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Turn
Campaign:Black Moon
Adventure:The Desolute Void
Send To:Curt Rustle, Dasan Gram, Ianna, Isobella, Jack, Marcello diPietro, Shooter, Tal Everwind
Turn Start Date (ex. 12/31/6565)
Turn Number:4.9
Combat Turn:
Subject:The Pod Room
Combat
Physical
Energy
Other
Flash
Charges
DEX/EGO
SPD
PD
rPD
Total
ED
rED
Total
Mental
Power
Sight
Sound
???
Curt Rustle
26
5
10
13
23
5
13
18
19
5
0
0
0
Dasan
20
5
4
20
24
4
20
25
6
0
10
0
0
Laser Cannon - 13/16
Flame Thrower 3/4
Force Field 5/6
Ianna
33
6
9
15
24
9
15
24
0
5
0
0
0
Isobella
33
5
5
24
29
3
24
27
9
0
10
0
0
Jack Braun
20
5
12
23
35
11
23
34
10
0
2
0
0
Marco diPietro
18/23
4
12
13
25
12
13
25
24
7*
0
0
0
Shooter
20
4
8
31
39
8
31
39
18
10
7
3
0
Manhunter 11/12
SSR - Normal 15/16
SSR - AP 16/16
Tal Everwind
23
5
2
20
22
4
20
24
0
0
0
0
0

REC
BODY
STUN
END
Other
Full
Current
Full
Current
Full
Current
Curt Rustle
10
12
37
27
40
33
Dasan
9
14
36
32
46
40
Ianna
10
12
37
21
46
Isobella
5
12
25
22
30
28
Jack Braun
12
12
47
76
64
Marco diPietro
10
10
33
25
48
41
Shooter
8
13
32
30
40
36
Tal Everwind
9
18
32
36
END Reserve 82/90 (10 REC)



The group heads back to the 3 meter wall that separates the main platform from the recessed "pod room" where tall, stony towers are set with many pods. The regular lines in the pods seem to indicate that the pods are intended to be opened. The group climbs three meters to the top of the wall and then six meters to the bottom of the wall on the other side and begins investigating the room. They find that the pods do indeed open on rounded hinges. The pods are at all levels so Tal and Curt concentrate on the upper pods where flight and stretching (respectively) allow them to easily access the pods.

The pods contain equipment and stores, many of them recognizable as being of imperial origin. There are blankets, shovels, nuts and bolts, food stores and all manner of stuff, perhaps scavenged from some of the many imperial ships floating in the void outside this ship. Then, two things happen almost simultaneously.

Tal is searching his third pod when he finds what appears to a completely undamage hypercoil, one of five parts that the group needs to repair the Darklight.

As he is finding this, bugs start pouring into the chamber from over the wall, as well as from cracks in the walls of the pod room. The bugs look a lot like the bugs that the group fought in the Dar Formuth, but they are smaller and faster. In addition to the their claws, which are also smaller than the massive claws of the previous bugs, these bugs are also equpped with some sort of power rod that pulses with red energy.

The bugs immediately converge on the closest person in the group and attack.

GM: Go ahead and send me your actions for turn 0, phase 12. It's pretty obvious that these bugs have Clinging so go ahead and adjust your KNB rolls accordingly (i.e. add 1d6).

IANNA: Ianna's expression of joy at Tal's discovery is quickly replaced by wariness. She drops into a defensive stance as a shimmering, distorted field surrounds her. {Party's over. Attack at will. Watch out for those red glowing rods.}

IANNA (GM): I tried connecting to maptool but it was down. What sort of numbers are we looking at right now? How concentrated are they in groups? It sounds like a horde of bugs or does it seem more like we're dealing with a dozen bugs spread out more? I'll send in her rolls once I see the bugs and where characters are located.

IANNA (OOC): If we're dealing with horde-like numbers those will effective AOE attacks might want to consider it. If we're more one on one then nevermind.


MARCO (GM): Are these things the "minds" that I detected earlier? Also, I don't think any of my attacks are AOE...is this correct? Also, should I consider investing in something down the road?

GM: How is Marco going to attempt to determine whether these are the same minds? Marco does not have any AoE attacks. They are not that common for mental attacks.

DEX
Ianna
33
IANNA: With the bugs swarming the group, Ianna didn't need to move and waited for the bug to close. Using her phasing talents she struck at the center of the bug while shifting position instantly.

