Saturday, October 29, 2022

scary space rpg part 12!

(we roll up characters here!)

(part one is here!)
(part two is here!)
(part three is here!)
(part four is here!)
(part five is here!)
(part six is here!)
(part seven is here!)
(part eight is here!)
(part nine is here!)
(part ten is here!)
(part eleven is here!)

(okay, readers, back in the thick of things! Sergeant Narcy Danger just frag-grenaded a trainload of spider-bots right as Reverend Charmaigne McAlastair was speeding down a maintenance tunnel next to the train tube!)

GMSG: As Rev Mackie approaches the end of the tunnel, she sees a haze of smoke floating beyond the open tunnel door.
Hettie: I'll slow down and approach the end of the tunnel carefully. If I can tell there's light up ahead, I'll turn off my flashlight. My vibechete is out but not on in case it makes a buzzing sound the spider-bots might hear.
GMSG: You do see a light through the open door, filtered by the smoke. It's bright but unsteady, flickering off and back on at random intervals. You also see that there are frag holes in the bulkhead between the maintenance tunnel and the train tube, which allows some light into the tunnel with you.
Hettie: I'll edge up on one of the holes and see if I can sneak a peek into the train tube.
GMSG: You manage it, but don't see much. There's a wrecked train car lying out of alignment in the tube.
Hettie: Can I hear any spidery skittering?
GMSG: No, just a sparking sound that coincides with the light flickering on and off. Meanwhile, Sash, what did Narcy do once she got to the ladder shaft and climbed in?
Sasha: I turn off my suit lights and wait just under the lip of the opening, ready to jump back out if I hear what sounds like Rev Mackie getting attacked by spider-bots.
GMSG: Got it.
Hettie: If I can't see anything through the rents in the tunnel wall, I'll ease up to the doorway and just barely peek out, crouching.
GMSG: By the light of the train tube, you see several spider-bots scuttling along the floor toward one of the elevators. Some of them appear to be damaged from the blast. A couple turn back from the lift door and start cranking open a ladder shaft in the floor nearby.
Hettie: Does it seem to be the one we came in through?
GMSG: No. You remember the direction you had to travel from your ladder to the maintenance tunnel, and when you look that way, you see that the ladder shaft is still open.
Hettie: Okay, I'll wait and see if the spiders all go down the one they're opening up. No clue why they're not going for the one they know we came out of, but I'm definitely not going to go ask them.
GMSG: Working together, they get the hatch open quickly, then all of them disappear down the shaft except one badly injured one that looks like it's waiting for the elevator.
Hettie: I don't know how long the elevator will take, but for all I know the other spiders will get to the bottom and ride it back up, so I don't think I want to wait. If it's injured, maybe I can outrace it  to our ladder and either shut the hatch or slide down the ladder.
Claire: Not Panda-style, I hope.
Hettie: I'll settle for Panda-style if it gets me down alive but injured like it did her.
GMSG: Okay, make a Speed Check. The gravity here is low, remember, so you can use your Zero-G.
Hettie: Twenty.
GMSG: You make it almost all the way to the hatch before the injured one spots you and starts letting out an alarm siren.
Hettie: Despite being a reverend, I swear.
Sasha: Assuming I hear both of those things, I'm going to pop my head up to see what's going on, pistol trained in the direction of the siren.
GMSG: Let's make Speed Checks to do this as a combat round.
Sasha: 65. Major fail.
Hettie: 47, also a fail.
GMSG: You'll both act after the spider-bot, but all it does is crawl toward you about halfway, continuing to emit its piercing siren.
Hettie: I tell the sergeant to hang tight while I climb past her, if there's room.
GMSG: Make a Speed Check. If you fail, one or both of you may fall.
Hettie: 50. That makes it if I still get my Zero-G, but fails if I don't.
GMSG: I'll say you do.
Hettie: Uncharacteristically generous for this game, but I'll take it.
