Alpha Dawn
        Crash on Volturnus
Campaign:Alpha Dawn
Adventure:Crash on Volturnus
Turn Number:1.1
Turn Start Date:600171
Turn End Date:600171
Send To:alphadawn@championsoftheempire.com
Combat Turn?No
Subject:Pirates on the Serena Dawn

Name

Lethal

NL

Current

Armor

Screen

Luck Pts

Fate Pts

Alyson Worth

15

0

25/40

Military Skeinsuit


/

/

Alzarix

22

0

28/50

None

None

/

/

Carter d'Marshian

9

0

25/34

None

None

/

/

Ciara Anne Preston

0

0

60/60

None

None

/

/

George Fury

7

0

38/45

Military Skeinsuit


1/1

/0

Gorman Blake

0

0

45/45

None

None

/

/

Jim Jitsu

14

0

31/45

Civilian Skeinsuit


/

/

Mykel Dronvere

16

0

39/55

Military Skeinsuit


1/1

/0

S'lch Vatal

0

0

35/35

None

None

/

/








TURN 9-10 - Turns

PCDescription
AlysonALYSON: Init Turn 8 [rolled 14]
ALYSON: ATTACK 8 38% [rolled 81]
ALYSON: ATTACK 8 38% [rolled 67]

ALYSON: Init Turn 9 [rolled 12]
ALYSON: Attack 9 38% [rolled 68]
ALYSON: Attack 9 38% [rolled 45]

ALYSON: Dmg is 2 points per hit
AlzarixALZARIX: Feeling the effects of the multiple gun shot wounds and the current fight he strikes out at the still standing spacesuited pirated. Swinging his knife with a initiative of [rolled 9] striking with a [rolled (68) Failure] doing [rolled 13] damage. Then following that up with follow through attack with a initiative of [rolled 17] striking with a [rolled (58) Failure] doing [rolled 4] damage. (-10 SC from wounds calculated in.)

GM: Alzarix is down 21 STA out of 50 so he does not yet suffer from wound penalties. It is his opponent that is suffering from wound penalties. Unfortunately both attacks are still misses.
CarterCARTER: Not being martially inclined either, he will (internally) cheer on Alzarix and Ensign Fury.
CiaraCIARA (GM): What sort of actions can Ciara take given the proximity of things? Can she help out with the melee or get behind the steward?

GM: Unfortunately Alyson is blocking the square in front of you (I'm using Alpha Dawn movement rules) preventing you from helping against the steward. You really can't even get out the door. Fortunately her room has another exit that Ciara can get out if she so desires. Although Ciara doesn't know it, Mykel just ran past this other door to her room. That said, that is also the direction from which the sound of the grenade came from so if Ciara is feeling very cautious, she might want to take a peek before heading out that way.
GeorgeENSIGN FURY: George continues pummeling the pirate. He is heartened to see that the man appears to be flagging under the combined attacks of Alzarix and himself, though he shows no signs of surrendering.

ENSIGN FURY: Turn 9, Init [rolled 9], Need 43% from behind, 2 attacks [rolled 66], [rolled 78], Dmg is 3 points per hit.
ENSIGN FURY: Turn 10, Init [rolled 7], Need 43% from behind, 2 attacks [rolled 83], [rolled 2], Dmg is 3 points per hit.
GormanGORMAN: Gorman will open the hatch. When he sees the melee between the pirate and Alzarix and Ensign Fury blocking his way, he will stop and look at Carter helplessly. Then he will step through the hatch but not get too close to the battle. He hopes the Alzarix and Ensign Fury can subdue the pirate quickly.
JimJIM: Jim says to S'lch, "This is bad. Gunfire, coms not part of ships com system and apparently bad actors on ship rounding up crew and presumably the passengers too. S'lch got any ideas? We can try to find others crew or passengers or revive Chon and interrogate him although that will likely involve threat of violence or even torture, what do you think?"

JIM OOC: what does Jim have of his personal equipment? His Jericho is a prized possession, he'll be carrying that but does he have his combat gi on? Ill assume small pocket carriable items are on him.

GM: He would not be wearing his skeinsuit - it would be in his stateroom (that he shares with Carter and S'lch). He would have his Jericho device and other pocket equipment.

GM: Do Jim and S'lch want to head towards their stateroom on turns 9 and 10?
Mykel
S'lchS'LCH: Hearing the answer the Vrusk replied once the connection was broken. To Jim he said, "Sounds bad. Who do we trust? And how can we best help?"



TURN 9-10 - Resolution


With Chon securely bound, Jim and S'lch are at a bit of a loss as to what to do next. Sitting around the shop doesn't seem like the best idea so they decide to cautiously head down to the Bridge Deck. Among other things, Jim would like to recover his skeinsuit.

The two exit the shop and make their way towards the nearest access point to the Bridge Deck. S'lch is still carrying the spanner.

Meanwhile, on the Bridge Deck, several melees are going on. Alyson and the steward continue to duke it out in front of Ciara's stateroom while the nervous scientist looks on. Alyson definitely gets the worst of the flurry as the steward lands two unanswered punches.

