View Full Version : Quest Calendar 2023: The Voidspark Chronicles
Last year, I attempted to follow 12 adventurers as they went through the a calendar game...I anticipated most to fall at some point based on feedback from the developers and such, but 10 ended up surviving to the end.
This year, we will focus on just one character...we just don't know who it is yet.
Jan 1
Prologue:
Well, what do we have here? Oh my! It looks like we are getting quite a promising response from this subject. The latest tests show improved performance across all factors of durability, longevity, interconnectivity, and resilience. We might have a winner here. With further study and some adjustments, I think this may be the breakthrough success Project SWARM has been waiting for. I am nearly speechless. You are the pinnacle of our work in the study of artificial intelligence, micro robotics, and recursive manufacturing. I feel like a proud father watching his child grow and take his first step.
This adventure is space themed. I will likely choose a custom character and name him Han Solo or go with some sort of android. Hopefully.
Jan 2
ANDI
This the Autonomous Neural Drone Infrastructure (ANDI). It's the first true non-biological intelligent life form. Built based on Dr. Latimer and Dr. Serphent's studies of swarm intelligence and micro robotics, this cluster of autonomous robots began to self regulate and build upon its own previous designs. Initial blueprints were simple and meant to replicate micro organisms. Over time, ANDI began to produce more complex substructures and multiply rapidly. The systems began working together to develop high level motor functions. What is most impressive however, is ANDI has started to demonstrate an understanding of the world with a level of learning associated with young toddlers.
Jan 3
Outside the lab, Admiral Ankoor discusses the future of Project SWARM with Zorian Labs. Word has reached the Zorian Defense Council of the success you have achieved here the last few months. There's growing concern of the potential threat the continued existence of this project poses without proper checks and balances. However, after reviewing your work, I see a greater potential. There's an option that has been overlooked...one that could help us squash the rising rebellion and restore peace across the Zenula Prime. A committee of top advisors convened regarding the future of Zorian Labs. We are taking Project SWARM in a new directions. You have until the end of the day to prepare your findings and data, hand them over to me, and vacate the premises.
(I did not like the wording here...from here I roll for traits with a D4 for our temporary character through this prologue...ANDI, SWARM, level 1.
We roll 4 for strength, 2 for dexterity, 3 for constitution, 1 for intelligence, 3 for wisdom, and 2 for charisma.
Jan 4:
I wish we could continue our time together, Andi. Admiral Ankoor claims you're a security risk and the administrators demand that I pull the plug on this experiment. No one can comprehend the advances we have made and the breakthroughs you have accomplished in these last few months.
Perhaps they do understand. I fear they have other plans for you and this technology.
Zorian Labs may not have been forthcoming with Dr. Serphent and me when they recruited us to come work for Project SWARM. I never should have trusted them. I found a way for you to escape. The Rebellion will be here soon. Take this key and leave on a ship. I don't know where you'll go, but I can't aid you further or my own life could be at risk.
I'm to choose one of the following options to escape out my cage:
A) Break the glass (D20+STR)
B) Pick the locking mechanism (D20+DEX)
or C) Crack the passcode (D20+INT).
With 3 STR, this was an obvious choice.
Break the glass. 17+3. I masterfully escape from the cage. Increase my strength 1.
Jan 5
After breaking out of the cage inside the lab, you're lucky to discover a security locker full of various weapons used by the guards and other military personnel. Now is your chance to arm yourself against potential threats as I escape.
This wasn't a critical choice last year, as the regular heroes have a weapon provided. I go with a plasma sword. It provides +3 attack, 12 defense, and damage of 1D12.
Jan 6:
You make your way down the hallway of the lab. You stop when you hear a buzz of mechanical noise as two security guns spin around to aim at you. You are an unknown entity without a proper security bade or clearance. They beep in warning before beginning to fire at you.
Sentry 1:
Attack roll needed: 11 or more. Roll: 13+3.
Damage needed to destroy: 3 or more. Roll: 5.
Sentry 2:
Attack roll needed: 10 or more. Roll 19+3.
Damage needed to destroy: 4 or more. Roll: 7.
Jan 7 & 8:
Alarms go off in the hallway alerting security of your escape. You run into a locked door ahead of you. You think to turn back and find another route, but you hear footsteps headed in your direction.
I have to
1) Enter the code. 8[]2[]6[]2=16. There are keys for each math function to press.
I try this and fail. My mind draws a blank. The system engages a backup locking mechanism.
Now I must
2A) Pick the mechanical locking mechanism. D20+DEX.
or
B) Hack the access panel. D20+WIS+Computers.
or
C) Break the door down. D20+STR.
or
D) Blast the door down. Damage.
I choose to hack the access panel, as ANDI has the computers skill. 9+2. We just manage to open the door.
Jan 9:
Zorian Lab Station
Having made it out of the lab, you need to navigate around the rest of this level to discover a possible way off the station.
There are six locations on this map.
Room 1.
You enter this room and see a security guard is searching for you. It turns and rushes toward you with an electrified baton.
Attack needed: 13. 18+3 Hit.
Damage needed: 4. 6. The guard dies.
Room 2.
A chamber stands in the middle of this room. It holds an unknown specimen for observation. It looks to be in pain and just as tortured as you were. If you want to try and set it free, find a way to do so. D20+WIS. 17+3, 20. You find a lever to pull. A forcefield in the chamber shuts down and the creature inside starts thrashing violently. The glass begins to crack and break with each smash. You don't stick around long enough to see what it does when it escapes. Note down "Free Specimen" for future reference.
Room 3.
You enter an empty lab. Stations have been abandoned in the middle of work. It must have been vacated once the alarms began to sound. You have a moment to search the lab. D20+INT. 18+1, 19. You find a med kit in the first aid area. Add a med kit to your inventory A med kit heals 2D4 but can't be used in the middle of combat.