Sasha: I'm going to pop that spider-bot. 54, which is a hit with my Firearms skill added in. 17 points of damage
GMSG: It goes down. Your frag grenade and the train crash had damaged it pretty badly.
Sasha: Great! Hey, that's an experience point too, isn't it? Have we been counting those when I kill things? Did I take any out with my frag grenade?
GMSG: I'll say you killed d10 minus 6. But I roll a 4, so it's a no.
Sasha: Dammit. Okay, I'm climbing after the rev, then.
GMSG: Hettie, if you're really doing the ladder slide like Panda tried to, make a Speed plus Zero-G Check.
Hettie: I think I have a failure of resolve and just climb. Sergeant Danger is above me and in a suit that slows her down, so I don't feel as pressed for time.
Sasha: Damn straight, I'm in a suit, sister ... which you are not. Meaning if we get to the bottom at the same time, I'll have to guard you the whole time you're getting sealed up for our space walk.
Hettie: All right, with that bit of nudging, I try it. Ah! The dice come up 6.
Ariel: Good job, Reverend!
GMSG: You arrive at the bottom almost as quickly as Panda did, and without injury or the need to make a Strength Check. Sash, Narcy does have to make a Strength Check and a Speed Check as well if she's hurrying.
Sasha: Not hurrying ... my Speed sucks and like I said, I'm going to have to stick between the spiders and Rev Mackie until she's suited up anyhow. Strength Check's an easy peasy 25.
GMSG: When you get about halfway down, you see a spider-bot peer in from the hatch above you.
Sasha: Blam! 
GMSG: Speed Check for combat first.
Sasha: 45, boo. Hey, wait. Didn't we decide you could add an appropriate skill to any check. If I get my Firearms skill, that makes it.
GMSG: The rules specifically call out Tactics and Command as applying to initiative rolls, but they don't say whether other skills can by applied. I guess it doesn't make sense to me that someone with an Expert level of skill with guns would receive no advantage in getting the draw in a gunfight, so I'll allow it.
Sasha: Excellent. I get an easy hit with a 34 and -- whooo! Pretty close to maxing out damage: 27!
GMSG: You hit it dead-on ... but it's still going, and now it leaps right down at you. Misses its combat check, though. But it's got lots of legs and extends them against the walls of the shaft to slow its fall.
Sasha: I make my speed check for the next round and pop it again. Another easy hit with a 35. Dannnggg, would you look at that?
Ariel: 10, 10, and 7! That's 27 again!
GMSG: Dead.
Sasha: Any more show up before I get to the bottom?
GMSG: You seem to be clear for now. Meanwhile, down in the docking berth, Panda, Stickshift, and the doc had time to get through the airlock and start crossing the gantry before the other two characters show up. Did you?
Elle: Keep in mind that Pol is monitoring through McDiggitt's suit feed and will ridicule you mercilessly if you just hang around waiting.
Claire: I've got way too much to do once we're on board to hang around.
Ariel: And I have to go with her to protect her in case spiders snuck onto the ship!
Akane: And I am small and feeble, so no use staying for possible fighting. Plus, it's unthinkable to wait in empty cargo bay on this station all alone. Basically a request to be brain-drilled right away.
GMSG: All right, you're all on your way across to the ship you're salvaging when Rev Mackie arrives at the bottom of the ladder.
Elle: I'm a little disappointed to be cheated out of a chance at heckling.
Ariel: Don't worry, one of us will do something human real soon and give Pol a target I'm sure.
Hettie: I go straight to the crates where we stashed our suits and start getting into mine.
GMSG: You're barely started when shots ring out from the ladder shaft. Then a spider-bot crashes to the bottom of the ladder. It looks functional, and being half in, half out of your suit makes you a sitting duck for any kind of fighting. Make a Fear save.
Hettie: I feel like there's no time to do any mystic meditation techniques, but can I add my Theology based on the whole prepared-to-meet-my-maker attitude?
