you saved and the other prisoners that were found there. You also recall how he erased the ship logs so any potential secrets were destroyed.

D20+CHA+Persuasive. +3 for current virtue.

6+3+3. Success. Your words today saved Ahlex's life. Ahlex's family gives you 5 credits for your help. Note down: Saved Pilot for future reference.

Sunday lottery: D6=5.
3 credits.

Poli 03-15-2023 01:45 PM

Mar 13:

Captain Cayliss gives everyone leave to take care of business, but she wants everyone back tomorrow for the next job.

Explore the city of Dressa.

Poli 03-15-2023 01:54 PM

Frenchie's Fast Foods
The fast food franchise is really popular at night. Perhaps other aliens prefer such flavors but they're not appealing to you.

Meal Rations, 1 credit. Current credit situation, 71 credits. We have no meal rations. We'll take 5.

Regal's Rest and Restoration

Back at Regal's. You have the option to spend 3 credits for rest, and we will do so.

Randayyl's Remedies

Randayyl seems to have new stock in. "My home remedies are better than anything you can get in a corporate hospital."

Med Kit, 5 credits. Wound Sealant, 10 credits. This removes injuries inflicted from death. Antidote, 6 credits. We're out of Med Kits so we'll take 3 this time. Going to gamble I don't need wound sealant anytime soon.

The Ship Shop:
The shop is all out of upgrades for the Karnack, but they have Ship Parts to help with repairs.

Ship Parts, 5 credits. Repair Kit. 6 credits. This removes the malfunction condition. So that has me nervous. I'm going to repair the ship completely and consume 3 of the current stock. We'll buy 3 more and a repair kit.

Poli 03-15-2023 02:02 PM

Mar 14:

Naylee has the next job for you. "Captain Cayliss requests that we take on passengers for some credits. I will take us to the port. You can get out and sell our services. Captain says we are willing to go anywhere, just corral as many passengers headed in the same direction and we should make good money."

1) What do you know about the galaxy map? D20+INT+Student

2) Convince some travelers to choose the Karnack. D20+CHA+Persuasive.

Poli 03-15-2023 02:07 PM

1) What do you know about the galaxy map? D20+INT+Student

6.

There are many systems in the Zenula Prime galaxy. Each one has it's own planets, moons, and habitable stations. These are all in constant orbit at different rates. The most difficult part in learning all of the locations in the galaxy is the language. Many worlds have multiple names depending on the species and the language used. Not everyone uses the galactic standard for planetary names. The more you know, the better you are able to sell seats aboard the Karnack. You gain a +1 roll to #2.

2) Convince some travelers to choose the Karnack. D20+CHA+Persuasive.

19+3+1. Success. A pair of scientists join the voyage. They're headed to the Vepirus system, so that is where you'll go. You are able to convince a tourist, an artist, and a missionary to join you as well. Gain 25 credits.

You attempt to pick a pocket. D4=3. You gain 3 credits.

Poli 03-15-2023 02:19 PM

Mar 15:

Before you take off, you are approached by the port authorities. "Hey! We see you're taking on passengers. Do you have a proper class P endorsement on your travel license? We need to see it or you'll be fined."

1) What do you know about port laws on Gomanis? D20+INT+Student.

2A) Indimidate the authorities to leave you alone. D20+STR+Intimidating.
or
2B) Persuade the authorities to ignore you. D20+CHA+Persuasive.
or
2C) Attack the authorities. D20+ATK, Damage.

Poli 03-15-2023 02:23 PM

1) What do you know about port laws on Gomanis? D20+INT+Student.

13.

Success. You are aware of the law, but you are convinced that you are not violating it because the Karnack is registered as an "Exploration craft with a Voidspark class engine", which includes allowed uses such as transport of cargo and passengers, allowances for weapon based defenses, and free or reduced port dock fees. You're not required to have such an endorsement on your travel license. Gain +2 on your next roll.

2B) Persuade the authorities to ignore you. D20+CHA+Persuasive.

16+3+2.

Success. The authorities decide to leave you alone and move on.

Pickpocket attempt on one of the authorities. D4=2. 2 credits. Thanks for the hassle.

Poli 03-16-2023 10:54 AM

Mar 16:

Travelling to the Vepirus system by ship alone would take a long time. Warp gates provide faster travel at a modest price. However, there's a flaw in the system. There are ways to trick the scanners into thinking you've prepaid.