Room 4.
When you open the door to this small storage room, you find two scientists cowering in fear. One looks at you and is about to scream for help. Try to calm them down. D20+CHA. 2+2, 4. Both scientists scream for help as they violently kick you out of the room. Reduce your health by 2 (was 10, now 8).
Room 5.
You spot a simplified map of the station on the wall. It directs others where to go in emergencies. You look it over for a moment and spot a hangar on another level. Boarding a ship there might be your best chance to escape.
I decide to search the last room before returning here.
Room 6.
You move down the hallway and hear a familiar mechanical whir as another security sentry begins to take aim.
Attack needed: 12. 16+3, 19. Hit.
Damage needed: 5. 12. Destroyed.
Jan 10:
You turn a corner and find a security guard facing you. It powers on it's rifle. The rifle hums and emits a faint light as it charges. You can feel an odd sensation coming from the gun. Similar to the cage you escaped from in the lab, it is painful just to be near this device. "This electromagnetic blast rifle should take care of you quickly," the guard laughs.
4 rounds of combat.
Round 1
Attack needed: 14. 15+3, 18. Hit.
Damage to stun: 5. 2.
Not stunned, it shoots at me. Defense is less than 15, so -2 (6).
Round 2
Attack needed: 14. 2+3, 5. Miss.
Not stunned, it hits me with a blast from the rifle. -3 (3).
Round 3
Attack needed: 14. 19+3, 22. Hit.
Damage to stun: 6. 3.
Not stunned it fires at me again. -2 (1).
Round 4
Attack needed 14. 13+3, 16. Hit.
Damage to stun: 4. 4.
I'm hanging on by a thread. On January 10. The guard flees.
Hello, med kit? It's me, ANDI. 2D4 becomes 4HP. Back to 5.
Jan 11:
You've made it to the level where a hangar should be. You hope a ship is available, but you still need to be careful. Alarms blare throughout the station. Numerous guards and military personnel are hunting you down.
There are 6 locations here. I can't visit them in order, which is a headache. We'll go 6, 3, 5, 4, 1, and 2. 2 looks like the winner here, but it's also the furthest away.
Room 6:
A guard discovers you and aims it's electromagnetic blast pistol at you.
Attack needed 14. 8+3, 11. Miss.
I'm hit. -2 (3). I get out of Dodge quickly.
I take the moment to use my other Med Kit, because why not? 5HP added. Now at 8.
Room 3:
You find a small hangar with a single ship. As you go to approach it, the engines turn on. The heat from the engines burns you up as you try to get out of the way. D20+CON. 3+3, 6. You burn from the immense heat. -3 (5).
Room 5:
You encounter a roaming security bot sweeping the area, but it doesn't immediately recognize you. Your unique makeup as a swarm of bots is confusing it. Convince it you are not a threat. D20+CHA. 3+2, 5. The bot is not convinced. It jabs at you with an electrified baton and sounds an alarm. -2 (3).
Room 4:
You step on a large electrified panel. It's a trap. Electricity courses throughout the bots that make up your body. D20+CON. 14+3. You endure the shock as you quickly get off the panel. -1 (2).
Room 1:
You find a guard, but it hasn't noticed you yet. You try to sneak past without being spotted. D20+Dex+Stealthy (which Andi has). 20+2+2. You make it past unnoticed.
Room 2:
You find a hangar with an available ship. It's your chance to escape.
Jan 12:
You found an available ship...your ticket to escape the station. You make your way across the platform and notice a lot of commotion outside of the hangar. Ships, explosions, and gunfire can be seen and heard outside. It looks dangerous. Maybe the alarms weren't all for you. Dr. Latimer did mention something about a rebellion.
Use the nearby panel and key Dr. Latimer gave you to unlock and access the ship. D20+INT+Computers (another Andi skill). 17+2+2. The docking latch disconnects from the ship and the hatch to the cockpit opens with a hiss.
You climb inside the ship and close the hatch. You use the key to start the engines. The control panels light up and the engine begins to rev up. You are soon ready to take off. Flying into the battle outside will be dangerous. You will need to familiarize yourself with how to fly and fire the weapons to defend yourself.
Jan 13:
You familiarize yourself with the craft, but you can't afford to wait another moment longer. You have the basic controls and weapons down. It will have to be enough. You watch from the cockpit as you spot Dr. Latimer and Admiral Ankoor charge into the hangar as you take flight. The admiral takes out his blaster and fires. It isn't powerful enough to damage the craft, though. You can't hear them, but it appears the admiral is enraged and threatening Dr. Latimer.
Determine your ship's combat abilities.
1) D20 for Aim. 9.
2) D20 for Evasion. 18.
3) D4 for shield. 4.
Jan 14 and 15:
You drop the ship out of the hangar and immediately must engage in space combat as other spacecraft begin to fire on you.
Two ships, roll D100 for Aim and Evasion.
As it turns out, a hit means I take no damage.
Ship 1:
Aim of 40 or more needed, 70+9. Hit.
Ship 2:
Aim of 60 or more needed, 73+9. Hit.
Jan 16:
You continue to maneuver through the hectic nightmare of this dogfight. Some of the Rebellion ships spot you trying to leave the station and give chase. You witness an explosion and hope that Dr. Latimer made it out safely.
Four ships. D100 for Aim and Evasion.
Ship 1:
Aim needed, 40. 93+9. Hit.
Ship 2:
Aim needed, 60. 70+9. Hit.
Ship 3:
Aim needed, 50. 49+9. Hit.
Ship 4:
Aim needed, 70. 100+9. Hit.