GM: Alyson missed with her attacks while the steward managed to hit twice.

Further down the passage, the pirate with the wicked club continues to battle it out with both Alzarix and Ensign Fury. Alzarix is unable to connect with his knife while the pirate smashes him hard in the left shoulder for 11 more damage. Alzarix has taken over half his STA and is now at -10 to his attacks.

Ensign Fury is equally ineffective in his attacks - until he lands a very lucky, backhand punch to the pirate's neck. The blow is not fatal, but the pirate collapses to the deck unconscious.

GM: Ensign Fury rolled an 02, which is a knockout blow.

Gorman and Carter, who came through the lock just in time to observe the end of the battle, are happy to see the pirate go down.

But then, just a bit further down the corridor, the remaining pirate looks as if he is about to turn his attention to Alzarix and Ensign Fury, when he sees another passenger rushing him from the side. Mykel avoids the pirate's blackjack and manages to land a single hard punch for 4 damage.

GM: Go ahead and send your actions for turns 11 and 12. I will plan to resolve on Tuesday.


TURN 11-12 - Turns

PCDescription
AlysonALYSON:Init Turn10 [rolled 12]
ALYSON:Attack 48% [rolled 22]
ALYSON:Attack 48% [rolled 66]

ALYSON:Init Turn11 [rolled 8]
ALYSON:Attack 48% [rolled 42]
ALYSON:Attack 48% [rolled 46]
AlzarixALZARIX: With the second pirate dropping unconscious to the floor; he grins at Ensign Fury and motions to the gun and club. "They are all yours." With that he spins on his heels and he toward the steward and the brawl behind him. When he gets there he will attack the man from behind hopefully with his knife.

ALZARIX TECH: attacking at -10 due to injuries. Did not add anything for attacking from rear because I am totally expecting him to turn around and face me. When? hopefully after he is down, but highly not expecting that.

Turn 11 attack initiative of [rolled 10] striking with a [rolled (96) Absolute Failure!] with damage of [rolled 12].
Turn 12 attack initiative of [rolled 11] striking with a [rolled (18) Success] with damage of [rolled 5].
CarterCARTER: Will follow the directions of the Ensign and collect the two weapons.

CARTER (GM): Steve - I will (probably) use my new EXP to be able to use one of the aforementioned weapons...
CiaraCIARA: The young scientist continued to watch uncertain how to act.
GeorgeENSIGN FURY: "You might want to tend to our yazirian friend here," George says to Gorman. "I'm going to try to help against this other pirate." He nods down the hall where Mykel is fighting a pirate with a blackjack.

ENSIGN FURY: Recognizing Carter as a member of the ship's crew, he says to him, "How about collecting the weapons these guys were using." With that, George darts down the hall to assist Mykel.

GM: There are two unconscious pirates on the deck here at the intersection. One had an auto pistol and the other a wicked looking club.

ENSIGN FURY: Assuming it takes 1 turn to talk and cover the distance so here are attacks for turn 12:
ENSIGN FURY: Initiative [rolled 13], Need 33 or less punching, 2 attacks [rolled 84], [rolled 79], Dmg 4
GormanGORMAN: Gorman looks back and forth between the weapons and the yazirian (Alzarix) deciding if it would be better to move the weapons so the attackers can't pick them back up and use them against the crew again, or if he should heal the yazirian first. He medical oath comes first he decides and he starts heading towards the wounded crew member Assuming he stands still long enough, I will do first aid, using one dose of Biocort to heal him 10 points. If he does not, or after healing him, he will grab the weapons and attempt to stow them quickly out of sight, then move forwards and examine the side passages to see if anyone else is in need of assistance.
JimJIM: Jim will proceed to quarters and collect his gear and don his combat gi.
MykelMYKEL: Attack pirate D with martial arts.
Turn 11: Init [rolled 8], Need 40%, [rolled 34], [rolled 82], Dmg 4 points
Turn 12: Init [rolled 13], Need 40%, [rolled 48], [rolled 58], Dmg 4 points
S'lch



TURN 11-12 - Resolution


Jim and S'lch descend to the Bridge Deck and then through the top most door that will get them to their quarters the quickest. S'lch is carrying the heavy spanner in his right hand and the mostly depleted laser pistol in his left. He still has the roll of ion bonding tape, which he is wearing bracelet-like on his right wrist. He has his drone in a bag on his back, into which he also thrust the vibroknife that he and Jim found on Chon.

As they exit the airlock, they find themselves fighting against a flow of passengers headed in the other direction. They make it part of the way back to their quarters.

Both Alyson and the steward get in a single punch that connects before Alzarix comes running up. The steward sees the yazirian approaching with a knife and decides that he has had enough. "Woah, woah!" the steward exclaims as he steps back with his arms raised in surrender. "No need to bring a knife into this. I give up."

GM: Alzarix and Alyson still have all of turn 12 to take an action if they so choose.