A) Emulate the signal of a paid ship. D20+WIS+Engineering
or
B) Hack the warp gate computers. D20+INT+Computers.

Poli 03-16-2023 10:56 AM

B) Hack the warp gate computers. D20+INT+Computers.

This was chosen because INT=0 vs WIS = -1.

9.

You hack into the computers of the warp gate system but are kicked out before you lower the fare to 0. You wind up with a decent discount, though, and pay just 3 credits.

Poli 03-20-2023 05:02 PM

Mar 17:

You break out of travel and arrive at the Vepirus system. Communication systems on the Karnack begin receiving a distress beacon from a derelict ship. The beacon is broadcasting the location somewhere in the location somewhere within the nearby asteroid belt.

1) Search the signal for details of the source. D20+INT+Computers.

2) Search for the source of the distress beacon. D20+WIS+Survivalist

Poli 03-20-2023 05:06 PM

1) Search the signal for details of the source. D20+INT+Computers.

19.

Success. You parse through the signal and analyze the timing of the broadcasts. This helps you get a better accuracy reading on where the ship could be. Gain +2 bonus the next roll.


2) Search for the source of the distress beacon. D20+WIS+Survivalist

11-1+2.

It takes a while to search and scan the belt before you finally find the ship. You consume 2 meal rations.

Poli 03-21-2023 10:29 AM

Mar 18/19:

You find the derelict ship nestled in a crevice of an asteroid. There's no response from your attempts to contact anyone on board. To get to it, you will need to make a careful landing on the asteroid.

1A) Safely land on the asteroid. D20+DEX+Piloting.
or
1B) Safely land on the asteroid. D20+WIS+Piloting.

2) Enter the ship. D20+DEX+Danger Sense.

Poli 03-21-2023 10:40 AM

You can make out the reading of the name of the ship. It's The Argyle. The damage on the ship indicates it may have been in a battle before crashing. There are blast markings on the exterior and there is a hole blown out of the side of the bridge.

1A) Safely land on the asteroid. D20+DEX+Piloting.

8+4+2.

With no flat areas to land easily, you try to land at an angle but hit a bulbous part of the asteroid. The ship takes 1 point of damage to the crew quarters.

The Argyle is in a precarious position and not settled well on the asteroid. It could move as you explore inside. There are also broken part and exposed wiring everywhere.

2) Enter the ship. D20+DEX+Danger Sense.

8+4.

While climbing through the hole in the top of the hull, you cut yourself on a sharp edge. Lose 1 HP.

Sunday lottery: d6= 6. Gain 4 credits.

Poli 03-21-2023 11:01 AM

Mar 20:

You entered through the hole in the bridge. None of the systems are operational, but some emergency lights are on. There appears to be no sign of life thus far.

From the bridge, you will explore the six different areas of The Argyle.

I wish I could share pictures.

The bridge appears to be Room 1 and is in the far northwest corner of the map, but we appear to be starting near the aft end of the ship. Room 3 is to the southwest. We'll go there first, likely a medical bay or cargo room. Back through to the starting point and to the southeast to Room 6, what appears to be an engine room. From there back to the starting point and northeast to room 4, which looks like Room 3. Back to the starting point, we'll head northwest to Rooms 5, 2, and 1, in that order. 5 appears to be some sort of locker room or bathroom. 2 is the hallway in between four rooms that may be crew quarters. 1 being the bridge.

I have to say I'm confused why we're not starting there, considering the bridge is where we entered...but perhaps we wandered down to the aft end before ramping up the search.

Poli 03-21-2023 12:13 PM

Room 3:

A strange darkness washes over you when you open the door to the cargo hold. An invisible force pulls at you and makes it hard to leave. D20+CON+Arcane Adept.

18-1.

Success. The force pulling at your body as you try to leave the room is a mini gravity well caused by something magical. You use physics to orbit around the center and fling your body back out of the room.

Room 6:

In the engine room, you find a common ship rodent. Somehow it survived the crash. It appears angry and hostile. D20+WIS+Animal Tamer.

3-1+4.

Failure. The rodent bites you and runs to hide in the rubble. Lose 1HP.

Room 4:

The crates and other cargo in the room are floating around in zero gravity. Avoid debris as these heavy items could collide with you and crush you. D20+DEX+Danger Sense.

20+4.