Jan 17:
You made it out of the firefight and have put a lot of distance between you and the lab where you were created. No one seems to have followed you. Perhaps the admiral and the scientists that looked after you are dead. Maybe they escaped before the lab went up in flames. Where do you go next? You recall a picture of a lush planet that hung in the lab. It was Dr. Latimer's "paradise". You looked at this picture every day of your life and dreamed of a lush and beautiful world outside of the prison you lived in. Perhaps you can find a place there.
End of prologue.
The remainder of the story will continue and I'll have a chance to choose my hero or create one.
Jan 18:
Welcome aboard the Karnack (I am so tempted to change the name of the ship to Pathfinder...the name of the software I work with daily...but for simplicity, I'll keep it true to the calendar).
Let's get the unpleasantries out of the way. This is my ship and I am in charge. We are a family here and we have fun, but it all runs smoothly as long as you obey my orders when I give them.
After a while, you may earn some clout...but until then, you listen or you get ejected into space. With that out of the way, I'm Captain Cayliss and I'm happy to have you onboard. We hired you because we need the help. Now's your chance to prove your worth.
Tell me about yourself.
I went through the customization stuff and I'm going to make one small change to a premade character and use him. I'll post each of the available ones next.
Jexiel Dubbok
Friends call me Jex. You will call me Dubbok.
Don't cross me or my face will be the last thing you see before you depart this life.
Jexiel is a battle hardened warrior with exquisite technique in a vast array of skills.
She threw herself onto a plasma grenade to save a civilian family during the first war against the Zorian Empire. Instead of retiring from duty, she chose to upgrade the lost limbs with advanced machine implants. This afforded her great versatility and battle advantages at the cost of her humanity.
Jexiel regrets not being part of the last war against the Zorian Empire that finally felled the great power. She believes she could have saved countless lives. With the war over, she wanders in search of a new purpose.
Erzhril Taaks
Ah, yes. Sorry, I got lost in my work. I'm not good with people. Machines are my life. They speak to me in ways no one else can.
Erzhril's parents were slaves in the Zorian Empire. They were mechanics on the Icarus-22, a Class III command ship. Restricted to live solely in the engine rooms as mechanics, his parents fell in love and gave birth to Erzhril in a tool closet. Evan at the risk of death, all the workers helped keep the birth a secret and protected the child. He grew up being raised by all of the slaves on board and developed a natural talent for working with anything electrical or mechanical.
The Icarus-22 was deployed in the last battle. When word got out that the emperor was onboard, the slaves worked together to sabotage the engines. This crippling move directly led to the empire losing the battle and to the deaths of all onboard as the ship exploded. The last thing they managed to do was smuggle Erzhril onto one of the only escape pods that made it safely to land.
Zrylla T'ur
I am Zarylla.
The ability to connect and manipulate the metaphysical is a rare gift in the galaxy. It's a myth in most cultures. These abilities are not restricted to any specific species. When such abilities do appear, they are often weak or show no real signs. Manifestations are often attributed to luck...most never learn to control them.
This gift appeared in Zarylla at an early age when she killed her childhood friend with a mere thought. It was an accident, but no one could ignore the strange things that happened around her. She was quickly outcast from society due to fear and shunned by her own family.
Researchers with Zorian Labs eventually found her, paid off her parents, and took her to their labs for studies. She grew older and her powers grew stronger. She was trained as an elite secret agent for the Zorian Empire Special Forces. The empire toppled before she saw her first mission.
Dergal Voss
I've had many aliases in my life, by Dergal Voss is the official name on my record. What a stunning record it is. Truth is, those records are just what the authorities know of. No data file can hold the full list of my crimes.
Dergal was in and out of prisons as a young orphan. He mastered escape from most prisons and chooses to be caught at times to visit his old "family".
He learned at an early age that he had a talent for crime. Others saw this and coached him in the ways of smuggling, larceny, fraud, racketeering, and more. Dergal does draw the line at meaningless death and violence.
Dergal struggled after the failed rebellion, since fewer galactic enforcement protocols mean less risk. Less risk is less fun in his eyes.
Zuli Nyassa
I am Zuli, bringer of death.
No one in the galaxy will dare challenge the Orkanns after they cross me.
Zuli is from a rare race of lizards often hunted for sport, despite protective treaties.
Once Zuli's eggs became infertile at a young age, she went against her people's custom. Instead of giving up her own life and body to feed young hatchlings, she sought another method to protect her species. She purchased a battle mech and began protecting her clan from poachers.
Despite her contributions, she was exiled for her violent methods that went against traditions.
Rovin McKyl
I feel alive and at home when riding the black and chasing the stars. One day, I will clear my father's name and be known across the galaxy as the greatest pilot that ever lived.
Rovin was a young pilot in training who never got a chance to fly in battle. His skills were top-notch while in training. He wanted to follow in his dad's footsteps and claim the sky.
However, his father was accused of betraying the alliance to the Zorian Empire after a routine scouting mission went south and cost the lives of an entire fleet. Without proof against these claims, Rovin was grounded throughout the rest of the war to preserve the morale of the troops. He was eventually allowed to man the copilot seat on supply runs.
He wants nothing more than the chance to clear his family name and get into the pilot seat.
I went with Rovin, changing his name from Jake Sorren to Rovin McKyl. Each part of this name is a tip of the cap to someone in my family.
Rovin is a Gavonite Co-Pilot, Level 1.
Traits
Strength -2
Dexterity 2
Constitution -1
Intelligence 0
Wisdom -1
Charisma 2
HP 10
Def 13
Atk +3
DMG D8
Dual Sonic Pistols for weapons...this is really just flavor...the weapon didn't change last year at all.
Abilities:
Piloting: +2 to navigate and fly a ship
Athlete: +2 to overcome physical and athletic hurdles
Snipe: Once per page, add D4 to a single damage roll.