Ensign Fury suggests to Carter that he gather the weapons of the fallen pirates and then heads down to assist Mykel against another pirate. Gorman, seeing that his would-be yazirian patient has taken off for parts unknown, reaches down and picks up the autopistol while Carter steps forward and takes the wicked looking nightstick.

Mykel dodges a couple of blackjack attacks and responds with his fists. He manages one solid connection for 4 points of damage.

Ensign Fury moves up to attack as well but misses.

GM: Note that Alyson and Alzarix have all of turn 12 to act if they so choose. Ciara, who has been watching the violence unfold around her, can also act.

ALYSON: She looks the Yazaria over and says,"You ok? Thanks for coming up. I do not think I could take him By myself." She says,"Ok pal." To the Steward,"What was the plan? Talk or my new buddy will cut you."

STEWARD: Clearly uncomfortable in his new position of prisoner, the steward's words fall over themselves as he speaks, "They just paid me money to keep the passengers in their quarters."

ALYSON: "Who paid you money," Alyson demands, looking significantly at Alzarix and his knife. As if to lend weight to her argument, a drop of blood from the last pirate falls from the blade and splatters on the floor.

STEWARD: "The third mate!" the man blurts out after a minuscule pause during which he weighed the future threat of the pirates finding out that he talked with the more immediate threat of a mad yazirian armed with a bloody knife.

ALYSON: She asks the woman who is in a daze (Ciara). She says, "Hey you. Yeah could you find us something to tie this guy up? Please. Or are you going to stand there like a stick?"

ALYSON: Then Alyson will look around for anything that would allow her to shoot. She just throws it out there, "Hand to hand sucks."

JIM: OOC: Where is Jim on getting his gear. or is he already wearing the civilian skien suit? If he has the skien suit and the Jericho device he's not worried about anything in his quarters.

GM: Just sent the map for Turns 13-14. Jim made it most of the way back to his quarters where his skeinsuit is located. He will reach it on turn 13 and can begin donning his skeinsuit on turn 14. You can send an RS Check to see if it will take him 2 turns or 3 to don.

JIM: He keeps the Jericho with him at all times- it being somewhat illegal and a prized possession he keeps it close. so his big concern here is the skien suit, I let S'lch take the weapons we relieved Chon of as my martial arts skill provides a chance to KO an opponent. He's wearing his own com on his left wrist and Chon's on his right just in case it can be of use in the future for intel purposes. The credit chits from Chon he quietly pocketed and never mentioned to S'lch- old thieving habits die hard.

GM: Go ahead and send a 2d10 roll to see how many credits Chon had on him.

JIM: RS check [rolled (56) Failure] to see if he saves time on dressing

JIM: [rolled 8 5 - Total: 13] for credits

CIARA: With the hostile steward surrendering, Ciara moves over to the fallen crew member and looks him over. "You okay?" she asks gently shaking his shoulder.

The fallen crewmember does not move but seems to be breathing okay.

ALYSON: She will asked anyone within ear shot,"Did anyone find any weapons on our turncoats?" She then will ask, "Anyone know where the weapon locker is. I sure could use my Gyro Rifle."

ALZARIX: Looking fiercely at the steward, "Check him for weapons. All of his buddies are armed with something and Ciara.... go check those two on the floor down there for any restraints they may of been carrying or anything else that might be of use." He indicates the two suited pirates knocked out behind him.

ALZARIX: He will wait and watch over the steward til he is secured in some way. While waiting he says, "There is a auto slug thrower and a club back where I was and i think the weapons locker is on the bridge. Most likely where the most heavily armed pirates are." He also quickly checks himself over to see how good or bad off he is. He did get shot three times after all.

ALYSON: She says,"Thank you. I might be able to fire the pistol. I just hope there are rounds still in the mag."

ALYSON OOC: Saw a post about Alzarix being healed. If not Alyson could do it.

GM: Alzarix has not been healed. Gorman was going to do first aid but Alzarix didn't hold still long enough.



TURN 13-14 - Turns

PCDescription
AlysonALYSON: She will give him her only shot of stimdose. 10 to his STA.
AlzarixALZARIX: Looking fiercely at the steward, "Check him for weapons. All of his buddies are armed with something and Ciara.... go check those two on the floor down there for any restraints they may of been carrying or anything else that might be of use." He indicates the two suited pirates knocked out behind him.

ALZARIX: He will wait and watch over the steward til he is secured in some way. While waiting he says, "There is a auto slug thrower and a club back where I was and i think the weapons locker is on the bridge. Most likely where the most heavily armed pirates are." He also quickly checks himself over to see how good or bad off he is. He did get shot three times after all.
CarterCARTER (GM): Can't see from the bottom of the map, but can he go south around the rooms to come up behind the Pirate since it doesn't look like he can get to him with Ensign Fury in the way?

CARTER: If he can, he will head south rapidly to come up behind the pirate while taking a few practice swings with his new nightstick.

GM: As Carter moves to pass Gorman and head down the corridor, the medic points in that direction and Carter sees a pirate approaching. The pirate is armed with a whip. If Carter continues, he will encounter the pirate on turn 13 and can send attacks for turns 13 and 14 with the wicked looking nightstick. Go ahead and add the Nightstick to your melee weapon list to get the skill roll and damage. By my calculation, it should be 45% chance to hit and 2d10+2 dmg.