Success. You dodge out of the way of all the floating hazards as you exit the room.

Room 5:

The door to get into this room is locked. Choose a way to get in.
A) D20+DEX+Locksmith (chosen)
B) D20+STR
C) D20+INT+Computers.

9+4. Failure. You are not able to get past the door and move on.

Room 2:

There are several dead bodies in the hallway. D20+INT+Investigator.

12.

They appear to have been in a gunfight. You find 3 credits on their bodies.

Room 1:

You have entered the bridge.

Poli 03-21-2023 02:56 PM

Mar 21:

On the bridge, you find a ship bot that is disabled and shut down. If you can get it operational, you will have another crew member.

SD-247
+1 Integrity
+2 Computers

This seems like a big deal.

1) Fix the ship bot. D20+WIS+Engineering
2) Reboot the bot's computer systems. D20+INT+Computers

Poli 03-21-2023 03:01 PM

1) Fix the ship bot. D20+WIS+Engineering

9-1.

You are able to fix the bot enough to try and reboot it's computer systems.

2) Reboot the bot's computer systems. D20+INT+Computers

20.

Success. The ship bot reboots successfully. "Hello, I am SD-247. How may I be of service?" You now have a new crew member to assign to a compartment of the Karnack.

Poli 03-21-2023 03:02 PM

Big deal IMO. SD was the mini story throughout last year that was shared during the Kickstarter campaign.

Poli 03-21-2023 03:41 PM

SD-247 will go into the bridge of the Karnack.

Poli 03-22-2023 08:45 AM

Mar 22:

You find a locked container nestled away and partially hidden under a computer terminal. It is heavy and difficult to move. It is sure to hold something nice. You just need to get it opn.

A) If you have the "Yellow Key Card" (we don't, it turns out it was behind that locked door), it unlocks this container.
B) Pick the lock. D20+DEX+Locksmith
C) Smash the lock. Roll Damage.

Poli 03-22-2023 08:46 AM

B) Pick the lock. D20+DEX+Locksmith

18+4.

Success. The lock clicks open and the container opens with a hiss. Nicely done. The loot inside will be revealed tomorrow.

Poli 03-23-2023 04:17 PM

Mar 23:

Pick one item to equip.

Photon Comms link. COMMS. 1 INT, 2 HP
Photon Gloves. GLOVES. 1 INT, 1 DMG
Photon Shield. SHIELD. 1 INT, 1 DEF

We'll take the gloves.

Poli 03-24-2023 12:53 PM

Mar 24:

You get a communication from the bridge of the Karnack. "This is the captain. Head back to the ship at once. We are getting readings of some approaching ships. They likely got the distress call as well. They could be raiders. We need to evacuate now."

1) Get back to the ship. D20+CON+Athlete.

2) Prepare your station quickly. D20+WIS.

Poli 03-24-2023 12:58 PM

1) Get back to the ship. D20+CON+Athlete.

Racing back to the Karnack quickly but safely is a tough challenge against your stamina. You race out of the obstacle course that is the damaged Argyle ship. You then move quickly across the rocky asteroid, vaulting over obstacles and unsure footing. This tests your ability and stamina.

9-1+2.

You make it out of the ship safely, but your stamina begins to waver as you move across the difficult terrain of the asteroid. You lose your footing and are injured. Lose 1HP. Naylee takes off in the ship just as you board.

2) Prepare your station quickly. D20+WIS.

20-1.

Success. You make it to the bridge and position yourself at your terminal quickly. You are ready to take over the controls without a moment of hesitation. Gain an extra 10 bonus to your Aim and Evasion for tomorrow's ship combat.

Poli 03-27-2023 04:35 PM

Mar 25/26:

You take off from the asteroid as a small fleet of ships arrive and begin barraging the Karnack with missiles, laser blasts, and gunfire.

4 ships. Roll for each:
D100+Aim.
D100+Evasion.

Poli 03-27-2023 04:40 PM

Ship 1:
Aim needed: 60. 85+15+10. Hit. No damage taken.

Ship 2:
Aim needed: 70. 56+15+10. Hit. No damage taken.

Ship 3:
Aim needed: 50. 77+15+10. Hit. No damage taken.

Ship 4:
Aim needed: 80. 11+15+10. Miss.
Evasion needed: 35. 1+10+10. Barrel Roll ability attempted. D20= 11. Not enough.The ship takes 3 damage. Hits to the engines, cargo, and labs are recorded.

