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Stitcher 1:
Wisdom needed: 9. 11-1. Attack needed: 13. 11+6. Hit. Damage needed: 7. 7+2. The Stitcher dies. Stitcher 2: Wisdom needed: 20. 2-1. You're Frightened. Roll attack twice. Take the lower of the two values. Attack needed: 12. 11+6 (other roll was 17). Hit. Damage needed: 9. 7+2. The Stitcher dies. Stitcher 3: Wisdom needed: 8. 2-1. You're Frightened. Roll attack twice. Take the lower of the two values. Attack needed: 13. 2+6. (15 was the other roll). Miss. The Stitcher hits you with a blaster. -1HP. The final Stitcher leaves for an easier target. Gain 2 credits. Sunday Lottery = 2. Lose 1 credit. |
Apr 17:
A Stitcher grabs Maddox and takes off with him. Others swarm on top of you to prevent you from getting to him. Roll for each: D20+WIS, D20+ATK, Damage 3 Stitchers. |
Stitcher 1:
Wisdom needed: 8. 20-1. Attack needed: 13. 2+6. Miss. The Stitcher tries to strangle you. Lose 1HP. Stitcher 2: Wisdom needed: 10. 19-1. Attack needed: 12. 9+6. Hit. Damage needed: 8. 9+2. The Stitcher dies. Stitcher 3: Wisdom needed: 9. 7-1. You are frightened. Roll attack twice. Take the lesser of the two rolls. Attack needed: 13. (11) 7+6. Hit. Damage needed: 7. 9+2. The Stitcher dies. The first Stitcher moves on to an easier target. Gain 2 credits. |
Apr 18:
The city is under attack. The Stitchers are rounding up citizens to take away for harvesting. Their ships fly overhead...shooting and destroying buildings. One of the Stitchers took Maddox. Navigate through the city. There are 4 areas to search. |
Area 1:
As you dart past an alley, you hear a woman screaming. You look and find a Stitcher trying to abduct her. Do you help her? Yes. Gain 1 virtue. D20+ATK, Damage. Attack needed: 14. 3+6. Miss. The Stitcher punches you. Lose 1 HP. It leaves the woman and escapes. Area 2: A ship hovers over this street, shooting down people as they flee. D20+DEX+Stealthy. 9+5. You're briefly spotted but disappear from view. Shots ring out in your direction. Lose 1 HP. Area 3: A municipal building begins to buckle under the blast of one of the ships. The building will fall on top of you if you can't move quickly. D20+CON+Athlete+Danger Sense. 11-1+2. You get out of the way but debris still manages to find you. Lose 1 HP. Area 4: You've found Maddox with other citizens that the Stitchers took. They're loading them on to a ship. There's no time to waste. Decide on your approach. A) Sneak up and attack. D20+DEX+Stealthy or B) Intimidate the Stitchers. D20+STR+Intimidating. We'll go A. 12+5. Gain +2 to damage rolls on the next day. |
Apr 19:
Now is your chance to save Maddox and a few others from getting abducted. You just need to take out the Stitchers. Same as before. 3 Stitchers. D20+WIS, D20+ATK, Damage. |
Stitcher 1:
Wisdom needed: 8. 13-1. Attack needed: 13. 16+6. Hit. Damage needed: 7. 3+2+2. The Stitcher dies. Stitcher 2: Wisdom needed: 9. 12-1. Attack needed: 12. 6+6. Hit. Damage needed: 9. 9+2+2. The Stitcher dies. Stitcher 3: Wisdom needed: 10. 17-1. Attack needed: 12. 1+6. Miss. It cuts you with a sharp blade. -1 HP. It scrambles away for help. Gain 2 credits. |
Apr 20:
You make it back to the Fang with Maddox and find the other crew members holding off the Stitchers while waiting for you. Maddox and the crew are concerned for Andi, the scientists, and the rest of the crew still at the scrapyard. A) Fly through the city and shoot down Stitcher ships. or B) Fly along the outskirts of the city to avoid the Stitchers. D20+WIS+Survivalist+Piloting. |
A) Fly through the city and shoot down Stitcher ships.
Gain 1 Virtue Point. You shoot at some of the ships as you fly by. You save a couple of lives for every ship destroyed. Some fire back. Ship 1: Aim needed: 70. 19+20. Missed. Evasion needed: 50. 93+10. Ship takes 1 damage to Crew Quarters. Ship 2: Aim needed: 60. 51+20. Hit. Gain 1 credit. |
Apr 21:
On your approach, you see a large ship has landed at the scrapyard. It's an older Zorian Empire vessel. You exit the Karnack and find a group of Zorian officers have taken Andi hostage. A commanding officer orders the others to fire at you. 1. Do you recognize the officers? D20+INT+Student. 2. Engage in combat. Roll for each enemy. 3 enemies total. D20+ATK, Damage. |
1. Do you recognize the officers? D20+INT+Student.
8+1. Their uniforms indicate they're high ranking officers of the Zorian Empire. You recognize the purple one as the famous Admiral Ankoor. He was the emperor's second in command and leader of the empire's armies. 2. Engage in combat. Zorian 1: Attack needed: 13. 18+6. Hit. Damage needed: 8. 6+2. The Zorian soldier dies. Zorian 2: Attack needed: 13. 16+6. Hit. Damage needed: 9. 11+2. The Zorian soldier dies. Zorian 3: Attack needed: 14. 4+6. Miss. He hits you with blaster fire. Lose 1HP. Gain 2 credits. |
Apr 22/23:
The Zorian soldiers continue to take the offensive and fire upon you as they load up Andi as a prisoner. Their aggressive attack pins you down. You struggle to return fire. 3 soldiers. Roll for each: D20+DEX, D20+ATK, Damage |
Soldier 1:
DEX needed: 8. If less than needed value, you are RESTRAINED and unable to attack. 12+5. Attack needed: 14. 4+6. Miss. It throws a solar grenade at your position. -1 HP. Soldier 2: DEX needed: 8. 9+5. Attack needed: 13. 17+6. Hit. Damage needed: 8+2. The soldier dies. Soldier 3: DEX needed: 8. 18+5. Attack needed: 12. 3+6. Miss. It charges at you with a sonic hammer. -1 HP. The remaining soldiers board the ship with Andi and take off. 1 credit. Sunday lottery = 5. Gain 3 credits. |
Apr 24:
The Zorian ship ignites its engines and begins to take flight. While on the ground, you might have a slim chance to shoot out an engine and slow the ship down. But you will have less time to get back to the Fang and begin your pursuit. 1) Optional. Take a moment to shoot at the Zorian engines. D20+ATK. 2) Take off quickly to pursue the Zorian ship. D20+WIS+Piloting. |
1) Optional. Take a moment to shoot at the Zorian engines. D20+ATK.
