Adventure Section 1.0

Harpoonrgm84a
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MajorTom
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Re: Adventure Section 1.0

#642 Post by MajorTom »

Rick initiative [1d10+5] = 6+5 = 11
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Re: Adventure Section 1.0

#643 Post by Teflon »

T'prin hops out of the cart and uses it for cover.
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Re: Adventure Section 1.0

#644 Post by Teflon »

I also would like an idea of what the area looks like, are the ore carts on tracks or are the hover type? how are the bad guys positioned, and the gunship thing where is iyt in regards to us?
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Re: Adventure Section 1.0

#645 Post by Harpoonrgm84a »

The ore carts are ground type and here is the area.
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Re: Adventure Section 1.0

#646 Post by Teflon »

is there an open door on the spacecraft that i can see?
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Re: Adventure Section 1.0

#647 Post by Harpoonrgm84a »

Sorry, the pirates lost initiative and I forgot to declare their actions.
Pirate 1 will jump on the truck and get to the heavy laser.
Pirate 2 grabs his laser rifle and will fire on the nearest character.
Pirate 3 pulls out a grenade and will throw it at Rick.
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Re: Adventure Section 1.0

#648 Post by pdunwin »

Borble runs straight for the truck, clearly hoping to get to the gunner as soon as possible.
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Re: Adventure Section 1.0

#649 Post by Teflon »

T'prin will charge Pirate 3
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Re: Adventure Section 1.0

#650 Post by MajorTom »

Rick runs full speed at pirate 3. It looks like he is within my 30 meter range and, if so, Rick will attack with martial arts when he arrives.

He starts with a flying kick. [1d100] = 64

Which misses so he tries a quick jab . [1d100] = 21

Which hits for 5 damage.
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Re: Adventure Section 1.0

#651 Post by cryominer »

When it is Vigg's turn, he will fire his needler pistol at Pirate 2. Please roll for me (only access on phone)
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Re: Adventure Section 1.0

#652 Post by Jaakari »

OOC: I’m assuming we all get an action here?

Before these guys close for melee, I’d like to take a few shots at P2. That’s if I can do so without hitting Rick (hopefully he’s more to the right)
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Re: Adventure Section 1.0

#653 Post by Jaakari »

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Re: Adventure Section 1.0

#654 Post by Jaakari »

MajorTom wrote:
Jaakari wrote:(OOC: yes, we grabbed that-whomever wants to carry it can take it and I’ll strike it from my ‘gear’ list. I wrote it down so we would not forget what we’d taken)
Okay, Rick will carry it. He is somewhat leery of it but likes the idea of learning how to blow things up with it so will eventually learn.
I think someone has demolition skill, but I don’t know for sure
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Re: Adventure Section 1.0

#655 Post by MajorTom »

Jaakari wrote:
MajorTom wrote:
Jaakari wrote:(OOC: yes, we grabbed that-whomever wants to carry it can take it and I’ll strike it from my ‘gear’ list. I wrote it down so we would not forget what we’d taken)
Okay, Rick will carry it. He is somewhat leery of it but likes the idea of learning how to blow things up with it so will eventually learn.
I think someone has demolition skill, but I don’t know for sure
RICK OOC: If so, they should carry it. Otherwise Rick plans to pick up Demolitions in the future.
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Re: Adventure Section 1.0

#656 Post by Harpoonrgm84a »

Borble, you need to make a Dexterity check for me to climb the truck.
T'prin, you did not tell me how much interest you are charging the pirate, so make an attack roll instead.
Rick, your second attack was successful.
Vigg attacks [1d100] = 53 [1d100] = 70 [1d100] = 50 All miss.
Lloyd, pirate 2 says OUCH! and then compares your mother to a lady of the evening.
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Re: Adventure Section 1.0

#657 Post by pdunwin »

If Borble is unable to climb the truck (I assume that's what the failed check means, but I could be wrong), it will settle for flattening itself against the truck to where the heavy gun can't get a shot at him.

DEX check vs. 40: [1d100] = 55
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Re: Adventure Section 1.0

#658 Post by Teflon »

T'prin attacks
[1d100] = 78

and thats a whiff
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Re: Adventure Section 1.0

#659 Post by Harpoonrgm84a »

Okay, pirate 1 tries a fast climb to the truck top. Pirate 1 Dex check [1d100] = 22 Pirate 1 is now on top and at the laser, he spins it around and will fire next round.
Pirate 2 fires back at Lloyd Pirate 2 attacks [1d100] = 82 [1d100] = 99 Miss and miss.
Pirate 3 melees T'prin Pirate 3 melee roll [1d100] = 10 In addition to 2 points of damage, T'prin is now unconscious for [1d100] = 77 rounds of combat
Pirate initiative [1d10+4] = 4+4 = 8
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Re: Adventure Section 1.0

#660 Post by Jaakari »

(OOC: can’t recall in SF if a 99 is a critical failure. It was in Top Secret, I may be misremembering)
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