Collect 3 credits.

Sunday Lottery: D6=1. -2 credits.

Poli 03-27-2023 04:43 PM

Mar 27:

You continue to take shots from the raider ships as you weave in and out of the asteroid belt. In an impressively dangerous maneuver, another ship attaches itself to the Karnack's docking port in mid flight. They are locked out for now but may get through in any minute. You focus on the immediate threat of the other ships.

4 ships. Roll for each:
D100+Aim.
D100+Evasion.

Poli 03-27-2023 04:51 PM

Ship 1:
Aim needed: 55. 38+15. Miss.
Evasion needed: 60. 76+10. 1 point of damage taken to crew quarters.

Ship 2:
Aim needed: 60. 27+15. Miss.
Evasion needed: 50. 85+10. 1 point of damage taken to labs.

Ship 3:
Aim needed: 60. 86+15. Hit. No damage taken.

Ship 4:
Aim needed: 60. 45+15. Hit. No damage taken.

Collect 2 credits.

Any remaining ships disengage to loot the Argyle.

Alarms go off as a breach in the docking port is registered. The raiders in the ship that attacked themselves to the Karnack have gotten through. Naylee takes over as you leave the bridge to take care of them.

Poli 03-28-2023 07:56 AM

Mar 28:

You head to the main docking port to eliminate the raiders. You're stopped on the middeck as a plasma blast flies past your head. They were quick to try and storm the bridge. You duck behind a doorway. They're armed with disruptor rifles that can mess with your equipment.

Two raiders. Roll for each:

D20+ATK, Damage, D20+CHA.

Poli 03-28-2023 08:00 AM

Raider 1:

Attack needed: 14. 8+5. Miss. The raider fires his pistol and hits. -1HP.
Charisma needed: 10. 20+3. You avoided MALFUNCTION.

Raider 2:
Attack needed: 14. 8+5. Miss (again!). The raider fires his rifle and hit. -2HP.
Charisma needed: 10. 5+3. You are experiencing a MALFUNCTION.

MALFUNCTION: When asked to roll for a hero trait (a base trait), make this roll twice and take the lower of the two rolls. This condition can be cleared with a repair kit.

We have one. We will use it.


The raiders, having hit you twice but not successfully stopping you, flee.

Poli 03-29-2023 10:37 AM

Mar 29:

The Karnack Mid-Deck

Proceed with caution to sweep the Karnack mid-deck and eliminate the raiders.

The map shows the mid-deck. I'm in what appears to be a corridor on the starboard side and near the front of the ship. Going forward won't do much for me. Room 1 is there, though. We'll knock it out before heading aft. Room 3 is the next sport on the list. It appears to be crew quarters.

From there we'll go to room 4. Not sure what that is...showers or something? From there, room 2 appears to be an atrium space between rooms 5 and 6. 5 is port side and looks like a lounge. 6 is almost certainly a conference room.

We'll clear it by going 1, 3, 4, 2, 5, and then 6.

Poli 03-29-2023 01:50 PM

Room 1:

There's no point in returning to the bridge...it's been sealed off (Why is this an option to explore then?).

Room 3:

You sweep through the crew quarters to make sure that no one but your passengers and crew are here. There are no imposters lurking, but the crew and passengers seem scared. D20+CHA.

17+3.

Success. You calm them down and tell them to lock the door. You're given 1 credit.

Room 4:

You enter the exercise room and find a strange creature here. The raiders must have let loose a trained attack animal. It must have come here due to the odor and pheromones from anyone exercising in here. Calm the creature. D20+WIS+Animal Trainer.

13-1+4.

Success. You calm it down and leave the room. You can deal with this later.

Room 2:

You have found the elevator to the other decks of the Karnack. This turns out to be the last place that needs to be visited. I'm to return here after checking rooms 5 and 6.

Room 5:

You enter the rec room and find one of the raiders inside ready to fire at you. D20+ATK, Damage.

Attack needed: 15. 4+5. Missed.
The raider hits you with an electric swod. -2HP.
The raider escapes as you recover.

Room 6:

You enter the conference room and a blast from a disruptor trap rips through the room. D20+CON+Danger Sense.

17-1.

Success. You dodge out of the way of the blast and take no damage.


You return to room 2, the elevator.