I don't know why, but I'm willing to gamble here. 10+6. Success! You make the perfect shot at the engine. Something blows and it sputters out briefly. Any good engineer can redirect the thrust, so this won't permanently disable them, but it will slow them down. Gain +4 bonus to the next roll. 2) Take off quickly to pursue the Zorian ship. D20+WIS+Piloting. 20 (boom)=1+2+4. Success! You get the crew organized and they resume their positions quickly. You waste no time taking off and chasing down the enemy ship. You'll be close behind them and have a better shot at catching up to them. Gain +10 Aim to fire upon the ship the next day. |
Apr 25:
You zoom across the planet of Thorix while the Zorian ship weaves in and out of range along the outskirts of the city of Eminara. They turn their rear cannons to target your ship and fire on the Fang as they flee. Roll for each round: d100+Aim, d100+Evasion. 4 rounds. |
Round 1:
Aim needed: 55. 20+10+18. Missed. Evasion needed: 65. 20+2. Failed to evade. The ship takes 2 damage. Damage taken to Weapons and the Bridge. Round 2: Aim needed: 65. 20+10+42. Hit. Round 3: Aim needed: 45. 20+10+95. Hit. Round 4: Aim needed: 75. 20+10+58. Hit. The shots I landed didn't seem to do much damage as the ship continues to flee. Gain 3 credits. |
Apr 26:
The Zorian ship pitches upward and diverts full power to its boosters in preparation to leave the planet. You push onward in hopes of stopping its escape before it breaks the atmosphere. The Fang alone doesn't have the voidspark engine necessary to achieve the faster than light travel. Roll for each round: d100+Aim, d100+Evasion. 4 rounds. |
Round 1:
Aim needed: 60. 88+20. Hit. Round 2: Aim needed: 55. 85+20. Hit. Round 3: Aim needed: 65. 20+20. Miss. Evasion needed: 65. 11+20. Failed to evade. 3 damage. Weapons takes 2 hits, Cargo 1. Weapons is 60% damaged at this point. Round 4: Aim needed: 70. 53+20. Hit. The Zorian ship engages its FTL drive and disappears into space. You will be unable to follow. You must turn back to check on the crew you left at the scrapyard on the planet's surface. Gain 3 credits. |
Apr 27:
You land back at the scrapyard and must face the crew as you inform them of your failure to rescue Andi. 1) Endure the fatigue sa you debrief on the events that happened. D20+CON. 2) Console and comfort Maddox. D20+CHA. 3) Search for ship parts to repair the Karnack and Fang. D20+INT, Investigator. |
1) Endure the fatigue sa you debrief on the events that happened. D20+CON.
You're exhausted and tired from the preceding battles and stresses of the invasion and kidnapping. You've been through a lot and your body and mind need rest. 16-1. Success. You muster up the mental fortitude to move past the exhaustion and press on. Gain +2 on the remaining rolls of the day. 2) Console and comfort Maddox. D20+CHA. Virtue modifier: Virtue is 8. Gain +2 on this roll. 18+4+2+2. Success. Maddox agrees that things could have been worse. He's eager to help you in any way to help rescue his mother, including helping you repair the Karnack. Gain +3 to the next roll. 3) Search for ship parts to repair the Karnack and Fang. D20+INT, Investigator. You look through the wreckage of downed Stitcher ships and various areas of the scrapyard for spare parts. 5+1+2+3. You find 4 Ship Parts to repair the ship. |
We waste no time repairing the ship back to 100% status. We use 2 of our previous ship parts in stock and are left with 1.
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April 28:
After a rest in your room, Captain Cayliss asks to speak to you privately. She seems concerned about the latest events of the Stitcher attack and the encounter with the Zorian Empire. 1) Take a rest. 2) Listen to the captain. 3) Can the captain trust you? |
Rest taken, HP restored to 21.
"What I'm about to tell you must stay between us. I was running diagnostics on the ship and discovered a residual signal from an encoded communication that was sent after we arrived in the scrapyard. I'm unable to decode the entire message, but this signal had our coordinates attached. As a rule, I never allow our position to be broadcast unless it's a dire emergency requiring us to send out a distress beacon. Someone on the ship is responsible for this. It's possible that could have been a mistake and I hope that's the case. Otherwise, whomever sent this could be secretly working with the Zorian officers we encountered. I know it wasn't you. You were fixing the water reclamation system when this communication was sent. No one else can know about this until we uncover more. I need you to keep this between you and me. Can I trust you?" Yes. Gain 1 Virtue point. "We're the only two that know about this. Keep on the lookout for anything suspicious and report to me if you discover anything." |
Apr 29/Apr 30:
I stop in the city of Eminara before leaving the planet. The scene is grim. Smoke fills your nostrils. The crackle of fire and rumble of collapsing buildings can be heard alongside the screams of terror from those who survived. 1) Search for survivors. D20+WIS+Investigator+Survivalist 2) Look for salvageable loot. D20+INT+Investigator. |
1) Search for survivors. D20+WIS+Investigator+Survivalist
3-1. The scene is dismal as you dig through rubble, but to no avail. You hear screams but can't discern where they come from, and after spending a considerable amount of time searching, you are pretty sure you'll have to life with this trauma knowing you couldn't help. Note "Survivor Trauma" for the future. 2) Look for salvageable loot. D20+INT+Investigator. 13+1. You find several items that will fetch a fair price at the market as well as some loose credits. Gain 2 credits. Sunday Lottery: 4. Gain 2 credits. |
May 1:
Some citizens of Eminara, having been displaced from the Stitcher invasion, approach you with an offer. With no place to go, they'd like to offer their services in hopes of revenge. They could serve as valuable crew members with their skills. Hire any that you can afford. Detective: 25 credits. +1 Integrity +2 Investigator Telepath: 25 credits. +1 Integrity +2 Arcane Adept We'll hire the detective. |
We placed the detective into the Crew Quarters.