TECH:
+1 in OCV
Phasing Strike on Skitter 1; OCV 13, DCV 14 [rolled 12], [rolled 5 4 4 6 6 3 6 4 6 4 3 3 - Total: 54, Body: 16] damage,
[rolled 18] KB, END: 5
Activate Aporting Field, END: 1

END: 40
STUN: 37
BODY: 12
Isobella
33
ISOBELLA: Isobella pulls out her walking stick and quickly extends it to full length in a well practiced maneuver. She then uses it to administer a solid thwack to the bug in front of her while being wary for counter attacks.

ISOBELLA (tech): Hook maneuver (+2 OCV, 9d6 damage) using walking stick for +2d6 damage, skill levels set to +2 OCV, +4 DCV for OCV/DCV 14

Hit: [rolled 9], damage [rolled 5 6 4 1 2 2 4 6 1 2 3 4 - Total: 40, Body: 12], knockback [rolled 12]
Curt
26
CURT: As the bug moves up, Curt attempts to find a weakness in the bug's armor and then attacks with Fast Strike
TECH: Find Weakness on 11 or less [rolled 10]
TECH: OCV 11 [rolled 13], Damage [rolled 5 1 5 4 4 6 6 3 6 4 6 - Total: 50, Body: 14], KNB [rolled 10]
END 33/40
Tal
23
TAL: "Hey look what I found!!" He lifts up the hypercoil (I'm assuming this is something Tal can carry). His elation is only momentary as he sees the bug swarm headed their way. "Crap. Not again." He carefully replaces the hypercoil in its container. "Now don' go anywhere - I'll be back for you!"

TAL: Flies down to the group, activating his forcefield and preparing for battle.

TAL: Attack nearest bug (if he can get a shot off this round)

Tech: OCV(11-) [rolled 10], Damage [rolled 6 6 2 1 4 6 2 2 1 6 6 5 1 5 4 - Total: 57, Body: 17], KB [rolled 10]
Jack
20
JACK: As the bugs started to swarm over the wall, Jack tried to move closer to interpose himself between them and the others, particularly Marco. The bugs still managed to swarm past him and get to the others, so he turned to defend Marco as best he could, stepping over to be near the one about to attack him, and attempting to kick it away. {Keep in mind that the red mists are not that far to our right, don't get knocked off into them. We may be able to use the mists against them too.}

JACK (OOC): I'm actually very tempted to start tossing bugs over the edge into the mists, but won't resort to it yet.

TECH: Defensive Strike using 60 Str on bug 5, OCV 9 (base 7, +1 for skill level, +1 for maneuver), DCV 10 (base 7, +3 for maneuver). [rolled 11] to hit, [rolled 1 1 3 4 3 3 6 6 2 1 4 6 - Total: 40, Body: 12] damage, [rolled 11] knockback. -1 END for movement, -11 for strength.
BODY: 12/12, STUN: 47/47, END: 64/76
Dasan
20
DASAN: {Crap. I hope the mods I made over my port work. Don't stand between me and the bugs, this is going to get hot.}

DASAN(Tech): Without seeing the map I will say that Dasan will position himself to line up as many bugs as with out endangering teammates or pods. Activation rolls for the forcefield -14[rolled 12] and proximity sensor -14[rolled 9]. Not sure if I need to roll for AoE attacks but here it is just in case. Flame thrower quick shot OCV 13 DCV 7/10 [rolled 12] if hit damage [rolled 2 1 (+1)- Total: 4, Body: 1] 12" line +1, stun [rolled 5] 3 of 4 charges remaining.


DASAN(GM): Can I move next to Jack and hit bugs 14, 15 , 1, and 6 with out hitting Shooter? If not I will go for 7,11, and 12 unless a better shoot presents its self before my turn.