CARTER: Sees a pirate heading towards him and Gorman with a whip in hand. He accelerates so that he is (hopefully) too close for the whip to be useful and swings his new nightstick at the pirate

CARTER: Attack pirate with nightstick.
Turn 13: Init [rolled 7], Need 45%, [rolled 99], Dmg [rolled 7 9 (+2)- Total: 18]
Turn 14: Init [rolled 9], Need 45%, [rolled 86], Dmg [rolled 1 3 (+2)- Total: 6]
CiaraCIARA: "He's unresponsive but still breathing."

ALZARIX: Looking fiercely at the steward, "Check him for weapons. All of his buddies are armed with something and Ciara.... go check those two on the floor down there for any restraints they may of been carrying or anything else that might be of use." He indicates the two suited pirates knocked out behind him.

CIARA: "Okay," she responds and hurries down the hallway to search the downed pirates.
GeorgeENSIGN FURY: "We've already subdued two of these pirates," George says to Mykel as he wades in with fists and feet flying.
Turn 13: Init [rolled 12], 2 attacks at 33% [rolled 28], [rolled 23], Dmg 4
Turn 14: Init [rolled 6], 2 attacks at 33% [rolled 45], [rolled 4], Dmg 4
GormanGORMAN: Holding the auto pistol but not really sure what to do with it, I will remain at the intersection keeping an eye out.

GORMAN: Here is an INT roll if you need one. INT is 70 [rolled 19].
Jim
Mykel
S'lchS'LCH: He had followed Jim this far, but on this deck he heard sounds of a fight. He did not want to fight but he needed to better understand what was happening and who could be trusted. When Jim left to get armor the vrusk nodded, "I'll see what I can find out in the mean time" With the nearly empty pistol in one hand and the knife in the other, S'lch moved to the sound of combat.

S'LCH: He is going to move and peek around corners trying to make sense of whatever he sees.




TURN 13-14 - Resolution


Jim heads for his chambers and begins to don his skeinsuit. He will finish at the end of turn 15 or 16, depending on his RS check of 40 [rolled 87].

S'lch follows him as far as the side passage but then continues on. At the next passage, he sees some passengers in confrontation with a steward. Another steward is on the ground, apparently unconscious. A bloodied yazirian passenger armed with a bloody knife is watching the standing steward while a female passenger is pulling our her first aid kit to administer to the yazirian. For their part, Alyson and Alzarix see the vrusk crew member approaching. He has a laser pistol in one hand and vibroknife in the other. He does not attack but inquires as to what is happening.

Meanwhile, Ciara heads down the hall where she sees two downed pirates, a passenger and another crew member. The passenger she recognizes as Gorman Blake and he is holding an auto pistol. He is looking down the hallway in the opposite direction. The crew member, armed with a wicked looking nightstick, pushes past Gorman and runs down the hall as a piratical looking character in a spacesuit rushes to meet him. The two meet in a flurry of blows. The pirate is armed with a bullwhip and maneuvers to attack Carter. He hits Carter once with the whip for 6 damage but then the crewman is too close and attacks the pirate with the nightstick. Carter's However, the pirate easily evades the blows. He drops the whip and punches Carter once for 3 damage.

As he is rushing up to face the pirate, Carter sees a second pirate behind the first. The second pirate is armed with nasty looking club similar to Carter's. He cannot attack Carter because the first pirate is between them.

Ciara reaches the two downed pirates and begins searching them. On one of them, in a zipped pocket, she finds a dozen or so handicuffs - plastic zip pull handcuffs. The pirate's weapons have already been taken by Gorman and Carter. Ciara carries the handcuffs back to where Alyson is finishing her quick and dirty first aid of Alzarix.

GM: Alazrix is healed 10 points and Alyson is down one dose of Biocort.

In the next corridor over, Mykel and Ensign Fury are engaged with another pirate. The pirate hits Mykel with his heavy blackjack but the damage is partially absorbed by Mykel's skeinsuit, resulting in only 5 damage. (Note that blunt damage like this does not degrade a skeinsuit as guns and bladed weapons do.)

Mykel get in a couple of solid blows for a total of 8 damage while Ensign Fury hits a few times for a total of 12 damage. This is a tough pirate as he is not overly phased by the attacks (i.e., he is not yet down over half his STA).

GM Go ahead and send your actions for turns 15 and 16.


TURN 15-16 - Turns

PCDescription
AlysonSee Alzarix
Alzarix & AlysonALZARIX: With Ciara's return with the hand sure, "Ciara, secure the stewards hands behind his back and the downed pirates." Looking at Alyson, "Thanks for the biocort, I feel a bit better."

CIARA: The young scientist nods and follows his instructions. "So, umm," she adds awkwardly, "is this normal? Will the ship's crew expel these pirates or is the ship going to become a battleground?"