Poli 03-30-2023 10:40 AM

Mar 30:

Upper and Lower Decks

After sweeping the mid-deck, you can proceed to the upper and lower decks to clear them. The elevator can be taken between the floors.

The pictures is split in two...Rooms 3 and 5 are on one floor to the left. 1, 2, and 4 on the other floor to the right. As near as can figure, the left is the upper deck, the right is the lower deck.

We will go lower deck and then upper deck. 2 is to the south. We'll hit that first. We'll then go 4 to the north. 1 is to the west and looks to be a large storage space. To be honest, not sure what rooms 1 and 2 are. Mechanical spaces?

On the upper, we'll be right beside 5, which looks like the engineering central. We'll hit that first before what's likely the engine room in 3.

Poli 03-30-2023 11:24 AM

Room 2:

You enter the labs (labs, forgot that I could probably use the Karnack sections for this) and a blast from a magical trap lights up the room. A telepathic energy begins to work its way into your mind. It feels like a worm digging through your body. D20+CON+Danger Sense+Arcane Adept.

2-1.

Failure. The painful telepathic worm deals damage to you. -2HP.

Room 4:

You enter the machine shop and find a large brute of a raider charging you. It grabs you and tries to take you to the ground to subdue you. D20+STR+Athlete.

11-2+2.

Failure. The brute throws you around the room. You slam into various equipment. -1HP. You finally get to your feet and deliver a killing blow.

Room 1:

You enter the cargo hold and see the breach in the docking port. There appear to be no raiders here, but you will need to search the hold thoroughly to make sure. D20+INT+Investigator.

14+1.

Success. You find a raider hiding in the shadows and take it out before it gets the drop on you.

Room 5:

I'm told to return here after visiting room 3.

Room 3:

Within the engine room, you find a drone roaming around and scanning the voidspark engine and it's systems. It's likely relaying that information to a group of raiders. Try to disable it. D20+INT+Engineering.

7+1.

You wrestle the drone down and break it apart. You're able to salvage some parts. Gain 3 credits.

Room 5:

You have cornered a group of raiders in the secondary bridge of the Karnack. The bridge is used to control the Karnack when the Fang is deployed. You try to sneak up on them to surprise them. D20+DEX+Stealthy.

2+4. The raiders spot you as you come in.

Poli 03-30-2023 11:28 AM

Down to 6HP, we'll use a med kit here between the calendar pages. 2d4 = 7.

Up to 13 HP again. Down to 2 Med Kits.

Poli 03-31-2023 02:09 PM

Mar 31:

You launch an attack on the raiders in the secondary control room before they can take over the Karnack.

Four raiders. Roll for each: D20+ATK, Damage, D20+CHA.

Poli 03-31-2023 02:18 PM

Raider 1:

Attack needed: 15. 10+5. Hit.
Damage needed: 5. 1+2. Snipe (D4) 2. The raider dies.

Raider 2:

Attack needed: 14. 20+5. Hit.
Damage needed: 6. 8+2. The raider dies.

Raider 3:

Attack needed: 14. 5+5. Miss.
The raider hits you with an arc repeator. -1HP.
CHA needed: 11. 19+3. No malfunction.

Raider 4:

Attack needed: 14. 6+5. Miss.
The raider hits you with a large disruptor war hammer. -3HP.
CHA needed: 11. 2+3. You have a MALFUNCTION.

2 credits for the two raiders that died. The others flee.

The malfunction remains. I only had one repair kit.

Poli 04-03-2023 01:13 PM

Apr 1/2:

With the raiders gone, the Fang redocks with the Karnack and you check on the passengers to make sure they are safe and unharmed.

1) Check on the passengers.
2) Speak to the scientists.

There's also a pickpocket opportunity on the scientist in the picture.

Poli 04-03-2023 01:22 PM

1) Check on the passengers.

None of the passengers were harmed but they're not happy with the amount of danger you've put them in. They're asking for their credits back.

A) Talk them out of it. D20+CHA+Persuasive
or
B) Refuse to give them a refund. D20+STR+Intimidating.

Given our +3CHA, A seems like the move here.

3+3-1 (malfunction). This didn't work out. You provide a partial refund that calms them down and makes them feel better. -4 credits.

2) Speak to the scientists.

The scientists are ready for you to take them to their intended destinations.