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May 2:
With no clear destination ahead, you approach Dr. Latimer and Dr. Serphent in hope of discovering more about why the Zorian Empire would have kidnapped Andi. A) Threaten the scientists for information. D20+STR+Intimidating. or B) Request vital information from the scientists. D20+CHA+Persuasive. |
B) Request vital information from the scientists. D20+CHA+Persuasive.
13+4. "Before the attack, we were chatting and catching up on everything that has happened since we last saw each other. It was good to see her living a normal life. We were finishing setting up a dinner for everyone when we heard alarms and an explosion. Dr. Serphent got knocked unconscious. There was smoke and blaster fire everywhere. I couldn't see what was going on. I just saw some Zorian soldiers take Andi. We worked with her in a Zorian lab many years ago. Andi was the subject of an unethical experiment that we were involved in. She was being held prisoner and we were lied to. When the lab was targeted by the Rebellion, I took the opportunity to help her escape. Not many people lived through that and until now, I wasn't sure she did either. She may still hold valuable secrets for the empire. I think we were all surprised there were remnants of the empire still around. The Zorian lab we were working in was destroyed, but there may be answers there. Maybe we should head there next." |
May 3:
Dr. Serphent says this lab is in the Thilmone system. We will head to Nyx Station and search from there. A) Fly with manual controls. D20+DEX+Piloting or B) Rely on a charted course. D20+WIS+Piloting. |
A) Fly with manual controls. D20+DEX+Piloting.
14+5+2. You navigate the Karnack precisely and pilot quickly to your destination. Your efficiency allows you to save on fuel. Gain 1 credit. You consume one ration. |
May 4:
A proximity sensor alerts you to a disturbance in the cargo hold. You head down with caution to check it out. 1) Quietly sneak through and investigate the cargo hold. D20+INT+Stealthy. 2) Open the suspicious container. D20+DEX+Locksmith. |
1) Quietly sneak through and investigate the cargo hold. D20+INT+Stealthy.
20+1. You move slowly and quietly. You hear a noise from a container on the port side. Whatever is in the room is not aware of your presence. 2) Open the suspicious container. D20+DEX+Locksmith. 19+5. You bypass the lock on the container and it opens quickly. 3) Deal with a stowaway. You're surprised to find Maddox has snuck onto the ship. "Don't throw me off the ship, please! They took my mom and I want to see that I get her back. My home was destroyed and I've got nowhere else to go. I can do chores and help find my mom." It's too late to take him back now. Decide what to do. Put him in the brig or Give him a bunk. The boy went through a lot and has no one to look after him. You can spare a cot and perhaps he can be useful. Gain 1 virtue. |
May 5:
Naylee flies the Karnack into the city and docks at the port. The plan is to be here long enough to gather some information, scout the area, and take some scans. Explore the city of Nyx Station. |
You make your way to the central atrium, which serves as sort of a shopping mall. Stores line the tall and open market tower, forming a sort of vertical shopping mall connected by a series of elevators.
Wandering the Atrium: You meander through the atrium while looking at the sights and people. Someone bumps into you and runs off quickly. Suspecting they stole from you, you chase. D20+CON+Athlete. 18-1+2. You catch up to them and get your 3 credits back. Marco's Medical Stop Kiosk: A medical kiosk that offers self diagnosis and treatment packages. Med Kits: 5 credits, Antidote 10 credites. We have 3 kits and 2 antidotes so we pass. Sidney's Supreme Supplements: A store displaying holographic pills and drugs draws your attention. They offer some quality wares. These are essentially potions that a D4 for a certain trait to a single page. I'll pass on this. Tardamay Plaza: Various market stalls host aliens making food, synthesized and traditionally cooked as well. We have 2 rations. We'll take 2 more. A marsupial with a hooded cloak offers you a sample of his roasted Karnadon skewer If you accept, D20+CON+Danger Sense. Umm, no thanks. |
May 6/7:
You find yourself next to some other lifeforms at a holographic notice board. It has some job listings. You may take on all the jobs if you wish. Reclaim My Shop D20+DEX+Stealthy Strange Rock D20+WIS+Arcane Adept Broken Ship Lock D20+DEX+Locksmith |
Reclaim My Shop:
A local firearms store's automated turret defense system has gone haywire and no one can enter the establishment without getting shot at. Sneak in and disable the system. 14+5. You enter the store and deftly maneuver from cover to cover as the turrets unload on your position but can't lock in. Several quick moves later you're at the control terminal and shut down the system. Gain 5 credits. Strange Rock: An old man tells you, "I found this old rock back when I was a kid and always thought it was my lucky rock. Things just seem to happen for me. I once lost the rock for a while and my luck went with it. I've kept it ever since. Most say I'm crazy but I know it's true. I'm hoping you can ell me what the rock is, though. Where did it come from?" 7-1. As far as you can tell, it's just a rock. "Someone will be able to tell me one day," the man replies. (full disclosure, we missed a decent payday here) Broken Ship Lock: An alien by the name of Vargo has locked himself out of his ship and for one reason or another, he doesn't want to go to the authorities for help. 14+5. You make quick and easy work of the lock. You notice a slight miscalibration on the airlock that could cause problems later down the line. You decide to make a few quick adjustments to the system and inform Vargo of what you did. He thanks you and pays you well. Gain 9 credits. |
May 8:
Vinnie's Solar Vault: You pass by an equipment shop with a sign reading, "Unbeatable Deals on All Solar Equipment!" You wander inside to take advantage of the deal. Three items. Each cost 15 credits. You have 30 credits currently. Solar visor: Helmet. +1 WIS, +1 DEF Solar Belt Clips: Belt. +1 WIS, +2 HP Solar Energy Pack: Pack. +1 WIS, +1 ATK |
I really want to buy two items, but I want some credit reserve here. Also there's a pickpocket opportunity that we'll take the hit on if we need to. Our virtue is maxed out at this point. We'll grab the pack and the +1 ATK.