ALZARIX: Then after the steward is secured he looks to the Vurask and indicates to the vibro blade in this hand, "You need that blade? I could sure use it to help with the rest of the boarders. Damn first one shot me a few time." With the vibroknife in hand, hopefully... he will cut through the passengers cabin towards the airlock and move down the corridor and around to come in from behind the pirates fighting down the hall.


ALYSON: She says,"No trouble at all. Since am not really good at HTH. Plus not having a gyrojet weapon. Figure my first aid skills would come in handy."

ALYSON: She will follow Alzarix just in case her medical skills would be needed.

S'LCH: There is a momentary hesitation before the vrusk chooses to trust Alzarix. Handing the blade over he said "Not my weapon of choice weapon. The third mate in a mutineer and it sounds like they are fighting on the bridge."

S'lch: Seeing the downed steward he retrieves the ion bonding tape and begins to secure the guy.
CarterCARTER: Attempts again to attack the pirate, hopefully with more skill than the last two lousy failures

CARTER: Attack pirate with nightstick.
Turn 15: Init [rolled 16], Need 45%, [rolled 17], Dmg [rolled 6 3 (+2)- Total: 11]
Turn 16: Init [rolled 16], Need 45%, [rolled 85], Dmg [rolled 5 6 (+2)- Total: 13]
CiaraSee Alzarix
GeorgeENSIGN FURY: George continues to pummel the pirate.

ENSIGN FURY: Turn 15 Init [rolled 8], 2 attacks, need 33% [rolled 95], [rolled 86], Dmg 4
ENSIGN FURY: Turn 16 Init [rolled 4], 2 attacks, need 33% [rolled 79], [rolled 26], Dmg 4
GormanGORMAN: I stay behind Carter and make sure my first aid supplies are readily available. Hopefully Carter can subdue this guy quickly.
JimJIM: goes to quarters and grabs his gear.

JIM: WooHoo.

JIM: just spent the Feb exp and Jim as per his criminal background as a confidence man is now 75% on bluff rolls. He's still a crappy martial artist but then the whole Jim Jitsu martial arts master thing was a bluff to "legitimately" make money.

JIM: IC: Jim wonders if anyone in the passengers plays Star Buckaroos, he should be able to clean up a few creds.
MykelMYKEL: Mykel continues to attack the pirate – he may be well trained but this is his first “life and death” situation and he doesn’t intend to lose…

MYKEL: Turn 13 Init [rolled 15], 2 attacks, need 40 to hit [rolled 29], [rolled 31], Dmg 4
MYKEL: Turn 14 Init [rolled 16], 2 attacks, need 40 to hit [rolled 27], [rolled 74], Dmg 4
S'lchSee Alzarix



TURN 15-16 - Resolution

Alzarix, Alyson, Ciara and S'lch engage in a short conversation during which S'lch decides to trust Alzarix and hands him the vibroknife that he took from Chon. He keeps the laser pistol for himself. He then assists Ciara in binding the steward. By this time, Alzarix and Alyson have headed down the hall towards the sounds of combat. At the intersection, they see battles both straight ahead and to the right. To their right, Mykel and Ensign Fury are using martial arts against a spacesuited pirate armed with a blackjack. Straight ahead, Carter is in melee with another spacesuited pirate armed with a bullwhip. Carter is using a wicked looking club that he picked up from one of the two downed pirates. Gorman is behind Carter with first aid kit at the ready. Behind the pirate is another pirate armed with a weapon similar to Carter's.

Since Gorman is backing up Carter, and is a medic himself, Alyson turns to her right to back up Mykel and Ensign Fury.

Remembering the layout of the ship, Alzarix decides to turn left and circle around behind the pirates.

After binding the steward, Ciara and S'lch head down the hall to the intersection to continue binding the two pirates lying there unconscious.

Carter battles the pirate, who elects to drop the unwieldy bullwhip in favor of his fists. He fails to land a solid punch while Carter whacks him heavily with the club for 11 damage.

Mykel connects three solid blows on the pirate with the blackjack and Ensign Fury adds one more. The pirate takes a total of 16 damage is now at half damage. He fails to connect on Mykel with his blackjack.

Jim finishes donning his Gi (skeinsuit) at the end of turn 16 and will be ready to move on turns 17-18.

GM: Go ahead and send your actions for turn 17-18. I will send a copy of the map shortly. Not sure if I mentioned it before but the COTE server is not capable of including attachments, which is why I send the map separately.


TURN 17-18 - Turns

PCDescription
AlysonALYSON: She is going to make sure the people in the fight to her right and are in front of her. Will get medical attention if needed.
AlzarixALZARIX: He make his way to the end of there hallway and checks both way before proceeding around to bottleneck the two pirates in the corridor next over. After clearing the corridor he move and tries to sneak up and suprise the pirate from behind if possible. [rolled 13 vs. DEX 70, MADE BY A QUARTER!!!] he attacks the pirate with his newly aquired vibroblade, switching it on at the last second before attacking or sooner if no chance of surprise is possible.

