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Re: Adventure Section 1.0
Posted: Fri Dec 20, 2019 4:45 pm
by Jaakari
Trying to avoid splitting the party, since a few are outside and inside, this is a dilemma for Lloyd. He darts forward, hoping to use the rising cloud of dust as partial shielding from sight and the laser.
RS55
[1d100] = 11
Lloyd will reload a fresh magazine when he reaches any cover.
Re: Adventure Section 1.0
Posted: Fri Dec 20, 2019 11:46 pm
by MajorTom
RICK OOC: I have to admit that I lost track of where we are. Are we on a new turn? If so, here is our initiative roll:
[1d10+6] = 3+6 = 9
Re: Adventure Section 1.0
Posted: Sat Dec 21, 2019 12:07 am
by Harpoonrgm84a
Okay, Rick, Vigg, and Lloyd are now with the pirates outside the collapsed section. Borble, the reaction score check was to see if you made it to the outside before it was blocked off. Failing means you didn't make it, but are not injured. Sorry for not specifying that. I guess the pirates need to make their initiative roll.
Pirate initiative [1d10+4] = 5+4 = 9
Okay, that is a tie on initiative, so since your group has the higher IM, you win initiative. Pirate 1 is going swing the heavy laser at Rick and try to knock him off. Pirate 2 will shoot at Lloyd.
Pirate 3 will also shoot at Lloyd.
Vigg, it appears that you have not been seen where you are hiding at.
Borble, make an intuition check for me, please?
Re: Adventure Section 1.0
Posted: Sat Dec 21, 2019 12:16 am
by MajorTom
RICK OOC: How do the rules for wrestling work. Do I get one attack a turn? What is my chance to hit? Does martial arts increase my chance?
For this turn, I will stick with martial arts. I want to try to impose myself to prevent pirate one from getting to the heavy laser if possible.
Side kick, 46% [1d100] = 51 is a miss
Jab strike, 46% [1d100] = 96 is an even bigger miss
Re: Adventure Section 1.0
Posted: Sat Dec 21, 2019 1:20 am
by Jaakari
Lloyd is fortunate that a projectile weapon isn’t impacted by dust, but Pirates 2 and 3 are on the receiving end of a burst from the autopistol, it’s at least short range (possibly point blank)
[1d100] = 49 against a burst to hit of 59.
Burst damage:
[5d10] = 30+[1d10] = 6+[1d10] = 3. Assuming both are hit by the burst, they’d take a total of 39 points divided by two.
Re: Adventure Section 1.0
Posted: Sat Dec 21, 2019 5:13 pm
by cryominer
Harpoonrgm84a wrote:Okay, Rick, Vigg, and Lloyd are now with the pirates outside the collapsed section. Borble, the reaction score check was to see if you made it to the outside before it was blocked off. Failing means you didn't make it, but are not injured. Sorry for not specifying that. I guess the pirates need to make their initiative roll.
Pirate initiative [1d10+4] = 5+4 = 9
Okay, that is a tie on initiative, so since your group has the higher IM, you win initiative. Pirate 1 is going swing the heavy laser at Rick and try to knock him off. Pirate 2 will shoot at Lloyd.
Pirate 3 will also shoot at Lloyd.
Vigg, it appears that you have not been seen where you are hiding at.
Borble, make an intuition check for me, please?
Vigg will take a shot at the nearest pirate with his needler pistol...
[1d100] = 43
[1d100] = 57
[1d100] = 81
DEX = 40... all misses!!!!
Re: Adventure Section 1.0
Posted: Sat Dec 21, 2019 11:32 pm
by Harpoonrgm84a
Okay, Pirate 2 is looking like he isn't doing well right now. Vigg, time to go back to the shooting course!! lol. I need to wait for Borble's response before I continue with the next segment.
Re: Adventure Section 1.0
Posted: Sat Dec 21, 2019 11:38 pm
by pdunwin
Harpoonrgm84a wrote:Okay, Pirate 2 is looking like he isn't doing well right now. Vigg, time to go back to the shooting course!! lol. I need to wait for Borble's response before I continue with the next segment.