Pickpocket net 2 credits as well |
WIS is now 0. ATK is now +7.
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May 9:
You enter the Brolis' Bar, a melting pot and meeting place for all forms of alien life. You notice all of the clientele appear to be enjoying a red liquid out of martini glasses. 1A) Investigate the drink. D20+INT+Investigator. or 1B) Ask about the drink. D20+CHA+Persuasive+Intimidating. 2A) Pay 1 credit for the drink. D20+CON. or 2B) Order water. |
1B) Ask about the drink. D20+CHA+Persuasive+Intimidating.
19+4+2. A slimy skin triped tells you that the poison they serve here could be used to fuel a ship, but in order to be accepted, you need to drink it. Gain +2 if you order the drink. Well, now I feel like I have to. 2A) Pay 1 credit for the drink. D20+CON. 18-1+2. The drink is strong and has an even more pungent odor. You drink it down quickly and some of the locals notice your iron gut. Gain +2 to all rolls tomorrow. |
May 10:
Everone's attention is immediately drawn to the windows as a bright flash of light illuminates the station's viewports. The system's star just went supernova! 1) What do you know about astrophysics and supernovas? D20+INT, Student. 2A) Calm people down and guide them to safety. D20+CHA, Survivalist. or 2B) Take chard ang direct people to safety. D20+STR, Intimidating. or 2C) Focus on your own safety. |
1) What do you know about astrophysics and supernovas? D20+INT, Student.
16+1+2. You know the light you're seeing from the exploding star is the faster part to travel. You won't have long before the shockwave hits. Everyone needs to get to cover of safety immediately or get off the station. Gain +2 to A or B in the next choices. 2A) Calm people down and guide them to safety. D20+CHA, Survivalist. 1. Damn 1+4+2+2. While you manage to keep the patrons of the bar calm, the rest of the station is in disarray. While the majority of the lifeforms scramble about ignoring your direction, several follow your instruction and make it home safely. The time taken to help will undoubtedly make it harder for you to be safe. Everyone moves about shoving and pushing. Lose 1HP. Take a -1 penalty for tomorrow's rolls. |
May 11:
Outside in the streets of Nyx Station, you spot the Dridon moon exploding from the force of the supernova. Large chunks are sent careening towards the station. The station's force fields buckle under the barrage as masses of the moon crash into the city. Avoid the destruction around you. 1) Roll D20+DEX+Danger Sense. 2) Roll D20+STR+Danger Sense. 3) Roll D20+CON+Danger Sense. |
1) Roll D20+DEX+Danger Sense.
5+5-1. -3HP. 2) Roll D20+STR+Danger Sense. 15-2-1. -3HP. 3) Roll D20+CON+Danger Sense 18-1-1. -2HP. |
May 12:
The city turns to chaos as everyone scrambles in panic for shelter. Nyx Station can't handle this force. You need to get back to the Karnack and get out of here. You're bound to encounter some trouble along the way. Pickpocket attempt as well. Deal with each danger you encounter. |
Since we have Survivor Trauma, we don't want to relive the same experience we had on Thorix. Gain +2 on all rolls today.
Push a child out of the way of falling debris. D20+STR. 20-2+2. You save the child and he runs to his sobbing mother. Gain 2 credits. Save a woman surrounded by fire. D20+CON. 13-1+2. You rush through the fire to carry her out. You're both hurt by the flames. -1HP. Gain 2 credits. Lend medical aid to a fallen man. D20+WIS. 2+2. The man screams each time you touch him and you're unable to help him. Get out of the way of a speeder. D20+DEX. 13+5+2. You jump out of the way and the car misses you completely. Pickpocket: 3 credits. |
May 13/14:
You're the last one to return to the Karnack and climb aboard. The station's collapsing around you. Naylee has the ship ready to take off but is holding at the captain's orders. Cayliss tells you to help as many civilians as possible onto the ship before you run out of time. Pickpocket attempt as well. |
Until you arrived, the crew had been taking aboard some of the fleeing citizens. You've got a chance to save more lives. However, the longer you stay to help others, the more danger everyone is in.
You may choose to help up to 10 times. You may decide to stop at any time. Each time you help, you suffer a -1 penalty to all rolls on the next day. This penalty will stack. You will gain 1 virtue for each Yes as well. This doesn't help, we're maxed out on virtue. |
I say, you only live once. Let's help as much as possible.
Roll D4 for each Yes. Yes 1: 4. The person thanks you and gives you 3 credits. 2: 2. The person thanks you and gives you 1 credit. 3: 3. The person thanks you and gives you 2 credits. 4: 3. The person thanks you and gives you 2 credits. 5: 1. The person fails to climb onboard and falls to their death. 6: 1. The person fails to climb onboard and falls to their death. 7: 4. The person thanks you and gives you 3 credits. 8: 3. The person thanks you and gives you 2 credits. 9: 4. The person thanks you and gives you 3 credits. 10. 3. The person thanks you and gives you 2 credits. Pickpocket attempt: 3 credits. End of week lottery: 1. lose 2 credits. |
-10 for tomorrow, here we come.