ALZARIX TECH: INIT [rolled 17] STRIKE [rolled (31) Success] DAMAGE [rolled 6 6 (+3)- Total: 15]
CarterCARTER: Feeling better about himself after the success as opposed to his first feeble attempts, he again attacks the pirate with his now trusted nightstick.,

CARTER: Attack pirate with nightstick.
Turn 17: Init [rolled 9], Need 45%, [rolled 86], Dmg [rolled 5 8 (+2)- Total: 15]
Turn 18: Init [rolled 7], Need 45%, [rolled 6], Dmg [rolled 10 8 (+2)- Total: 20]
CiaraCIARA: Ciara follows S'lch as the two find unconscious pirates and bind them up. "Do you know what is happening?" she asks the Vrusk is a hushed tone.

S'LCH: As they are working together he replied, "Not exactly sure. Some kind of mutiny/highjacking. Which means we need to get to the bridge. But I am not the kind of guy that can fight my way there." Then he pauses for a bit, "Speaking of fighting can you use a laser pistol?"

CIARA: "I'm not proficient by any stretch but several years ago I visited a shooting range where I got to try out various firearms and laser weapons. I'm primarily a scientist so I've never done any fighting unless you include playing rugby," she added with a wink. "Has someone contacted the bridge yet?"

S'LCH: The bug's head bobbed up and down. "I'm slightly better with automatics but that is not saying much." He holds out the pistol to her if she wants it. When she asks about the bridge he replied, "First thing I did when things went crazy. The third officer seemed to be part of the problem and there were sounds of fighting over the link."

CIARA: "Okay, thanks." she replied accepting the laser pistol. She looked to see how many SEUs it had remaining. As S'lch explained their contact with the bridge, she shook her head. "Wow, this seems pretty bad then."

GM: Ciara notes that the power indicator shows that the powerclip is only at 10% (2 SEU remaining our of 20) and the fire power setting is at 2, meaning that she only has one shot before the powerclip is drained. If she reduces the setting to 1, she will have 2 shots remaining. The laser pistol does 1d10 damage times the fire power setting so a setting of 1 does 1d10, a setting of 2 does 2d10, all the way to the max of 10 for 10d10 damage.
GeorgeENSIGN FURY: George continues to pummel the pirate.

ENSIGN FURY: Turn 17 Init [rolled 8], 2 attacks, need 33% [rolled 87], [rolled 5], Dmg 4
ENSIGN FURY: Turn 18 Init [rolled 12], 2 attacks, need 33% [rolled 100], [rolled 83], Dmg 4
GormanGORMAN: I will continue to back up Carter and hope that he can get the best of the pirate. If he goes down, then I will be facing two pirates by myself and I'm not a fighter.
JimJIM: Jim dons his Starplay marketed civilian skein suit the "Combat Gi" amazed at the coolness factor of a skien suit designed to look like a martial arts gi makes him feel even more awesome as a martial arts practioner and does a quick double chop before tossing his shipsuit, cheap business suit and high end work out outfit in his gym bag. Confirms he has his false ID and holo disk of his self produced workout videos. Before shouldering the bag and running to catch up with S'lch.

JIM: As Jim runs down the hall to catch up with S'lch he's humming a catch sound track from a popular holo vid that came out a while back, "Dun dun dunt da, Dun dunt daa.....

JIM OOC: thought I took a wound from Chon's weapon? dont see it recorded on my sheet.

GM: Jim has taken 14 points of damage from Chon's laser pistol. All damage is recorded on the turn itself so it is centrally located. You can see it by going to the website (or by asking, as you just did).
Mykel
S'lchSee Ciara



TURN 17-18 - Resolution

Ciara and S'lch talk over the situation as they bind up the two pirates that Alzarix and Ensign Fury subdued. It seems clear now that the Serena Dawn has been boarded by pirates with the help of some of the crew members.

Alyson backs up Ensign Fury as he and Mykel battle a pirate armed with a blackjack. Both manage to land one solid blow in the fury of battle, doing 8 damage. The pirate hits Mykel with his blackjack, but much of the effect is negated by Mykel's skeinsuit, resulting in only 5 damage.

In the other corridor, Carter is fighting the pirate who as armed with a bullwhip but has dropped it in favor of his fists. Carter is able to avoid his attacks and then smashes his confiscated weapon into the pirate with bone crushing force that causes the pirate to grunt with pain. He takes 20 damage. The pirate is down over half of his STA now.

Alzarix continues his run down the corridor, taking two rights and coming up on the pirate behind the one Carter is battling. The pirate hears him coming and turns. He is armed with a wicked looking battle club (nightstick). He swings hard at Alzarix but misses. Alzarix, now armed with a vibroblade, cuts into the pirate and does 15 damage. The pirate is now down over half of his STA. He grimaces from the deadly blow but shows no sign of surrendering.

Jim exits his room, now clad in his armored combat gi. He does not see S'lch but runs in the direction that he last saw him. As he passes the next corridor, he sees him at the intersection far down the passage. He runs in that direction, passing a conscious steward who has been bound with ion bonding tape, and an unconscious steward lying on the deck, and catches up with S'lch as he finishes binding two downed pirates wearing spacesuits. The roll of ion bonding tape that S'lch and Ciara were using to bind the pirates is now badly depleted.