Response to what? I acted on Friday. I rolled to keep Borble from being crushed and failed.
Re: Adventure Section 1.0
Posted: Sun Dec 22, 2019 12:08 am
by MajorTom
Here's hoping that Vigg and Rick can get better die rolls next turn.

Re: Adventure Section 1.0
Posted: Mon Dec 23, 2019 12:20 am
by Teflon
Borble, you weren't crushed, i think your just trapped on the other side of the deadfall of debris.
Re: Adventure Section 1.0
Posted: Mon Dec 23, 2019 1:44 am
by Harpoonrgm84a
Okay, players. At the request of one of you, I have created an area you can discuss things out of game, It might help cut down on the confusion a little....
Re: Adventure Section 1.0
Posted: Mon Dec 23, 2019 11:14 am
by Harpoonrgm84a
Okay, we are moving on to the next turn now.
Pirate initiative [1d10+4] = 3+4 = 7
Re: Adventure Section 1.0
Posted: Mon Dec 23, 2019 1:16 pm
by MajorTom
Good guys initiative = [1d10+6] = 9+6 = 15
Re: Adventure Section 1.0
Posted: Mon Dec 23, 2019 1:43 pm
by MajorTom
Rick will continue to try to interpose himself in the way of the heavy laser, while whaling at miner one with martial arts.
Stiff armed jab, 46%, [1d100] = 96 is a miss
Round kick, 46%, [1d100] = 62 = also a miss
The dice are just not with me.
Re: Adventure Section 1.0
Posted: Tue Dec 24, 2019 12:24 am
by Harpoonrgm84a
Okay, you guys got initiative, so pirates declare first. Pirate 1 will attempt to knock Rick off using the heavy laser. Pirate 2 is going to hop into the driver's seat of the truck. Pirate 3 will climb on the truck and flank Rick.
Re: Adventure Section 1.0
Posted: Tue Dec 24, 2019 3:48 am
by Jaakari
Lloyd will fire three shots at pirate 2. This is short range (maybe point blank)
[1d100] = 24 [1d100] = 41[1d100] = 21 to hit Against a to hit of 39
[1d10] = 2 [1d10] = 10 from two hits 12 points base damage
Re: Adventure Section 1.0
Posted: Tue Dec 24, 2019 3:56 am
by cryominer
Vigg will fire his needler at pirate 2 again. (Please roll for me, on my phone).
Re: Adventure Section 1.0
Posted: Tue Dec 24, 2019 1:13 pm
by Harpoonrgm84a
Okay, Vigg, pirate 2 dropped from Lloyd's shots. I will shift your attack to pirate 3.
Vigg attack [1d100] = 31 Needler damage [2d10] = 9
Pirate 1 swings the heavy laser to hit Rick
Pirate 1 Melee attack [1d100] = 77 and missed.
Pirate 3 uses his weapon as a club.
Pirate 3 melee [1d100] = 48 Miss.
At this point, the two pirates realize they are outnumbered and surrender. Pirate 1 uses a chronocom and calls out a quick message, "We are cut off. Get out of here, now!" A few minutes after this message goes out, a shuttle blasts off from nearby and streaks into the night sky. Soon, it disappears into the starry field and the 5 of you are left alone with your thoughts.
Re: Adventure Section 1.0
Posted: Tue Dec 24, 2019 2:33 pm
by MajorTom
Rick does his best to prevent pirate 1 from sending the message but fails and settles for escorting them to where the other prisoners are and seeing that they are securely tied up. He checks the other prisoners while he is there and makes sure they are still securely bound.
Then he examines the cave-in and calls out, "Borble, can you be hearing me?" Rick is thinking whether we can use the heavy laser to open up a passage to get to Borble but he knows nothing about mining.
Assuming T-prin is on this side of the cave in, Rick will go over and check on him. Rick has no first aid skills so about he can do is make sure he is breathing and help him come around.
Re: Adventure Section 1.0
Posted: Tue Dec 24, 2019 5:56 pm
by Harpoonrgm84a
Rick, the 3 pirates you trundled up earlier are on the other side of the cave in with Borble...