"Excuse us for not introducing ourselves earlier. I'm Doctor Latimer and this is Doctor Serphent. We need you to take us to the city of Eminara on the planet of Thonx. We are headed there to find an old friend of ours. We may not be there long, so we'd appreciate if you stayed behind in case we needed a ride back."

Pickpocket attempt: 3 credits off Doctor Serphent it would appear.

Sunday lottery: 2. Lose 1 credit.

Loss of 2 on the day.

Poli 04-03-2023 01:30 PM

Apr 3:

Level Up. Congratulations. You've gained enough experience to increase your hero's level.

We will distribute two points to our attributes. We are going to play to our strengths. 1 to DEX, 1 to CHA.

We gain 5 HP overall, 1 DEF, 1 ATK, Damage is now 2D6.

New abilities: Persuasive +2 to persuade and convince.
Double shot, once per page: Add d4 to a single attack roll.

We take this time to do needed ship repairs to the crew quarters and labs. Both are back to normal health. We still have a little damage elsewhere.

Poli 04-07-2023 10:47 AM

Apr 4:

Captain wants us to head to Thorix.

A) Fly with manual controls. D20+DEX+Piloting
or
B) Rely on a charted course. D20+WIS+Piloting.

Poli 04-07-2023 01:08 PM

A) Fly with manual controls. D20+DEX+Piloting

3+5+2.

You navigate a sensible path to your destination and get there in average time. You consume two meal rations. Your path brings you in the vicinity of a raider looking to attack. It flies in to fire upon you.

Raider 1:
Aim needed: 45. 73+15. Your shot hits and you take no damage.

You're unable to salvage anything from the raider after the attack.

Poli 04-07-2023 01:10 PM

Apr 5:

The planet Thorix is unexpectedly covered in defensive platforms. These must have been activated after the war. This might spell bad things for the political climate on the planet.

Four platforms. D100+Aim, D100+Evasion for each.

Poli 04-07-2023 01:42 PM

Platform 1:

Aim needed: 75. 42+15. Missed.
Evasion needed: 40. 58+10. Your ship takes 1 damage. Labs take damage.

Platform 2:
Aim needed: 50. 41+15. Hit. You take no damage.

Platform 3:
Aim needed: 60. 9+15. Miss.
Evasion needed: 65. 6+10. Your ship takes 2 damage. The Bridge and Labs are hit.

Platform 4:
Aim needed: 65. 58+15. Hit. You take no damage.

2 credits collected.

Poli 04-07-2023 01:44 PM

Apr 6:

City: Eminara
Planet: Thorix

The scientists ask you to land in the main city of Eminara. You have a chance to explore, but they may need your help locating their friend.

Explore the city.

Poli 04-07-2023 04:07 PM

Molly's Military Supply

Molly seems to be a kooky old alien that loves company. She won't let you leave without telling a long story.

Combat Tonic, D4 to all attack rolls on a page. 8 credits.
Solar Grenade, D4 damage to all damage rolls on a page. 8 credits.
Shield Battery, 2 defense for the page. 8 credits.

We'll pass on these.

First Church of the endless Horizon

This beacon of hope in a city of filth is a clean place to safely get some food and care.

Med kit, 5 credits.

Meal Rations, 1 credit.

We'll take 1 Med Kit and 4 rations. -9 credits.

The Bloated Blackhole

This seedy and dirty inn is the best you will find. You'll have the option of spending 3 credits to take a Rest. Rest will be taken.

Roxey's Robo Repair

Roxey seems preoccupied with repairing an old mech, but she's happy to sell you parts you may need.

Ship Parts, 5 credits.
Repair Kits, 6 credits.

Spending the credits here. We've occurred 5 damage across the ship and will spend 25 credits to clean that up. We'll spend another 15 for spare parts.

Repair Kits? Yes. Two of those. -12 credits.

This will take us down to 6 credits.

Poli 04-07-2023 04:17 PM

Apr 7:

You haven't heard from Dr. Latimer or Dr. Serphent yet. You find a way to pass the time by helping out the people in this city and making some credits. THIS IS MUCH NEEDED. SUPER BROKE.

You may take on all the jobs. That's happening.