Barrel Roll: Once per page, add a D20 to a single evasion roll.
I added the pickpocket ability because that was kind of fun to use last year...but I also didn't want to play multiple characters this year...and Dergal didn't sound like a ton of fun to play.
Edit: Upon further review, this is not needed.
Jan 19:
We've been hired for a mission and should be arriving shortly. Your skills could prove useful for the task at hand. Until then, you may be of service to the rest of the crew. We are short handed and need everyone onboard to fill multiple roles. Go around and meet with the others on the ship. See if you can aid them in their duties.
Credits are the currency used throughout the Zenula Prime galaxy. Determine your starting credits you begin your journey with. Roll 3D6 and record this as your current credits.
3D6: 4. Frown.
Ah, I forgot the returning player bonus.
At the end of the last calendar, I received a "Sundial" (creator is Sundial Games). It's worth +1 Attack, Damage, Health, and Defense.
Jan 20:
I'm the first mate, Brokvar, and I needed your assistance in the training room. I'd like to get an idea of your combat abilities to see how useful you would be in the field. Defend yourself against the onslaught of the training bots. If you do well, we will work together soon enough.
4 bots for combat.
Bot 1:
Attack needed: 9. 20+4. Hit.
Damage needed: 4. 4+1. Destroyed.
Bot 2:
Attack needed: 8. 9+4. Hit.
Damage needed: 5. 6+1. Destroyed.
Bot 3:
Attack needed: 10. 3+4. Missed.
Defense 14. No damage taken.
Bot 4:
Attack needed: 9. 1+4. Missed.
Defense 14. No damage taken.
2 credits awarded for destroying the two bots.
"You didn't do too bad. I will be glad to have someone else watching my back when things go bad. Not that it should happen regularly, but times are crazy now and you never know."
Jan 21 and 22:
Greetings, life form. I am SD-113. I have told Captain Cayliss that I do not require assistance in the routine maintenance and cleaning of the Karnack. My AI personality simulator finds it bothersome that Ascel frequently does my job as well. However, if the captain insists, then I shall take you on as my apprentice. Let's see how well you repair this terminal.
1. Repair the broken wiring. D20+WIS (bonus of engineering but Rovin does not have that ability).
2. Enter the access code.
3. Reprogram the terminal. D20+INT (bonus computers, NA).
Also, and my edit comes here: There's a new function in the game, I think just to give us a little something else to mess with, a Sunday lottery. Roll D6.
1: -2 credits.
2: -1 credit.
3: 1 credit.
4: 2 credits.
5: 3 credits.
6: 4 credits.
I get a 3 here, 1 credit.
Repair the broken wiring. 1-1. Epic fail for Rovin. You get shocked when you try to connect the electrical wiring. Reduce your health 1HP. SD-113 take over so you don't hurt yourself further.
The terminal is requiring a code to get in to administer changes. SD-113's programming will not allow him to give the code. The following appears above the keypad: "9_2_2_8=16" Type in the correct three keys of the following four to make the equation correct. + - / x
It took Rovin a minute, but he entered 9-2/2+8=16. It was correct.
Reprogram the terminal. 7+0. Another fail. SD-113 abruptly hits you to stop before you accidentally cause a cascading shutdown of nearby terminals. He apologizes and takes over. Reduce your health by 1HP.
There's a pickpocket chance here. Since Rovin doesn't own the pickpocket ability, it's a D4. On a 4, he loses 1 virtue point but also gains 4 credits. He can forfeit the credits to avoid losing the virtue. He gets 1 credit.
No calendar action until I get back home from this trip. Many calendars, mine included, did not have a great spine to them. Mine split at the bottom during shipping. I just didn't want to subject it to my traveling.
Playing just one character, though, I should catch up quickly.
Jan 23:
I'm Ascel, a factotum on the Karnack. I do anything needed of me: cooking, managing resources, finances, handiwork, and anything else to keep this boat afloat. I'm also the captain's secretary, Brokvar's backup on dangerous missions, and Naylee's occasional copilot when she flies.
SD-113 hates when I do any maintenance. but this old ship constantly falls apart and that bot isn't qualified to work on the voidspark engine. I do what I can, but I hope Captain Cayliss hires a good mechanic soon.
Maybe you can shoulder some of the burden. Want to give me a hand with cooking? Tailoring meals to varied species without wasting rations is difficult.
1) What do you know about cooking for various species? D20+INT+Student.
2) Help wrangle the live food into the pot. D20+STR+Animal Tamer.
3) Mix the various ingredients and spices. D20+WIS.
4) Taste the food while cooking. D20+CON.
1) What do you know about cooking for various species? D20+INT+Student.
7+0. Fail. You recall surprisingly little regarding the dietary needs and restrictions of other species. Take a -3 penalty to 3) and 4).
2) Help wrangle the live food into the pot. D20+STR+Animal Tamer. Some of the ingredients involve a few dangerous live animals and even plants.
1+(2). Super Fail. You are bitten and stung by a nasty bug like creature. Reduce your HP by 2.
3) Mix the various ingredients and spices. D20+WIS. -3 modifier.
8+(-1)-3. Fail. You combine a varying number of ingredients together in hopes of making an edible meal. Much of it is wasted. Ascel steps in to redo your work. Add 2 rations to your inventory.
4) Taste the food while cooking. D20+CON. -3 modifier.
20+(-1)-3. Great success. You prepare an excellent meal. It tastes delicious and everyone should enjoy it. You have made a great impression with the crew.
There's a pickpocket chance here. He gains 1 credit.