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May 15:
You take off from the port at the last possible second while the station continues to bombarded by fragments of the moon. You need to navigate through the city and falling debris. 1. Avoid colliding with falling wreckage. D20+DEX+Piloting. 2 Avoid hitting the moon fragments. D20+DEX+Piloting. |
Essentially a -3 on these rolls given the DEX and Piloting skills.
1. Avoid colliding with falling wreckage. D20+DEX+Piloting. You're surrounded by collapsing platforms, towers, and debris that is plummeting to the streets and lower levels. You must steer the Karnack clear. 4-3. Well that sucks. The ship takes 3 points of damage. The crew quarters takes all 3 points and is at 50%. 2 Avoid hitting the moon fragments. D20+DEX+Piloting. Once you leave the lower streets, chunks of the moon crash into the Karnack. Smaller pieces can't be avoided, but larger ones need to be avoided...but there's so many of them. 10-3. Not much better. The ship takes 3 points of damage. Crew quarters take 2 more damage. Had the investigator not been there, it would be destroyed. The labs take the other point. |
We'll use the only ship part we currently have now on the crew quarters.
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I still like the decision to help others and take damage to the ship...though in the long run that probably cost us financially.
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May 16:
You sail away as the city behind you is left to its destruction. An uninhabited planet in the Thilmone system explodes from the force of the supernova. Some fleeing ships are caught in the blast. A) Decide to divert power to the ship shields to in hopes of withstanding the blast. D20+WIS+Engineering or B) Divert power to the engine to try and escape the blast. D20+WIS+Engineering or C) Make a split decision to plot a course using the faster than light drives. D20+INT+Computers |
We go with C. Bonuses to INT and Computers are the reason.
C) Make a split decision to plot a course using the faster than light drives. D20+INT+Computers 8+1+2. The voidspark engine is one of the fastest in the galaxy, but it may not outfly the speed of an exploding planet without engaging in faster than light travel. This is dangerous without sufficient time to plot a course. You make some quick calculations and program the course into the computers. You engage in FTL travel before the blast hits you. It's a rocky course that jars the ships and passengers. The ship takes two damage..Weapons and Crew Quarters. Crew Quarters can only take one more hit. |
May 17:
After clearing the blast, you slow the ship to get a full report of the status of the ship and crew. You let Naylee and Ascel run diagnostics while you walk the ship to check on all the crew and the refugees you took on. 1) Offer care to the injured. D20+WIS+Survivalist 2) Help calm the refugees. D20+CHA+Persuasive 3) Talk with the scientists and Maddox. D20+CHA. |
1) Offer care to the injured. D20+WIS+Survivalist
16. Doctors Latimer and Serphent have enough medical experience and have been caring for the injured but could use your help. You aid in applying bandages and getting the injured more comfortable. There is some significant healing among those that were injured. They're pleased with the care you provided and give you 8 credits. 2) Help calm the refugees. D20+CHA+Persuasive 15+4+2. You're able to talk to the refugees, but they remain stressed from being displaced, watching the destruction of their home, and having lost their loved ones in the calamity. You're able to soothe many of the refugees, though. They're calming down and focusing on the future. You're given 8 credits as a thank you. 3) Talk with the scientists and Maddox. D20+CHA. 13+4. The scientists tell you, " We're surprised to see that Maddox isn't responding to treatment. These wounds were sustained from the battle back in Eminara on Thorix. Standard med kits are not working. His body is rejecting the medicine. I've never seen anything like this before. We'll need to do more tests." Virtue is 10...gain+2 to this roll. Maddox is pleased with your effort to connect with him given all the recent events. He sees your concern for others. He seems to cheer up and feel a lot better. Oddly, the wounds appear to be better now. |
May 18:
Ascel and SD-113 contact you over the intercom. They're having problems connecting to the atmosphere sensors and you need to manually synchronize the primary sensor matrix. 1) What do you know about atmospheric sensors? D20+INT+Student 2) Unlock the panel. D20+STR+Locksmith 3) Fix the terminal. D20+WIS+Engineering 4) Run the diagnostics. D20+INT+Computers. |
1) What do you know about atmospheric sensors? D20+INT+Student
10+1. You've seen various diagrams and witnessed someone else work on a sensor some time ago. You gain +2 to the rest of the rolls. 2) Unlock the panel. D20+STR+Locksmith 16-2+2. The panel is stuck and the lock is jammed. You need to force it open. You knock it in just the right place to open the panel and it swings open. 3) Fix the terminal. D20+WIS+Engineering 5+2. It's a mess of wires and switches inside and impossible to discern. Things are fixed with tape and glue. Perhaps it would be best to just buy a new one. -2 penalty below. 4) Run the diagnostics. D20+INT+Computers. 12+1. Running diagnostics should properly tell you if the terminal was fixed and send info back to Ascel and SD-113 on the bridge. It seems to be working properly now. You ended up saving some money on what otherwise would have been an expensive repair. Gain 8 credits. |
May 19:
Ascel informs you that there are some breaches in the hull of the Karnack. These need to be repaired at once for everyone's safety. Get some tools, suit up, and prepare for a spacewalk. 1A) Request help getting into your spacesuit. D20+CHA+Persuasive. or 1B) Demand help with your spacesuit. D20+STR+Intimidating. 2) Get your suit on. D20+WIS. |
1A) Request help getting into your spacesuit. D20+CHA+Persuasive.