GM: The movement for the bugs was basically their free, phase 11 move (and possibly some of their phase 12 movement as well). When I resolve phase 12, who gets to move first will depend on relative DEX. The best you can do is state your intended actions and I will resolve in that manner. For Dasan, I will assume that his intended action is to get as many bugs as he can in the 12" line of his flame thrower attack, while avoiding any allies.
Shooter
20
SHOOTER: Unless instructed to hold his fire, Shooter immediately activates his middle and outer fields while firing at the bug approaching him.
TECH: OCV 12 [rolled 6], Damage 5d6+1K [rolled 1 3 4 3 3 (+1)- Total: 15, Body: 4], Stun [rolled 5], KNB [rolled 6 2 1 4 - Total: 13, Body: 4]

Manhunter - Clip 1 6/6, Clip 2 5/6
SSR - Normal - 15/16
SSR - AP - 16/16
End 36/40
Marco
23 or 18
MARCO: Half move behind nearest weapon-toting teammate. Reaches out to the nearest mind mental paralysis hoping to make easier targets for the group.

TECH: Mental Paralysis attack [rolled 15], effect [rolled 4 6 4 - Total: 14, Body: 4]
BOD: 10/10 END: 45/48
Bugs
35
Attacking Curt: OCV 16 [rolled 5], Damage 9d6 [rolled 4 5 5 1 6 2 1 6 3 - Total: 33, Body: 9], No KNB
Attacking Dasan: OCV 16 [rolled 14], Damage 9d6 [rolled 4 3 2 5 5 4 6 1 3 - Total: 33, Body: 9], No KNB
Attacking Ianna: OCV 16 [rolled 14], Damage 9d6 [rolled 2 6 4 6 6 5 5 5 1 - Total: 40, Body: 11], No KNB
Attacking Isobella: OCV 16 [rolled 11], Damage 9d6 [rolled 3 1 4 6 5 2 4 3 2 - Total: 30, Body: 9], No KNB
Attacking Jack: OCV 16 [rolled 11], Damage 9d6 [rolled 1 4 4 3 4 3 4 1 2 - Total: 26, Body: 7], No KNB
Attacking Jack: OCV 16 [rolled 11], Damage 9d6 [rolled 5 5 4 3 6 1 1 3 6 - Total: 34, Body: 9], No KNB
Attacking Marco: OCV 16 [rolled 10], Damage 9d6 [rolled 4 1 5 1 4 3 5 5 5 - Total: 33, Body: 7], No KNB
Attacking Shooter: OCV 16 [rolled 13], Damage 9d6 [rolled 5 4 2 1 6 6 6 5 6 - Total: 41, Body: 12], No KNB
Attacking Shooter: OCV 16 [rolled 8], Damage 9d6 [rolled 3 5 3 3 1 6 3 4 6 - Total: 34, Body: 10], No KNB
Attacking Tal: OCV 16 [rolled 6], Damage 9d6 [rolled 5 2 6 3 1 1 3 1 2 - Total: 24, Body: 7], No KNB

DEX 35, the bugs move forward and attack. Everyone as one bug attacking this phase, except for Jack and Shooter, who each have two.

Except for Jack, the following indicates how much STUN got through defenses.
Curt gets hit for 10 STUN.
Dasan gets hit for 4 STUN.
Ianna gets missed.
Isobella gets hit for 3 STUN.
Marco gets hit for 8 STUN.
Shooter gets hit for 2 STUN and 0 STUN.
Tal gets hit for 0 STUN.
Jack gets hit for 26 STUN and 34 STUN (Keith can figure out the END cost of his FF activation to defend against the attacks).

DEX 33, Ianna attacks and misses.

DEX 33, Isobella attacks a bug and hits for 1 BODY and 29 STUN, leaving the bug phased.

DEX 26, Curt attacks and misses.

DEX 23, Tal attacks and misses.

EGO 23, Marco freezes (paralyzes) the bug in front of Jack.

DEX 20, Jack attacks the frozen bug and hits for 1 BODY and 29 STUN.

DEX 20, Dasan attacks with his Flame Thrower, getting 3 bugs in a line, for 0 BODY and 9 STUN.

DEX 20, Shooter attacks with a round from his SSR (sniper rifle) and hits for 10 BODY and 64 STUN, instantly killing the bug.

SHOOTER: [These things are fast], Shooter says without excitement, [but if you can hit them, they go down pretty easy. Captain, let me know if you want me to use frag grenades. Some of us might get caught in the blast radius but I think our armor is better than their's.]

IANNA: {Yes, they are fast little buggers. Permission granted on the grenades. Speak up if you need help.}

GM: Go ahead and send me your actions for turn 1, phase 2 and 3. I will give everyone their post-phase 12 recovery, which will heal most of their STUN damage.
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