Jan 24:
Hey there. Welcome to my bridge. I'm Naylee and I'll be your pilot for the duration of your voyage. I'll do my best to make it fun. Did Captain Cayliss tell you about our mission? We've been hired to catch a comet. A nearby station needs the ice and water this comet can provide. We just need to snag it and haul it back. It should be easy. Do you have any talent for flying a ship? I could use a good copilot. You should take over the rest of the way.
1) Locate the comet and pick a course to it. D20+INT+Piloting.
2) Fly the Karnack. Navigate the course to the comet. D20+DEX+Piloting.
1) Locate the comet and pick a course to it. D20+INT+Piloting.
5+0+2. Fail. (DANG IT). There are many objects in the vicinity. You hope you located the comet correctly, but you aren't sure. You charted a course, but the navigation systems keep alerting that there is something wrong. Take a -3 penalty to navigate to the comet.
2) Fly the Karnack. Navigate the course to the comet. D20+DEX+Piloting.
4+2+2-3. Fail. Another fail...I'm super good at this. You get off course and might even be lost. You can't find the comet anywhere. Naylee takes over flying for you. "Don't worry. Flying a ship isn't easy."
Except I'm supposed to be a copilot.
There's a pickpocket chance. 4. Going to pass on those credits this early on so I don't lose the virtue. Maybe another time.
Jan 25:
The comet is in range. Now we need to carefully snare it with the ship's grappling hooks. We need to maintain a consistent distance when we launch the hooks or we risk tearing the ship apart. Once these are in, we can get over there to place some equipment down. You are doing well. I will let you take over.
1A) Fly in close and remain steady. D20+WIS+Piloting.
or
1B) Approach slowly and cautiously. D20+DEX+Piloting.
2) Review the rules for Ship combat and damage.
3) Fire the first hook to catch the comet. D100+Aim.
4) Fire the second hook to catch the comet. D100+Aim.
1B) Approach slowly and cautiously. D20+DEX+Piloting.
9+2+2. Success. Not bad. The comet is in constant motion but you can follow closely to it. You maintain a safe distance, but you must continually speed up and slow down. Gain a +10 bonus to firing the hooks.
2) Review the rules for Ship combat and damage.
Starting AIM for the Karnack is +10. Starting Evasion is +10. Starting Shield is 1. Starting Integrity for each compartment is 3.
For each point of damage the ship takes (after subtracting the Shield), you will roll a D6 to determine which compartment is hit. Each time a compartment is hit, reduce that compartment's integrity by 1. If the integrity of a compartment is 0, remove any followers and ship upgrades attached to that compartment...they are destroyed. If further damage is dealt to that compartment while the integrity is 0, the hero's HP will take the damage.
3) Fire the first hook to catch the comet. D100+Aim.
72+10+10. Great success. You snag the comet with the first hook and fall perfectly into place with the comet as it continues to travel.
4) Fire the second hook to catch the comet. D100+Aim.
58+10+10. Great success. You snag the comet with the second hook and fall perfectly into place with the comet as it continues to travel.
Jan 26:
You will be accompanying Brokvar on this mission. Gear up in a space suit and get to the air lock.
1) Bond with the first mate and ship bot. D20+CHA.
2A) Request help getting into your space suit. D20+CHA+Persuasive.
or
2B) Demand help with your space suit. D20+STR+Intimidate.
3) Gear up.
There's also a pickpocket chance here.
1) Bond with the first mate and ship bot. D20+CHA.
10+2. Success. SD113 - "You life forms are easily killed by a lack of atmosphere, pressure, and breathable air. I do not wish to get distracted and make a mistake while I check over the suits. Captain Cayliss would be most bothered if we lost either of you."
Brokvar - "You ever been on a spacewalk? It ain't like the comfort of a ship. Zero G on a ship is nothing compared to the vast emptiness of space. It can be scary as hell. I must admit it is nice to have another going on this with me. Ascel does ok, but his stomach can't handle it. Let's hope you don't get motion sickness. Well, we'll soon see what you've got."
2A) Request help getting into your space suit. D20+CHA+Persuasive.
10+2. Success. "It's probably a good idea to make sure you've got this suit on correctly. Let me look you over and see how well you did." Gain +1 to all rolls on Jan 27.
3) Gear up.
There are a few items left for this mission. Add 1 Med Kit and 1 Antidote to your inventory.
Rovin nets 2 credits picking Brokvar's pocket.
Jan 27:
You go through the air lock and make your way around the Karnack to where the comet is tethered via the lines on the grappling hooks. You and Brokvar begin to climb the wires and make your way across the comet.
1) Get accustomed to the experience of a spacewalk. D20+CON.
2A) Be careful not to slip or hurt yourself. D20+DEX+Athlete.
or
2B) Use your strength to avoid slipping. D20+STR+Athlete.
1) Get accustomed to the experience of a spacewalk. D20+CON.
13+(-1)+1. Success. Your body takes a while to adjust to the feeling of weightlessness. You become dizzy and nauseous. Reduce HP by 1.
2A) Be careful not to slip or hurt yourself. D20+DEX+Athlete.
14+2+1. Success. You take your time and move carefully. You have no trouble getting across the line. You make it to the comet safely.
Jan 28 and 29:
Before Brokvar can finish making his way to the comet, you sense a disturbance along the surface of the comet. You are attacked by some creatures that have made a home on the comet.
Three exocoti creatures to battle.
Exocoti 1:
Attack needed: 10. Roll 1+4. Miss.
The exocoti bites through your suit. -1HP.
A constitution roll is made to determine if Rovin is infected. 19-1. He is not infected.
The exocoti flees.
Exocoti 2:
Attack needed: 9. 18+4. Hit.
Damage needed: 4. 8+1. The exocoti dies.
Exocoti 3:
Attack needed: 9. 6+4. Hit.
Damage needed: 3. 7+1. The exocoti dies.