GMSG: Based on how you've been playing the Reverend, sure.
Hettie: Ah. 44. That's a critical failure.
GMSG: Ouch. Panic check. Two dice, trying to roll higher than your current Stress.
Hettie: 8. Whew.
GMSG: You get to reduce your Stress one level then. Possibly it's out of pure relief when another gunshot takes the spider-bot out almost immediately.
Hettie: I keep getting suited up.
GMSG: All right. Now, as Panda, Stickshift, and Yamaguchi are walking across the gantry toward the personnel airlock of the ship, Panda notices the power unit she left on the hull when she was trying to hot-wire the explosive bolts so that you could blow the docking clamps.
Claire: Oh, crap-a-doodle.
Ariel: Wait, what? That was forever ago. I'm not getting why it's a bad thing.
Claire: Because I was interrupted when I was setting it up. Which means the explosive bolts never got hot-wired, and we're not going anywhere unless I do that. Fudgesicles.
Akane: Are there interior tasks Yamaguchi could use Computers skill to work on while Panda finishes out here?
Elle: Pol suggests that booting up the ship's computer is really step one to getting anything whatsoever done.
Ariel: Okay, sounds like Doc and me are headed inside to do that, then.
Claire: What was it before, Engineering plus Intellect with advantage?
GMSG: The advantage was because you could take your time. Are you taking your time?
Claire: If we were all on board already, I wouldn't be. But we're still waiting for Sarge and the Rev, and Pol's right about the computer needing to get booted up, so I think, yeah, I will be careful and slow with the explosive bolts. There we go, 28 and 31.
GMSG: The bolts are rigged. Meanwhile, Stickshift and Doc Yamaguchi pass through the ship's secondary airlock and find themselves again in the tomblike quiet of long-deserted corridors.
Ariel: Stickshift tells the Doc she'll take the lead.
Akane: This was the plan of Yamaguchi as well.
Ariel: I guess we head to the bridge ... do we know where the bridge is?
GMSG: The two of you didn't see much of the ship before. You just followed Panda along this hallway and then stayed in the forward airlock area investigating Spanky Spannerman's corpse and getting spooked by the spider-bot with Spanky's holographic head on it.
Ariel: Foozers. I guess I ask if the Doc knows where the bridge would be on a ship like this?
Akane: Unless it is a veterinary ship, unlikely.
Elle: Pol interrupts to say he's ahead of you and scanning the ship for its layout. I assume I can do that?
GMSG: There's no specific skill for using scanners that I can see, but there are a bunch for which it makes sense that scanner use would be included. Want to make a case for a skill you have?
Elle: Pretty sure Hacking would include being able to scan tech for security vulnerabilities.
GMSG: I'll give you that. You're able to find the bridge on the upper level and direct them to it. However, they can't use the easiest route, which would be the ship's internal lifts. Those are offline because even though the ship's hooked into power, its not yet powered up. That's part of what booting the computer will do.
Ariel: Does this mean more shafts and ladders?
GMSG: Yes.
Ariel: Ugh.
GMSG: Sasha, with the one spider-bot below you dead, what does Narcy do?
Sasha: Finish climbing down, close up the access shaft door, and start looking for something I could use to block it with.
GMSG: Lots of crates sitting around.
Sasha: Cool. I start pushing and stacking them against the door.
GMSG: Some are empty, some are full. You'll need a Strength check to move or lift the heavy ones, then a Speed check to see how quickly you get them stacked. Or just a Speed check if you stick with the lighter ones.
Sasha: My Strength's way better than my Speed, so I for sure want to take advantage of that. Ergh! 72 on my first roll is a fail even if you let me add my Athletics.
GMSG: I do think Athletics would apply, but the first crate you try doesn't budge. 
Sasha: I'm stubborn and I like the fact that it's really heavy. Trying again. Ow! 98. Do I hurt something?
GMSG: No, but you feel like you're wasting a lot of time on this massive crate.