11+4+2 "We work as a team, right? You help me and I'll help you." Gain +3 to get your suit on. 2) Get your suit on. D20+WIS. 11+3. More care could have been used here. You're experiencing a MALFUNCTION. This means any character trait will be rolled twice...take the lesser value. It can be fixed with REST or a repair kit. I don't have a repair kit. |
May 20/21:
You step out of the airlock with Ascel and some tools. You're greeted by the immense vastness of an empty black void. Seeing the state of the hull of the ship, you clearly have work to do. 1) Get acclimated to the spacewalk. D20+CON. 2) Be careful not to slip or hurt yourself. D20+DEX+Athlete. |
1) Get acclimated to the spacewalk. D20+CON.
2-1. Your body take a while to adjust to the weightlessness. The feeling does not subside easily. -2HP. 2) Be careful not to slip or hurt yourself. D20+DEX+Athlete. 2+5+2. Malfunctions are not my favorite. While trying to be careful, you slip and let go of the tools. You lunge for them and your mag boots release from the hull. D20+DEX+Danger Sense. 1+5. The safety cord does the job and catches you before you fly off into space. You spin out of control before the cord tightens. The jerking of the line hurts you. -2HP. You stabilize yourself and work your way back to the hull. Sunday Lottery: 2. Lose 1 Credit |
Currently at 7HP, we take a med kit and double the HP to 14. D4=4, d4=3.
|
May 22:
You and Ascel approach the biggest piece of functional damage on the hull of the ship. It will take the both of you to fix this. 1) Remove the heavy broken panel. D20+STR+Athlete. 2) Unclog the optronic shift manifold. D20+WIS+Engineering. 3) Re-establish connection to the terminal. D20+INT+Computers. |
1) Remove the heavy broken panel. D20+STR+Athlete.
13-2+2. A large panel prevents proper access to the manifold. It would otherwise be easy to unbolt and move...but it's heavily dented. You strain your back while lifting the panel. -1HP. 2) Unclog the optronic shift manifold. D20+WIS+Engineering. 4. Space dust, debris, and moon fragments have wedged their way into the intake sensor. You injure yourself while trying to improperly fix the manifold. -1HP. 3) Re-establish connection to the terminal. D20+INT+Computers. 10+1+2. The last step is to make sure the computers on the bridge can communicate with the manifold. The manifold might be working properly but the systems aren't aligned and communicating with the ship. You've done all that you can here and need to move on. Missed out on a chance to get a free repair to the crew quarters here. |
May 23:
A lot of damage to the hull of the Karnack remains to be fixed. Visit each damaged area and try to repair it. |
1. Decouple the auxiliary gear assembly. D2+WIS+Engineering.
4. The auxiliary gear assembly remains broken. You need to move on. 2. Realign the primary torsional modulator. D20+INT+Computers. 3+1+2. It remains broken. You need to move on. 3. Repair the harmonic reaction infuser. D20+WIS+Engineering. 12. It remains broken. You need to move on. 4. Reroute the magnetic coupling loop. D20+INT+Computers. 6+1+3. It remains broken. You need to move on. We missed out on an opportunity for 4 ship parts here. Dang. This malfunctioning suit really bites. |
May 24:
The captain calls out a warning through the comm device. "Keep your eyes open. Systems are reporting instability in shell pressure." A loud hiss is heard from the ship and a panel rips off. Pieces of shredded metal are sent flying towards you. Avoid the shards of metal. D20+DEX+Danger Sense. 3 times. |
Avoid the shards of metal. D20+DEX+Danger Sense. 3 times.
5+5. You get smacked by a piece of metal debris. -1HP. 19+5. You avoid the metal this time. 5+5. A shard of metal hits you this time. -1HP. |
May 25:
One of the shards of metal slices through your tethered safety line. You get pulled off the ship. You spin uncontrollably as you begin to drift into the void. 1. Maintain a calm demeanor. D20+CON. 2. Stabilize yourself. D20+DEX+Athlete. |
1. Maintain a calm demeanor. D20+CON.
15-1. A good roll, but the malfunction bit us again. Your heart starts to race as a sort of unconscious terror sets in. You need to calm down. Though panic begins to wane, anxiety is very high. -1HP. 2. Stabilize yourself. D20+DEX+Athlete. 3+5+2. You are spinning out of controls. Your equilibrium is thrown off and you're getting sick. Your stomach churns in anger and your head throbs. -1HP. Naylee finds you and carefully guides you back to the ship so you can enter the airlock. |
May 26:
We should be in the right place, we just need to spend some time scanning and searching for this lab. A) Fly with manual controls. D20+DEX+Piloting. or B) Rely on a charted course. D20+WIS+Piloting. |
A) Fly with manual controls. D20+DEX+Piloting.
3+5+2. It takes a long time of searching before you're able to find the lab. You must consume 2 meal rations. You run into a Stitcher. Aim needed: 40. 20+59. Hit. The Stitcher is destroyed. You find a traveling merchant willing to sell some wares. Thank you. Repair kit? Yes, thank you. Get rid of this MALFUNCTION. -10 credits. Shoot we'll buy another. -20 credits overall. No ship parts, though. |
May 27/28:
A barren and broken lab floats before you. Shrapnel from the destroyed facility clutters and drifts nearby. There are no indications of life. 1) Scan the site for information. D20+INT+Computers. 2) Navigate carefully to a docking port. D20+DEX+Piloting. |
1) Scan the site for information. D20+INT+Computers.
6+1+2. The Karnack circles the facility and sends probing scans to gather information. Movement scans aren't returning useful data due to the debris that circles the lab. Electrical systems appear to be running with minimal output. This is likely providing operational power to emergency systems. 2) Navigate carefully to a docking port. D20+DEX+Piloting. 9+5+2. You survey a place to land on the ship but navigating to it and avoiding the hazards will be difficult. However, you execute the perfect landing. 3 credits. Sunday lottery: 5. Gain 3 credits. |
May 29:
The nearest door is locked. The keypad seems to have power, though. 1) Enter the code. 2A) Pick the locking mechanism. D20+DEX+Locksmith or 2B) Hack the panel. D20+WIS+Computers or 2C) Break down the door. D20+STR or 2D) Blast the door down. Damage roll. |
1) Enter the code.