Rovin gains 2 credits.
Sunday lottery: D6.
1. Lose 2 credits.
Jan 30:
Brokvar makes his way onto the comet. You both detach from the safety lines and survey your immediate surroundings. There are non of the odd exocoti creatures nearby. Brokvar tells you that you both need to head to the opposite end of the comet to place down some equipment. The journey could take hours.
A) Travel through a deep valley. D20+WIS+Survivalist
or
B) Travel over some high cliffs. D20+WIS+Survivalist
A) Travel through a deep valley. D20+WIS+Survivalist.
Travelling through the valley provides safety from the turbulent activity on the surface. However, creatures could hide and lurk in the valley as well.
6-1. Fail. You take ample time to move carefully through the valley. You must consume two meal rations on your journey (the only two we had). As you travel, you encounter a rock like creature that appears hostile.
D20+CHA+Animal tamer.
18+2. Success. You calm the creature and it scurries off without bothering you.
Jan 31:
"Captain, we've made it to the target and will be setting up the brake and the guide."
You and Brokvar make it to the opposite end of the comet. He unloads his pack and spreads out his gear. He motions for you to come help him set up the rest of the equipment.
1) What do you know about astrophysics? D20+WIS+Student.
2) Help build the guide and brake. D20+INT+Engineering.
3) Help configure the equipment and connect to the Karnack. D20+INT+Computers.
1) What do you know about astrophysics? D20+WIS+Student.
5-1. Failure. You don't recall much that will help you here.
2) Help build the guide and brake. D20+INT+Engineering.
14. Success. You and Brokvar work well as a team. You get the guide and brake equipment built quickly. Brokvar is thankful. Gain 1 credit as a reward.
3) Help configure the equipment and connect to the Karnack. D20+INT+Computers.
10. Success. Brokvar is thankful for your help. You both work well as a team. You get the equipment configured and quickly connected to the Karnack Gain 1 credit as a reward. Note down "Rockets Placed" for future use.
Feb 1:
With the equipment all set up and a connection established to the ship, you and the first mate set out to get back to the Karnack. After a short hike, the floor of the comet begins to quake and cave in. You begin to plummet into a deep hole.
A) Try to hold on to the edge. D20+STR+Athlete+Danger Sense.
or
B) Try to land safely. D20+DEX+Danger Sense.
B) Try to land safely. D20+DEX+Danger Sense.
19+2. Great success. You rotate your body to land on your feet. You have just enough time to brace for impact and land gracefully.
Feb 2:
Before you can get your bearings, you hear a screech coming from above you. You look up to see more creatures descending down to attack you.
Roll for each enemy, D20+ATK, Damage, D20+CON
Exocoti 1, 2, and 3
Exocoti 1:
Attack needed: 11. 12+4. Hit.
Damage needed: 3. 6(+1). The exocoti dies.
Exocoti 2:
Attack needed: 10. 19+4. Hit.
Damage needed: 3. 3(+1). The exocoti dies.
Exocoti 3:
Attack needed: 9. 4+4. Miss.
Defense is 14. The exocoti bites through your suit. Lose 1HP.
Constitution roll needed: 9+. 7-1. You are INFECTED.
At the end of each day, roll D20+CON. If the result is 10 or less, lose 1HP.
This can be cured by an antidote or taking a rest.
We've got an antidote. We will use it.
For killing 2 exocoti, we collect 2 credits.
Down to 4HP. This seems like a good time to use a medkit. 2D4 to health.
2+1. 3HP gained.
Feb 3:
With the exocoti dispatched, you start to explore the bottom of the pit in hopes of finding a way out. You spot a tunnel that goes deeper into a cavern of space. There might be a way to escape if you explore the area.
Beginning from "X" in the bottom right of the map, I have two options. I can go to Room 2 and then Room 5 before going to Room 3, which appears to be the exit. The other route is from Room 2, to Room 4, to Room 1 and into Room 5 and finally Room 3.
Based on imagery, R2 appears to have some sleeping exocoti in it. R4 appears to have a chest of some sort. R1 appears to be a lake. R5 appears to be a graveyard of bones. R3 just appears to be the exit.
R1:
This chamber houses a dozen exocoti creatures. Luckily, they're asleep or hibernating. It's best to proceed with caution so not to wake them. D20+DEX+Stealthy.
12+2. Success. You get by without disturbing the creatures.
We go right for the long way and a chance at Room 4.
R4:
You find a small lockbox in the chamber of the tunnel. Others must have been to this comet in the past. Perhaps they were just exploring or looking to harvest the water and minerals like you are here to do. Try to open the box. D20+DEX+Locksmith.
3+2. Fail. No joy. You are unable to open the lockbox.
R1:
You enter a chamber that has some liquid settling at the bottom. You wade through to move to the other side and immediately feel nauseous. Your space suit should be protecting you. D20+WIS+Arcane Adept.
15-1. Success. There's a presence of a metaphysical energy that is affecting your psyche and causing you to feel nauseous. It would cause lesser creatures to fall asleep. Knowing this helps you battle the feeling and escape.
R5:
This rooms holds nothing but piles of bone and shells from the rock like alien creatures. It might be used as a dining area for these exocoti creatures. You search through the pile. D20+INT+Investigator.
1. Fail. You find nothing of value amongst the bones.
R3:
You find a tunnel that slopes upward. Further in, you notice a faint glow of light. This is likely the way out. We've hit everything, so we're heading out.
Feb 4 and 5:
The tunnel led to a nest of glowing eggs. You see the exit in the back of this chamber. You will need to move carefully through the clusters of eggs so you don't disturb them.
1. Sneak and move slowly. D20+DEX+Stealthy.
2. Engage in combat.
Three exocoti. D20+ATK, DMG, and CON.