Sasha: Okay, next one. 43, that's better! Then 07 on Speed.
GMSG: You wrestle it over in front of the door. Rev Mackie's about half done getting suited up.
Sasha: Another heavy one! 22! Critical success!
GMSG: I'll let you skip the Speed check or the second Strength check to lift it into place on top of the first crate. Your choice.
Sasha: The Speed check, duh. Second Strength check is 55, another critical success.
GMSG: You're feeling really pumped. You can have advantage on your roll to move the next crate.
Sasha: Can I take that on the Speed check part?
GMSG: Sure.
Sasha: 05 on my Strength check, 27 and 94 on the Speed check, so I make them both.
GMSG: Strength check to heave this one up on top of the other two.
Sasha: 20.
GMSG: That blocks the door. The Rev's almost done suiting up.
Sasha: I'll try stacking three light ones in a second column behind the first, fast as I can. 19 and 21 on my first 2 Speed checks, but a fail with a 53 on my third one.
GMSG: You think you hear a scraping sound, like the access shaft door being manually slid open from inside.
Sasha: Dammit. One more try on this third crate. Grrh! Did you see that? The tens die was showing 20 and then the stupid ones die bumped it and now I've got an 83.
GMSG: 83 is a clear failure, although by that time the Reverend is suited up enough she could have tried to help, if she skipped putting her helmet on.
Hettie: With my Strength? No, I think not. I'm running for the airlock while putting my helmet on and yelling for Narcy to leave it.
Sasha: Since I was rolling Speed not Strength, doesn't that mean I lifted it up but just not quickly enough?
GMSG: Sure. You've got it almost in place when McAlastair yells, so it's up to you whether to take a round finishing it off or drop it and run.
Sasha: I'm not wasting all those rolls just to give up. I'll take the round.
GMSG: Just as you get it in place, you feel the smash of something ramming the far side from within the access shaft. You can tell the impact nudges both stacks of crates very slightly. It won't take the spider-bots long to move them.
Sasha: Fine, hauling ass for the airlock. I assume that's another Speed check ... 72.
GMSG: You hear another impact, and the crash of the last crate you put on the stack falling to the deck. Speed check again.
Sasha: Yeesh. 93.
GMSG: More impacts and a loud, sustained screech as your whole stack of crates starts shifting aside. 
Sasha: Screw this. I'm going to turn and chuck another frag grenade through the gap.
Ariel: But ... if it goes through, won't it blast the crates out of the way and make it easier for any spiders that survive to get out?
Sasha: Yep. Too bad you're not here to advise me about that.
GMSG: Combat Speed Check to see if you go before the bots.
Sasha: I don't have Explosives skill, but can I use my Military Training?
GMSG: Sure.
Sasha: 40! That barely squeaks by.
GMSG: You go first, then. As you turn, you see they've wrestled the stack of crates far enough to create a gap of half a meter or so. You're going to have disadvantage to lob the grenade that precisely. You're also not sure you're currently outside the 15 meter blast radius. Do you want to take a round to make an Intellect + Military Training roll to gauge whether you're safe?
Sasha: Nope. Fire in the hole! Damn. 64 is a fail, followed by a 94 ... at least neither one's a critical fail.
GMSG: Okay, 50/50 whether the grenade lands on the side of the crate stack where the gap is, versus the side where the crates will give the bots total cover. Roll ... you want low.
Sasha: Great. 65.
GMSG: 20 percent chance you're in the blast radius. Roll it.
Sasha: Eep, 26. Barely outside.
GMSG: Now the fun part. Roll damage.
Sasha: 4. Grenades multiply the roll by 10, right? So that's 40.
GMSG: Not enough to penetrate the station's hull, but enough to shred a bunch of cargo crates. When the smoke clears you see spider-bots swarming out over the heap of wreckage. Speed Check to see who goes first.
Sasha: 52. Sounds like them.