Deliver Messages
D20+CON+Animal Tamer

Take Out Security Platforms
D20+INT+Engineering+Computers

Bounty Hunter
D20+STR+Arcane Adept

Poli 04-07-2023 04:24 PM

Deliver Messages
D20+CON+Animal Tamer

A local parcel and letter delivery company is hiring daily messengers. Carriers aren't permitted to fly or ride air bikes through the city, so the company provides an oncowl, a mounted riding animal. However, they're not always friendly with new riders.

3-1+4.

You deliver a few packages before growing tired and hot. Gain 2 credits.

Take Out Security Platforms
D20+INT+Engineering+Computers

The security platforms orbiting the planet, which you encountered as you arrived, are limiting trade and economy on the planet. A council of local government officials are requesting anyone with the skill to help disable them.

20+1+2.

You find a way to access the turrets on the platforms. You give the officials a way to turn them on and off, which is better than just disabling them. The council thanks you and pays 7 credits.

Bounty Hunter
D20+STR+Arcane Adept

No bounty hunters in the city are brave enough to bring in the deadly Mombu Dreadus, a criminal that has come across a magical amulet that grants him endless endurance and strength. He doesn't hide. He laughs at the thought of having a bounty on him that can't be collected.

11-2. You confront Mombu and he defeats you in a humiliating way. -2HP.

Poli 04-13-2023 01:31 PM

With Easter and a work trip, I've been out for a bit. Let's roll some dice.

Poli 04-13-2023 01:34 PM

Apr 8/9:

Dr. Latimer has found a scrapyard far outside of the city where their friend has likely taken up residence. They're willing to pay you to escort them.

A) Travel directly across the chasm. D20+WIS+Survivalist.
or
B) Travel around the chasm. D20+WIS+Survivalist.

Poli 04-13-2023 01:38 PM

I don't see the benefit to either, even with the picture in front of me.

We'll go:

B) Travel around the chasm. D20+WIS+Survivalist.

14-1.

You follow the main path for your journey. You spot a potential thug wandering the road and take a detour to avoid him. You must consume 2 meal rations. There was one you didn't spot that tries to ambush you. D20+ATK, Damage.

Attack needed: 13. 8+6. Hit.
Damage needed: 7. 9+2. The thug dies.

Sunday lottery = 4. Gain 2 credits.

Poli 04-13-2023 01:57 PM

Apr 10:

Upon arriving at the scrap yard, you're greeted by a modest human woman. She appears to be a bit apprehensive at first until she sees the scientists emerge from the ship. She runs to greet them and embraces them in a hug.

1) Speak with the lady and the scientists. D20+CHA.
2) Explore the scrapyard. D20+INT+Investigator.

Poli 04-13-2023 02:03 PM

1) Speak with the lady and the scientists. D20+CHA.

"Oh, my. Is it really you? You look amazing! I can't even begin to express how truly shocked we are. I never could have imagined how far you've come and how well you could have...grown. How did you do it?? How did you get out?? There's so much to catch up on. Oh. Right. Sorry. Pardon our manners. We'd like to introduce you to the crew that brought us here. This is Andi, an old friend and colleague of ours."

Virtue is currently 6, we gain 2 to the roll.
20+4+2.

"Nice to meet you. I used to work with Dr. Latimer and Dr. Serphent at a lab. We have a lot to talk about. I see you're piloting a Voidspark class ship. We might have some parts around the yard here for you. You're welcome to explore and find anything that might be useful. Check out the back section for parts for the Karnack. Gain a +3 bonus to explore the scrapyard.

2) Explore the scrapyard. D20+INT+Investigator.

10+1+3.

You find some nice parts among the scrap that will make good ship upgrades. You'll have a chance to buy them on the next page. You also find 5 credits.

Poli 04-13-2023 02:07 PM

Apr 11:

"I see you were able to find some parts for your ship. I'm happy to sell them. I could use a favor too. I would be willing to give you a discount if you can do something for me.:

1) Hear her offer.

2) Purchase any ship upgrades you can afford.

The three items we found are each worth 20 credits. We currently have 20. I don't mind buying one, but that's likely all we can afford.

The items available are Greenhouse for Labs, +5 evasion. Regen pod for crew quarters, +5 Aim. Escape pod for Cargo, +1 integrity.

I think Aim is more important than anything. A good hit means we don't have to evade or take damage.

Poli 04-13-2023 02:12 PM

1) Hear her offer.