The following appears above the keypad. 5_3_1_4=6. You will need to type in the 3 correct keys to make it correct. + - / and x. I make quick work of this one. 5-3x1+4=6. The system disables the emergency lock, but you still need to get past the locking mechanism (!!). Gain +2 on the roll, though. Pick the locking mechanism. D20+DEX+Locksmith 1+5+2. You're unable to open the door. Another lock is now engaged. You may not try to pick it again. Hack the panel. D20+WIS+Computers 20+2+2. You manage to open the door this time. |
May 30:
Once you open the door, you're surprised by an attack from a horrendous creature unlike any you've seen before. 4 rounds. D20+ATK, Damage, D20+STR Attack needed: 15. 20+7. Hit. Damage needed: 7. 8+2. The queen (a queen you say) is stunned. Attack needed: 15. 5+7. Use Double Shot ability. +3. Hit. Damage needed: 8. 7+2. The queen is stunned. Attack needed: 15. 15+7. Hit. Damage needed: 9. 5+2. Use Snipe ability. +4. The queen is stunned. Attack needed: 15. 18+7. Hit. Damage needed: 7. 3+2. Not enough damage. It lunges at you to bite and claw you. Strength needed: 8. 11-2. No weakness here. -1HP. More than 20 damage was dealt. You defeated the enemy. Collect 3 credits for stunning it 3 times. Collect 3 credits for defeating it. |
May 31:
A low strained hum of the decades old life support systems kicking on sends stale air into your nostrils. As you enter into the derelict space station, lights flicker and struggle to stay on. Even though the facility has been abandoned for dozens of years, you feel as if you're being watched. Explore the station/lab. There are 5 spaces overall. We start in the upper left corner of this map. Room 1 is immediately in front of us and looks like a lobby. 2 is just beyond that working to the right. It looks like office space or something. 3 is in the bottom right corner. It appears to be storage. 4 looks like a lounge type area as you move back along the bottom of the map back to the left. You're left with 5...but you could hit 5 immediately if you want as it appears to branch off of the lobby. Looks like more office space. We'll go in order, 1-5. |
1
This lobby has seating around the walls and a large U shaped desk at the center of the room. As you make your way in, the lights begin flashing red. An automated defense turret activates and tries to track you. Make it to the desk terminal to disable the turret. D20+INT+Investigator. 10+1+2. You make it to the turret and hit the off switch. 2 This space holds cubicles with computer terminals and filing systems. Everything seems to have been left in a hurry, with papers and office supplies strewn about. As the lights flicker, you swear you see a shadow move from one cubicle to another. D20+INT+Investigator 5+1+2. You find 2 credits left behind in the cubicles. (We missed out on finding a "Red Key Card." 3 The small closet here holds a weapon display with most of the equipment missing. You may continue exploring and return here when finished. 4 This room is a mix of a rec center and locker room. One of the locker doors rattles when you step inside, then everything goes silent. D20+DEX+Stealthy 7+5. You open the locker to find an emaciated space rodent chewing on some rotten food rations. It snarls at you. D20+CHA+Animal Tamer. 1+4+4. The rodent bites you and runs off. -1HP. 5 This office room is pristine and untouched. A music player was left on and continues to play distorted music. HP is down to 9 here...but I'm going to hold off on a med kit for now. |
June 1:
Back to room 3, naturally. You find a large locked container inside the closet. You need to get it open. A) If you have the Red Key Card, which we don't, it unlocks this container. or B) Pick the lock. D20+DEX+Locksmith or C) Smash the lock. Damage. |
B) Pick the lock. D20+DEX+Locksmith
1 (getting this a lot lately)+5. Trying to force the lock, you cut your hand. -1HP. Now try to smash the lock. Cumulative damage has to reach 15. -2HP per round until 15 is reached. First round: 2+3+2. 7. -2HP. 3+3+2. 8. The lock breaks apart and the container hisses open. You know what, it's med kit time. D4x2. 4+2. 6HP. 1 last med kit in hand. HP is now at 12. |
June 2:
Pick one item to equip. Sonic Comms link. Comms device. +1CHA, +2HP. Sonic Helmet. Helmet. +1CHA, +1DEF. Sonic Armor Plate. Armor. +1CHA, +1DEF. Reviewing the equipment he has now, any of these 3 will do. Defense is currently 16. I feel that's fine. We'll take the comm link and added HP. |
June 3/4:
You enter a wrecked lab. The scientists back on the ship report to you that this was their main room where they worked with Andi many years ago. Search for clues. D20+INT+Investigator. 10+1+2. Broken equipment is scatted across the room. You discover salvageable lab equipment that you can sell for 8 credits. A focal point of the room is a large glass container hooked up to various instruments and monitoring equipment. It's big enough to have held a large animal or small child. A large mural is painted on the wall of the room. It seems out of place compared to the rest of the station. It helps break up the unnatural and sterile ambience of the lab. It's a beautiful rendition of the city of Vyxx on the planet Abramia. That city is well known for being nestled within a dense jungle. Perhaps Andi traveled there when she escaped the lab. Sunday lottery: 5. Gain 3 credits. |
June 5:
Level up. Congratulations. You gained enough experience to increase your hero level. 2 points can be allocated to attributes. We'll drop them in DEX and CHA, because we're just going to dominate in agility and charm. Both now are 6. Other gains: HP +5 Def +1 New ability: Misfire: Whenever you roll a 1 on a D20, you can reroll and take the new result. You keep the second result. Snipe can now be used twice on a page. Damage from 2D6 to 2D8. Target lock: Once per page, D20 to a single aim roll. To update the character, here's where we are: 10 Virtue -2 STR 6 DEX -1 CON 1 INT 0 WIS 6 CHA HP 19 out of max 28. ATK 7 DEF 17 DMG 2D8 Abilities: Piloting +2 to navigate and fly a ship Athlete +2 Overcome physical and athletic obstacles Animal trainer +4 to train and handle animals Persuasive +2 to persuade and convince Investigator+2 to investigating and searching. Computers +2 to computer use and coding Barrel roll...once per page D20 to a single evasion roll. Target lock...once per page d20 to a single aim roll. Snipe...twice per page d4 to a damage roll. Double shot...once per page d3 to a single attack roll. Misfire...reroll a 1 on a D20 roll. Take the new result. |
June 6:
A terrifying creature breaks through the door into the lab. Its many tentacles swarm the room and try to strangle you. Roll for each round: D20+DEX, D20+ATK, Damage 3 rounds. |
Round 1
Dex needed: 10. 14+6.Not restrained. Attack needed: 15. 8+7. Hit. Damage needed: 8. 4+4+2. the enemy is stunned. Round 2 Dex needed: 10. 13+6. Not restrained. Atk needed: 15. 14+7. Hit. Dmg needed: 10. 9+2, the enemy is stunned. Round 3: Dex needed: 10. 15+6. Not restrained. Atk needed: 15. 13+7. Hit. Dmg needed: 9. 2+2. Sniping twice. 1+3. Not enough. The creature begins to strangle you. -1HP. You dealt over 20 damage and defeated the enemy. 2 credits for each stun. 3 additional credits for defeating it. |
June 7:
As you escape down a hallway, a set of sentry drones begin beeping. One appears to be damaged but mostly operational. You hear a buzz of mechanical noise as the guns spin around to fire at you. Roll for each sentry: D20+Attack Damage. |
Sentry 1
Attack needed: 17. 19+7. Hit. Damage needed: 8. 4+1+2. Snipe used. 3. Sentry destroyed. Sentry 2: Atk needed: 16. 20+7. Hit. Dmg needed: 10. 3+5+2. Sentry destroyed. You collect two credits. |
June 8:
You hear a terrifying screeching sound coming from behind you. It's a sound of a creature in pain. The noise grows louder and closer. We will search the lab. There are 5 rooms to search. Once again, the numbering is problematic, since we start in the lower right of the map. A hallway starts left. There's a door to the right that takes us to room 5. Room 4 sits to the right and just above our starting point. A door to the north leads us to 2...the biggest room on the map. From there, 3 is the top left corner of the map and door in there leads south and into what appears to be one bloody room 1. |
5
This lab has massive specimen containment units lining the walls. Many of the holding cells are filled with deceased creatures, mutated and altered with genetic and cybernetic enhancements. At least three of the tubes have broken apart, their previous inhabitants are nowhere to be found. You hear a growl behind you. Creature Attack needed: 13. 10+7. Hit. Damage needed: 5. 4+2. The creature dies. 4 You enter a massive storage room with rows of shelves containing boxes, bags, and test tubes of various sizes and material. The room is relatively untouched compared to the destruction you've seen throughout the rest of the facility, save a jar of glowing purple ooze. D20+WIS+Arcane Adept. 16. Getting near the ooze causes you to be uncomfortable, but you fight through the feeling and press on. 2 A large and enclosed testing chamber is at the center of the room with desks and chairs set around it to make observations. Claw marks mar the glass, but there's only a leash inside. 3 You find a long hallway with an exit sign pointing to a doorway. Continue exploring and return here when finished. 1 This room is a lab with rows of tall work tables with terminals, beakers, and various other equipment. The place is trashed with broken glass, blood, and other unknown liquids on the walls and floor. D20+CON 10-1. The vapor of chemicals overwhelms you. You get sick before you can escape the room. -1HP. |
June 9:
You continue to move down a long hallway that features a dimly lit exit sign. From a doorway entrance off to the side, a shadowy figure steps in your way. The creature is emitting a strange noise that makes it difficult to concentrate. 4 rounds. Roll for each: D20+ATK D20+INT Damage |
Attack needed: 16. 11+7. Hit.
Intellect needed: 10. 12+1. Not confused. Damage needed: 8. 3+2. Snipe twice for 6. the enemy is stunned. Attack needed: 16. 17+7. Hit. Intellect needed: 10. 5+1. Confused. Roll damage twice. Take the lower of the two values. Damage needed: 9. 10+2. Enemy is stunned. Attack needed: 16. 5+7 Double shot adds 1, but not enough. Miss. The creature latches on to your body and drains 2HP. Attack needed: 16. 12+7. Hit. Intellect needed: 10. 2+1. Confused. Damage needed: 10. 4+2. Not enough. It begins sucking more of your life force. -2 HP. You did not meet the min 30 damage total to defeat the enemy. You turn and flee. 2 credits for the two stuns of the creature. |
June 10/11:
More of the shrieking creatures pour in from the hallway. With you exit blocked, you need to double back and find another way. The creatures continue to pursue you. 1) Optional. Throw obstacles down behind you. D20+DEX+Danger Sense. 2) Sprint down long hallway. D20+CON+Athlete. 3) Push open heavy doors. D20+STR+Athlete. 4A) Hide in the room. D20+DEX+Stealthy or 4B) Shave your weight against the door. D20+STR+Locksmith. |
1) Optional. Throw obstacles down behind you. D20+DEX+Danger Sense.
4+6, this doesn't work as well as you hoped. It just slows you down. Take a -2 penalty to the rest of the rolls. 2) Sprint down long hallway. D20+CON+Athlete. 3-1+2-2. Several of the creatures catch up to you, causing you to have to fight them off. -2HP. 3) Push open heavy doors. D20+STR+Athlete. 12-2+2-2. Just as you get through a heavy door, one of the creatures get a claw in on you. -1HP. 4A) Hide in the room. D20+DEX+Stealthy 16+5-2. You stay quiet enough that none of the creatures can find you. You sneak away to the exit. Sunday lottery: 5. Gain 3 credits. |
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