GMSG: The destroyed crates and cargo slow them down enough they don't quite get to you, but just by a couple of meters. Looks like three of them will be on you next round and several more are working their way out of the access shaft.
Sasha: I'm dropping a frag grenade and running.
GMSG: I haven't been enforcing this rule, but moving your full rate in a vacc suit takes a Strength Check. If you fail, and you're taking an action to drop the grenade, you'll only move 1/4 of your Speed in meters, not enough to get out of the blast radius.
Sasha: I'm rolling those dice. And these dice say 06. So I get 16 meters away when the grenade goes off. Only 20 points of damage, though.
GMSG: The three lead spider-bots take damage, but none of them go down. Speed Check to go first next round.
Hettie: Have I made it to the airlock yet?
GMSG: Let's see ... you had the round Sash took putting that last crate in place, the round she threw the first grenade, and this round. Make Strength checks to see whether you were moving full rate or half rate each of those rounds. The distance you want to cover is 45 meters.
Hettie: Fail on rounds one and two, and since my speed is 43, that means I'm 2 meters from the airlock at the start of round three. I assume the door is closed, since it had to be for the others to exit the station through the outer door. Can I move up, open the door, and get inside all in one round?
GMSG: Speed check.
Hettie: 83. Sigh.
GMSG: The door is open and you're right by it, but not inside. Both of you make speed checks to see if you beat the spiders.
Ariel: Come on, guys!
Sasha: 70. Nope.
Hettie: 67, also a nope.
GMSG: Spiders first. Two on Narcy can move up and attack. One spends its whole turn moving up to the Rev. Roll two armor saves, Sash.
Sasha: 03 and 18!
GMSG: One spider-bot misses you entirely. The other one is on you and drilling.
Hettie: I suppose I draw my vibechete and attack the one that moved up to me. Miss.
GMSG: New round.
Sasha: I make my Speed check.
Hettie: I do not.
Sasha: Shooting the one that's on me. Blam! 31 for 22 points.
GMSG: Kills it.
Sasha: Running for the airlock with my next action. Urf, 94. So I get 8 meters closer.
GMSG: Spider-bot attacking Narcy, make an Armor Save.
Sasha: 15!
GMSG: Spider-bot on Rev Mackie. Same deal.
Hettie: 03!
GMSG: They both miss. New round.
Akane: So suspenseful!
Sasha: 03 on my Speed.
Hettie: 29 for me.
GMSG: Narcy first.
Sasha: I make my Strength check, so I can move full speed. I move up 16 more meters and shoot the one that's coming after me. Nope, 73.
Hettie: Vibechete against the one on me ... miss. My second action is to step into the airlock.
GMSG: Armor Save against the one that catches up to you, Sash.
Sasha: 56 is a fail.
GMSG: It drills you for 11 points of damage. And your suit's now holed, again. Hettie, make an armor save for the Rev.
Hettie: 42. Usually an auspicious number, but not in this case.
GMSG: It drills you for 13 points.
Hettie: Ouch.
GMSG: New round. Speed checks?
Sasha: 11!
Hettie: 83.
GMSG: Critical success on your Speed check gives you an extra action, Sash.
Sasha: I've got three bullets left. One into the spider on me ... miss ... second shot on it is a hit for 14 points.
GMSG: Takes it down.
Sasha: Third shot on the Rev's ... 03. Damage is 15 points.
GMSG: Dead. But you see three more bots that have exited the access shaft. One will arrive each of the next three rounds.
Hettie: I move to that locker next to the airlock and grab the patch kit if I can find it.
GMSG: You do. Speed checks.
Claire: Jeebus, this is a nail-biter!
Sasha: 57.
Hettie: 86.
GMSG: This round's spider goes for Narcy. Armor Save, this time you don't get the suit's 7% bonus because it's been holed.
Sasha: I save.
Hettie: I move back into the airlock and slash the thing with my vibechete. But of course I roll an 89.
Sasha: I move into the airlock too and shut the door behind me.