"There's still so much that the doctors and I would like to discuss. I'd like to have everyone over for a meal. However, there seems to be a problem with the water. I suspect some Craaslaens have nested by our water reclaimer again. It happens from time to time. I can't blame them for enjoying the moisture and the shade, but it causes problems. Take my son, Maddox, with you. He can show you where the system is. He's a natural with tools and can fix it. I can pay you 10 credits and reimburse you for any parts you may need to buy.

Add 10 credits.

2) Purchase any ship upgrades you can afford.

We'll take the Regen Pod.

There's a pickpocket chance here. D4=1. Gain 1 credit.

Poli 04-13-2023 02:18 PM

Apr 12:

Maddox takes you for a long walk to the water reclamation system that is further out on the property. He's a joyful, clever kid, talking about his life on the planet and the scrapyard. When you come to the water system, you find it overrun by the Craaslen lizards.

1A) Scare off the lizards. D20+STR+Intimidating+Animal Tamer.
or
1B) Lure the lizards away. D20+CHA+Animal Tamer.

2) Fix the water system. D20+WIS+Engineering.

Poli 04-13-2023 02:22 PM

1B) Lure the lizards away. D20+CHA+Animal Tamer.

9+4+4.

Success. You dangle part of a ration in view of the lizards. They take the bait and run away from the water system with their easy meal.

2) Fix the water system. D20+WIS+Engineering.

16-1.

Success. You quickly spot the problem. The lizards chewed through the water filter which caused a buildup of sediment around the internal fan of the motor. Both need to be replaced. Maddox tells you, "We probably have a motor in the yard that can fix it, but we don't have a clean filter. We'll need to go into town for that."

Gain 3 credits for fixing the problem quickly.

Poli 04-13-2023 02:29 PM

Apr 13:

You and Maddox turn to head back to the yard. A large Craaslaen Queen lizard now blocks your path. She's angry you disturbed her nest and babies.

There's special instructions here for combat.

I will continue to repeat the combat round until enough damage has been dealt to the queen.

I will also roll for attack damage for the queen against me.

Poli 04-13-2023 02:31 PM

Attack needed to hit the queen: 15.
Total Damage needed: 25.

The queen will need a D20 roll equal to or higher than my defense of 16.
If the queen hits, I will lose D4 HP.

Poli 04-13-2023 02:38 PM

Attack roll on queen: 12+6. Hit.
Damage dealt: . 7+2+1 for Snipe roll. Queen HP remaining: 15.

Queen rolls: 6.

Attack roll on queen: 1+6. Miss.

Queen rolls: 6.

Attack roll on queen: 15+5. Hit.
Damage dealt: 6. 4+2. Queen HP remaining: 9.

Queen rolls: 11.

Attack roll on queen: 2+6. Miss.

Queen rolls: 9.

Attack roll on queen: 11+6. Hit.
Damage dealt: 12. 10+2. The queen is defeated. Gain 4 credits.

Poli 04-19-2023 04:02 PM

Apr 14:

You take Maddox and some of the crew back into town aboard the Fang while the scientists stay at the scrapyard with Andi. After parking at a port and stopping at the Rusty Wrench for some filters, you meander through town to round up the crew to head back. You notice everyone is looking up at a large fleet of ships entering the vicinity and landing throughout the city.

1) Do you recognize the ships? D20+INT+Student

2A) Warn the people to get to safety. D20+STR+Intimidating
or
2B) Lie. Tell people to calm down and assure they are safe. D20+CHA+Persuasive.

Poli 04-19-2023 04:06 PM

1) Do you recognize the ships? D20+INT+Student

7+1.

The ships are not familiar. None of them appear to be similar to each other. It's possible that they're pirates or raiders. They wouldn't be of serious harm to a city like this. They might cause some trouble and and some people could get hurt.

2A) Warn the people to get to safety. D20+STR+Intimidating

Lying seems like a bad move for virtue. We'll struggle through this one most likely.

18-2.

Hey, maybe not.

Warning people might cause commotion and panic, but it could save lives. Gain 1 Virtue.

Success. The people begin to realize there is a danger present and start moving quickly to their homes.

Poli 04-19-2023 04:08 PM

Apr 15/16:

From the ships that hover above the city, Stitchers begin to rappel down and descend to the streets. Everyone flees in fear. The Stitchers begin attacking mercilessly and taking helpless people. Several are coming for you and Maddox.

Roll for each: D20+WIS, D20+ATK, Damage

3 Stitchers.


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