ALZARIX: (GM) Ciara has the zip ties hand cuff also from a few turns ago.

GM: Go ahead and send your actions for turns 19 and 20. All three of the pirates have now been engaged and all are down over half their STA (for -10 to their attack rolls).

GM: I will send an updated map shortly.


TURN 19-20 - Turns

PCDescription
AlysonALYSON: She is playing support roll unless someone in her group needs a hand in combat.
AlzarixALZARIX: He see no alternative but to continue attacking the pirates at this point in time. So he swings away at the pirate with the vibro knife.

ALZARIX TECH:
Turn 19 attack initiative of [rolled 10] striking with a [rolled (76) Failure] with damage of [rolled 3 2 (+3)- Total: 8].
Turn 20 attack initiative of [rolled 16] striking with a [rolled (63) Failure] with damage of [rolled 4 2 (+3)- Total: 9].
CarterCARTER: Is feeling even better about himself after his second success so he continues to use the pirate as a pinata with his now very trusted nightstick.

CARTER: Attack pirate with nightstick.
Turn 14: Init [rolled 7], Need 45%, [rolled 15], Dmg [rolled 7 6 (+2)- Total: 15]
Turn 15: Init [rolled 7], Need 45%, [rolled 30], Dmg [rolled 9 8 (+2)- Total: 19]
CiaraCIARA: Ciara watches the others fight the pirates anxiously. As Jim moves towards the two, Ciara steps out of the way to allow the man to pass through.

TECH: Ciara will hold her action keeping an eye out for new threats and move to help tie up subdued pirates.
GeorgeENSIGN FURY: George hopes to subdue this guy quickly. He has a bad feeling that things are going very wrong on the Serena Dawn and wants to find out more.

ENSIGN FURY: Continue to attack pirate D with fists.
ENSIGN FURY: Turn 19 Initiative [rolled 13], Needs 33 to hit [rolled 63], [rolled 68], Dmg 4
ENSIGN FURY: Turn 20 Initiative [rolled 5], Needs 33 to hit [rolled 40], [rolled 59], Dmg 4
GormanGORMAN: While watching Carter's back, I will look around. Seeing some passengers and crew members behind him binding up some downed pirates, I will shout, "Hey, there's a couple more pirates down here!"
JimJIM IC: Jim calls to S'lch, "S'lch, buddy coming through,"

JIM: Jim dances past S'lch and as he passes him he suggests, "search them and take their LS (life support) modules."

JIM: Hearing Gorman's plea for help, Jim mentally maps a path (see map) through a cabin into the adjoining corridor and into and through the next cabin planning to throw open the door and do a combination punch on the pirate there. He realizes that he'll bypass a pirate D who would seem to be well engaged by Mykel and Ensign Fury but continues on to aid Gorman's party.

JIM OOC: Trying to anticipate here: [rolled (23) Success] in case a DEX roll is required to bypass S'lch

for initiative: [rolled 8]
[rolled (15) Success]
[rolled (68) Failure]


JIM: As Jim's fist connects with the pirate, he exclaims rather dramatically, "Kiai!"
MykelMYKEL: Continues to pound on the pirate in front of him. With two passengers attacking him, Mykel thinks the pirate will go down soon…

MYKEL: Turn 13 Init [rolled 14], 2 attacks, need 40 to hit [rolled 48], [rolled 49], Dmg 4
MYKEL: Turn 14 Init [rolled 16], 2 attacks, need 40 to hit [rolled 54], [rolled 47], Dmg 4
S'lchS'LCH: The vrusk does his best to get out of the way of Jim. "Will do," he replied as he passed by. Then he turned to Ciara I guess we have another task, "Did some one search these people?"



TURN 19-20 - Resolution

"I'll smash in your face!" the pirate exclaims as he hits Mykel with his blackjack. Fortunately it is a glancing blow and softened by his skeinsuit so Mykel takes only 3 damage. Unfortunately, the damage is unanswered as both Mykel and George miss with all of their attacks.

Ciara and S'lch stay out of the way as Jim Jitsu comes up the passage, passes them, and stops in front of one of the passenger cabin doors on the other side of the intersection. It is locked, of course, but the technician pulls something out of his pocket and keys it to the door. The door opens. Jim is one of the techs on the ship so it is not surprising to Ciara that he has a master key for the locks. S'lch is a member of the crew and suspects something else is going on.

Carter, armed with his confiscated weapons, hits the pirate with a cruel blow to the head. The pirate drops to the deck, blood oozing from the head wound. A cracked skull is the most likely diagnosis. Carter wastes no time but steps over the pirate's body to attack the second pirate, who is currently battling Alzarix. Both are dodging and weaving and failing to connect. The pirate is already hurt so when Carter hits him in the head even harder than he did the first pirate, the man drops to the deck like a robot that had just been switched off. There is little doubt that Carter's blow cracked his skull.

By the time Jim Jitsu arrives on scene, the battle in this corridor is over. Both pirates have succumbed to Carter's now quite bloody club, a wickedly carved weapon featuring small skulls and knives engraved up and down the business end.