GMSG: New Speed checks.
Hettie: 08!
Sasha: Fail.
GMSG: Your move, Rev.
Hettie: I'm going to hand my vibechete to Narcy.
Sasha: Smart move, Rev.
GMSG: The spider is still latched on and drills for another 11 points of damage, no save. The one arriving this round starts drilling at the inner airlock's window.
Sasha: Slashing with the vibechete ... 87's a miss, 47's a hit. 12 points of damage.
GMSG: Not enough to kill it. Speed checks.
Sasha: Made it.
Hettie: Not me.
Sasha: Vibechete! A miss and a miss. Damn.
GMSG: You're in luck. It rolls minimum damage, 2 points 
Sasha: I've got health out the ass. Not a problem.
GMSG: Two spiders drilling at the window now.
Hettie: I'll spend the round patching my helmet, I suppose.
GMSG: Speed checks.
Sasha: 84.
Hettie: 39! My flare gun is empty, but I'll pull it out and try to pistol-whip the thing with it. 80.
GMSG: 16 points of damage this round, Sash.
Sasha: Starting to hurt a little, but I have a thick skull. Vibechete! 44! Critical hit!
GMSG: That takes it out.
Sasha: How bad's the window look?
GMSG: It'll break in another round or two, tops.
Sasha: For my second action, I hit the button to cycle the outer door.
Ariel: Narcy, no!
Elle: Stickshift can't tell that's happening from audio only, but Pol can with his camera views, and he tells Panda to hoof it to the new ship's outer airlock and get the door open. Incoming wounded with a pierced suit.
Claire: I'm a little hazy about exactly when these three sets of events are happening. I finished the explosive bolts, but how much of that overlapped with this spider fight?
GMSG: If you'd hurried, you would have finished before the fight wrapped up. But since you didn't, you'll have to interrupt your work to do what Pol's asking.
Claire: Panda says, "Doing something pretty important here. Can Stickshift or Doc get it?"
Elle: I think they're on a ladder right now.
Claire: Well is it really going to make that much difference if Panda goes over and pushes the button or if Sarge and Rev Mackie do it when they get there?
GMSG: Not only are seconds crucial, but the ship's systems still aren't online. The lock has to be cycled manually each time. Panda knows all of this, so nobody has to argue or explain it to her.
Claire: Yeah, I guess I should have remembered about the manual cycling. I guess I head for the secondary airlock after I make sure my tools are secure.
GMSG: Hettie and Sash -- you've got a round to act as the air starts rapidly thinning within the airlock. Narcy's suit alarm starts going off almost immediately to tell her there's a leak.
Hettie: Well to start with, we'll need to remove the spider and extract its drill from her helmet.
Sasha: Patch the no-drill hole first! The drill bit is at least partly blocking the hole it's in. I'd rather walk out with a spider on me and a slow leak than get the spider out and have to patch two holes.
Hettie: All right, I'll be a trooper and follow orders.
GMSG: You get the patch on the open hole just as the cycle completes and the outer door opens. Sasha, your helmet indicators show your air supply rapidly diminishing.
Sasha: I start walking out on the gantry.
GMSG: The spider-bot is pretty much dead weight draped over your helmet, shoulders, and back. The hanging legs make it a little hard to see.
Claire: I'm on the comms to Yamaguchi and Stickshift telling them to hurry and get those systems booted up.
Ariel: We're climbing as fast as we can! Are we almost there yet?
Elle: They've been given impeccable directions, you know.
GMSG: You're about to the end of the ladder shaft. Then it's just a short way down the hall.
Akane: Yamaguchi is excellent with short ways. It's a pun about her height.
Claire: That pun was okay, but not great.
Elle: Here we go. Claire's about to school you in punnery, Akane.
Claire: It needed somebody to vet it.
Akane: Boo! Evil! I should not have started this.
GMSG: Meanwhile, if Panda is hurrying, she needs to make a Speed check.