Sunday lottery: D6.
3. 1 Credit.
1. Sneak and move slowly. D20+DEX+Stealthy.
20+2. Great success. You move quietly and don't disturb the eggs. Gain +2 to your attack rolls.
2. Engage in combat.
Exocoti 1:
Attack needed: 12. 8+2+2. Hit.
Damage needed: 4. 5+1. The exocoti dies.
Exocoti 2:
Attack needed: 11. 4+2+2. Miss.
The exocoti slams into you. -1HP.
Constitution needed: 9. 12-1. Not infected.
Excoti 3:
Attack needed: 13. 5+2+2. Miss.
The exocoti bites you. -1HP.
Constitution needed: 8. 18-1. Not infected.
Having killed just one, you run to the exit before they can engage again. Collect 1 credit.
Feb 6:
You and Brokvar finally make it back to the ship. You secure your safety line and proceed across. Nearly halfway across, Brokvar's line snaps and he starts to drift away.
1A) Prioritize your own safety over Brokvar
or
1B) Prioritize rescuing Brokvar over your own safety.
2) Stop Brokvar from flying away. D20+STR.
3) Drag yourself and Brokvar back to the ship. D20+CON+Athlete.
1B) Prioritize rescuing Brokvar over your own safety.
Gain 1 virtue. Gain a +2 bonus to rescur Brokvar in #2.
2) Stop Brokvar from flying away. D20+STR.
You see the potential danger the first mate is in and you react quickly to grab his safety line before he gets too far away. Once you grab his safety line, you are pulled tightly and must use all of your strength to hold on.
2-2+2. Failure. The strain of holding on and not letting go hurts you. -2HP.
3) Drag yourself and Brokvar back to the ship. D20+CON+Athlete.
With the first mate secured to you, you need to crawl back to the Karnack and carry the both of you. While there is no gravity, it's still cumbersome and hard to move.
9-1. Success. Sort of. It could have been worse. You make it back to the airlock and hoist the both of you inside. You're exhausted. -1HP.
Feb 7:
There is no time to relax. Pirates have appeared to steal the haul you've worked hard to secure. They may be looking to grab both the comet and your ship. They approach and begin to fire upon the Karnack.
Four ships.
D100+Aim. D100+Evasion.
The Karnack has a default +10 to Aim and Evasion.
Engage in combat.
Ship 1:
Aim needed: 30. 37+10. Your shot hit and you take no damage.
Ship 2:
Aim needed: 60. 74+10. Your shot hit and you take no damage.
Ship 3:
Aim needed: 40. 96+10. Your shot hit and you take no damage.
Ship 4:
Aim needed: 55. 47+10. Your shot hit (barely) and you take no damage.
4 credits awarded.
Rovin, fwiw, has 21 credits now.
Feb 8:
With the comet in tow, the Karnack can't achieve full speed to escape. The small fleet of pirates are not giving up the chase. They continue the pursuit.
4 pirate ships.
D100+Aim, D100+Evasion.
Engage in ship combat.
Since we have Rockets Placed from earlier this year, we gain an additional +10 to evasion rolls for today.
Ship 1:
Aim needed: 75. 81+10. Hit. You take no damage.
Ship 2:
Aim needed: 35. 58+10. Hit. You take no damage.
Ship 3:
Aim needed: 55. 51+10. Hit. You take no damage.
4 credits collected.
The remaining pirate ships pull out of formation and abandon pursuit.
Ship 4:
Aim needed: 40. 30+10. Hit. Barely. You take no damage.
Feb 9:
"I'm pleased with your performance on this mission. I'd like to reward your bravery with one of these items. Take your pick.
You've proven yourself a valuable asset to the crew. In addition to continuing to assist the crew as the need arises, I want to make you our financial manager. You'll be in charge of payments for repairs, upkeep, upgrades, fuel, securing rations for the crew, and anything else that requires credits."
Roll 5D10 to determine the amount of credits in the ship's ledger.
Items available to be selected:
Kinetic Shield. 1 DEX, 1 DEF
Kinetic Harness. 1 DEX, 2 HP
Spinet Amplifier. 1 DEX, 1 ATK
Pickpocket chance. 1 credit.
Rovin selects the Kinetic Shield.
7+3+9+1+4. 24 credits on the ship's ledger.
"I will transfer over to you all the current credits we have allocated for the Karnack's needs. It includes the payment for the current mission, minus the crew's portion and current repair cost that Ascel has had take out. As the financial manager, you will be responsible for those in the future. Oh, and your personal cut for the mission is included in that sum. You are free to do what you wish with that.
Quiet day here. It's a Level Up day.
Rovin adds 5HP, 1 ATK, and his damage roll is now a D10 (from D8).
We have two points to add to attributes. We add 1 to DEX and 1 to CHA...we're going to ignore our weaknesses and focus on our strengths.
New ability of Animal Tamer. +2 to rolls to train and handle animals.
Feb 11 and 12:
"This ship certainly sees it's fair share of wear and tear. Captain Cayliss prefers dangerous missions because they pay better. It puts the ship in jeopardy, but it keeps me employed. Overall, the ship is in better shape that it could have been. I hear your help in the bridge helped keep us alive. We owe you a great deal of thanks."
The Karnack has taken some damage and needs repair. Ascel has purchased some "Ship Parts" to use for repair.
1) Add 5 "Ship Parts" to your inventory.
2) Use Ship Part or any available abilities to repair the Karnack.
We've literally never taken damage since I started so this won't be necessary right now. It does restore integrity of a compartment and can't be used during combat. They can apparently be used before the start of combat, though.
Sunday lottery: D6
6! 4 credits!
Feb 13:
Captain Cayliss has requested the crew gather to celebrate the success of the mission and to officially commemorate your joining the crew. Welcome to the team.