GM: Go ahead and send your actions for turns 21 and 22. I primarily need actions from Mykel and Ensign Fury as that is the only battle left. The corridors are now deserted except for the nine of you who engaged the pirates, as well as your prisoners and the dead bodies of the two that Carter killed.

GM: I will send an updated copy of the map shortly.



TURN 21-22 - Turns

PCDescription
Alyson
Alzarix
Carter
Ciara
GeorgeENSIGN FURY: George continues to press his attacks on the pirate. He notices that all other sounds of battle of ceased so hopefully other pirates have been neutralized.

ENSIGN FURY: Turn 21 Initiative [rolled 5], Need 33% with Martial Arts [rolled 95], [rolled 75], Damage 4
ENSIGN FURY: Turn 22 Initiative [rolled 12], Need 33% with Martial Arts [rolled 84], [rolled 23], Damage 4
Gorman
JimJim looks at the man standing before him and says, "I guess you don't need me."

He turns around and dashes back through the cabin into the other corridor and charges the pirate from behind.

initiative [rolled 9]
two attacks at 35% [rolled (34) Success] and [rolled (57) Failure]
damage 3
MykelMYKEL: Mykel grunts as the blackjack connects. "You’re going to have to do better than that.” he says as he takes another swing at the pirate.

MYKEL: Turn 13 Init [rolled 11], 2 attacks, need 40 to hit [rolled 78], [rolled 90], Dmg 4
MYKEL: Turn 14 Init [rolled 12], 2 attacks, need 40 to hit [rolled 29], [rolled 84], Dmg 4
S'lch



TURN 21-22 - Resolution

The pirate attacks Mykel again and hits him with another glancing blow causing only 3 damage after the armor effect of the skeinsuit. Then he notices Jim running up and he turns to face Ensign Fury so he does not have to present his back to anyone. His attack misses the young ensign. However, Mykel, George and Jim all manage to land a solid hit on the pirate causing a total of 11 damage. The pirate is a bit dazed but shows not sign of surrendering. He seems hopped up on something and is likely convinced that more pirates are on their way.

GM: Go ahead and send your attacks for turns 23 and 24.



TURN 23-24 - Turns

PCDescription
Alyson
AlzarixALZARIX: He will go over the two pirates that Carter took out with his trusted wicked club to see what they were carrying. Because any equipment could be a help to us. He will start this after Carter took them out.
Carter
CiaraCIARA: The young student followed the others' lead and started to search the downed pirates. She is visibly hesitant as she started to rifle through their pockets. What am I doing, she thought to herself. Will we get in trouble for this or will I get kicked off the field study if the others find out? Wait, will there even be a field study now? Her thoughts were racing as this crazy situation continued on its improbable path
GeorgeENSIGN FURY: Continue to pummel the pirate.

ENSIGN FURY: Turn 23 Initiative [rolled 5], Need 33% to hit [rolled 34], [rolled 72], Dmg 4
ENSIGN FURY: Turn 24 Initiative [rolled 12], Need 33% to hit [rolled 98], [rolled 36], Dmg 4
Gorman
JimJim employ's a dramatic punch combo looking for a nerve combat knock out.

Turn 23: [rolled 9], [rolled (97) Absolute Failure!], [rolled (89) Failure], Damage 3
Turn 24:
[rolled 6], [rolled (83) Failure], [rolled (89) Failure], Damage 3
MykelMYKEL: Three on one turns the odds a lot in their favor. Mykel presses the attack, hoping to get the pirate down so they can assess the situation and not be immediately distracted by someone trying to kill them.

MYKEL: Turn 23 Init [rolled 8], 2 attacks, need 40 to hit [rolled 6], [rolled 95], Dmg 4
MYKEL: Turn 24 Init [rolled 7], 2 attacks, need 40 to hit [rolled 24], [rolled 41], Dmg 4
S'lch



TURN 23-24 - Resolution

While George and Jim fail to connect, Mykel is able to land a pair of blows that drop the final pirate, but not before he hits Ensign Fury with the blackjack for 7 damage after the resistance effect of George's skeinsuit.

On the two pirates killed by Carter, Alzarix finds a bullwhip and another wicked club similar in design to the one Carter confiscated from a subdued pirate.

GM: Each of the pirates was wearing a chronocom and had some credits in their pockets. Between all of the subdued and killed pirates, you find a total of 140 credits. You also find a small assortment of other stray pocket type stuff such as everflames (x3), cigarettes (x3 partial packs) and multitools (x2). None of the pirates were wearing skeinsuits and all were wearing spacesuits except the steward that you initially encountered. The steward had a passkey for all of the passenger cabins (but not crew cabins) on this level.

GM: Three of the pirates are dead, three are subdued and unconscious and only one is captured and conscious and that is the steward.

There are no other passengers, crew or pirates visible. Jim, Carter and Gorman all passed a number of them heading forward towards the lifeboats. Right now, all is quiet on the Serena Dawn. Too quiet.
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