Bond with the crew over stories of the mission. D20+CHA.
20+3. Boom, boom, boom, Muffins!
Brokvar recounts to the crew what occurred along the mission on the comet. You notice he tends to embellish a bit on the details.
SD-113 has trouble understanding the peril that lifeforms put themselves in and comments on the absurdity of the situation.
Naylee makes exaggerated gestures, gasping at tense moments, laughing loudly at funny ones, and jumping for joy at moments of triumph.
Ascel nods and smiles as he quietly observes everyone in the room.
Captain Cayliss watches over with pride as the crew bonds together over Brokvar's story.
You chime in and add additional details that enhance the drama and humor of the story. The crew bonded well and loved the story. Brokvar smiles at you and tosses you 2 credits. Note down "Bonding With Crew" somewhere for future use.
Feb 14:
Captain wants us headed to Gomanis.
Fly the Karnack. Navigate to Gomanis.
A) Roll D20+DEX+Piloting
or
B) Roll D20+WIS+Piloting
A) Roll D20+DEX+Piloting
4+4+2. Success. You navigate a sensible path to your destination and get there in average time. You avoid trouble from rogue agents or pirates. You must consume 1 meal ration.
Since Rovin does not have a ration available, he loses 1HP.
I'm out of town for a few days and I'll get back to this.
Feb 15:
City: Dressa
Planet: Gomanis
Naylee sets the Karnack down in the busy city of Dressa. While the captain secures the next job, she gives the crew leave to enjoy the city.
Explore the city of Dressa on the planet Gomanis.
You wander around near the port before exploring outward. The further you go, the wealthier the area appears to get.
Frenchie's Fast Foods
You find a fast food franchise close to the dock that has genetically modified animal based meals. It is edible and safe, but not so appetizing.
It's selling Meal Rations for 1 credit. Last year I passed on these because after a while, the HP for my characters was just so high I could manage without them. For now, we'll take 5.
Panhandlers on the street corner
There is a man with a dog doing tricks on the corner for those passing by. There is a hat on the ground with a small sign that reads, "Tricks for Food. Help us Eat. Bless you." Do you give them a credit?
Yes, of course. -1 credit. Reward of 1 Virtue Point.
Gertrude's Garmenta
You find a lady locked out of her used clothing shop. She appears flustered. Can you help her get inside? D20+DEX or D20+STR+Locksmith
2+4. I'm unable to help her.
Regal's Rest and Restoration
A sign on a small motel reads, "The best rest for those on a quest. Heal your aching limbs/tentacles/fins/parts. There is nothing like our rejuvenating sleep chambers. Only 3 credits." You decide to come back here after some time exploring (You'll be able to visit this place and rest tomorrow).
Randayyl's Remedies
A gentle older alien is running a small medicine and treatment stand. It's preaching against big medical companies to anyone who will listen and spouting off about how health insurance is a waste of taxpayer's hard earned credits. "My home remedies are better than what you can get at a big hospital."
Selling two items:
Antidote 4 credits, curing the "infected" condition.
Med Kit 5 credits, restoring 2d4 health.
We'll take 2 of each.
Guard ahead
Further beyond, you see a few useful shops you will visit and a tavern that may be a nice place to relax and enjoy some entertainment. However, someone dressed as a guard blocks you from going anywhere else. He is threatening and demands a toll for crossing. D20+CHA+Persuasive or D20+STR+Intimidating.
We'll try to charm him. 4+3, well, that didn't work. You give the guard 1 credit to continue onward.
Tally:
1 virtue point
5 rations
2 antidotes
2 med kits
-25 credits.
Rovin is now at 31 credits. That'll do.
Feb 16:
Regal's Rest and Restoration offers a safe place to relax for a while and Rest.
1) Optional. Spend 3 credits to take a Rest.
That's definitely happening.
This restores health to full (from 7 to 16).
There are other things it could do...restore abilities. My only abilities are the barrel roll (evasion in the craft...once per page) and Snipe (d4 damage once per page) so not necessary. I might have even forgot about these previously.
Regain spell/charge/chi/surge points. N/A.
Change equipment if needed.
Remove a negative modifier caused from a previous death. Not necessary either.
Feb 17:
You hear a scream coming from a nearby alley and go investigate. You see a couple thugs robbing an older person. They spot you and turn their aggression towards you.
1) Engage in combat.
2A) Return the victim's credits
or
2B) Take the credits for yourself.
Roll for each Thug.
D20+ATK, Damage (D10+1).
Thug 1.
Attack needed: 14. 15+6. Hit.
Damage needed: 6. 3+1. Add SNIPE ability. +3. The thug dies.
Thug 2.
Attack needed: 14. 11+6. Hit.
Damage needed: 5. 7+1. The thug dies.
2 credits for killing them.
We'll return those credits to the victim. Gain 1 Virtue Point.
Feb 18/19:
You find a local job board/digital kiosk with a few postings. Citizens are asking for help in various way. This is a great way to find small jobs and earn extra credits.
You may take on all of the jobs if you wish. And you do wish.
Locate Lost Bot
D20+INT+Investigator
Help Organize My Warehouse
D20+CHA+Survival
Decipher Strange Signal
D20+CON+Arcane Adept.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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).
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
HP is now 5. Not ideal. We'll use another medkit. That's the last of those. 2D4. 4HP.
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
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.
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.
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.
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.
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.
Back at it today. Had a minor outpatient thing Friday and was out of town the past two days.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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
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.
Big deal IMO. SD was the mini story throughout last year that was shared during the Kickstarter campaign.
SD-247 will go into the bridge of the Karnack.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
With Easter and a work trip, I've been out for a bit. Let's roll some dice.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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