Claire: I'm assuming I can add my Zero-G? Well, regardless, I roll a 7.
GMSG: You easily beat Narcy and the Rev to the secondary lock. Sash, make a Body Save to avoid being massively slowed down by the combination of spider-bot weight and rapidly thinning atmosphere inside your suit.
Sasha: 78. I won't even bother asking if I can add my Athletics. Nowhere close.
GMSG: Het, you see the sergeant beginning to stagger about halfway along the gantry.
Hettie: We've got to get that spider off her and get the hole patched. I -- oh, for crying out loud.
Ariel: What?
Hettie: If she hasn't already dropped it, I tell Sergeant Danger to use my vibechete to shear the spider off at the drill-bit. Then she can ditch its weight and let me put on a patch.
GMSG: Sash, make an Intellect check to see if you retained the presence of mind to hold onto the vibechete through all this.
Sasha: Intellect plus Military Training because it's totally ingrained in me not to let go of a weapon. Feh. A 53 still misses.
GMSG: You dropped it somewhere along the way. Make another Body Save to keep moving.
Sasha: Big miss with a 76.
GMSG: Narcy stumbles to her hands and knees.
Hettie: I'm going to try to shift the spider-bot enough I can get at the spot where the drill enters the helmet and get a patch at least partly in place. Can I make an Intellect + Zero-G roll to figure out the best way to move the thing instead of using Strength?
GMSG: That makes total sense to me.
Hettie: That's an 8. I guess I could have used Strength after all.
GMSG: You've got the spider's bulk out of the way enough to access the spot where the drill goes into Narcy's helmet. But Sasha needs to make an Intellect roll to keep from trying to struggle forward, which will mess up your attempts at a patch. And Claire, have Panda make a Speed check to get the airlock started cycling manually.
Claire: Can I apply my Jury Rigging to figure out a short cut that makes it faster?
GMSG: Why not?
Claire: 40, so I'm good.
Sasha: Huh. I roll a 40 too, but that's a fail unless I get to add something.
Hettie: I would be yelling at the sergeant to hold still, if that makes any difference.
GMSG: What exactly do you yell?
Hettie: Well the most sensible thing would simply be, "Sergeant! Hold still!"
GMSG: Using a commanding tone and her rank seems like it would trigger her Military Training.
Sasha: Woo-hoo!
GMSG: Okay, Rev Mackie gets a patch at least partially in place. Make a Speed or Intellect + Zero-G check to make the seal tight enough that the suit can start to re-pressurize instead of just slowing the rate of air loss.
Hettie: 58. I needed a 53 or under.
GMSG: Narcy needs to make a Body Save then, or she'll pass out completely.
Sasha: Clonk. I'm down on a 63.
Claire: I'll tell the Rev to come get my hand welder so she can cut the spider away while I'm wrestling with this door.
Hettie: Strength check to move full speed in the vacc suit -- and I make it with a 34, assuming I can add my Zero-G.
GMSG: I think this is exactly the kind of thing it's supposed to cover.
Ariel: Meanwhile ... ?
Akane: Shh! I do not think it's wisdom for the Warden to be rushed.
GMSG: I was about to get to the two of you. You arrive at the bridge of the ship. It feels dark and lifeless as the rest of the ship -- possibly even more so, because the bridge of a ship always has work-station lights and displays on whereas this one is pitch black. I assume Yamaguchi hurries to the main computer terminal to see about getting it going?
Akane: Yes! Does Intellect + Computers work?
GMSG: We'll call this a Crisis Check level 2 because it's a multi-stage process and you're trying to do it quickly. You have to make 2 rolls to get it done in a decent amount of time. Any failure adds 2 to your Stress, but you can re-roll a failure by taking 1d10 Stress.
Akane: So stressful! But my first roll is exactly a 1.
Ariel: Ooh, that's got to be extra good, right?
GMSG: Again, 00 is the extra good roll. A 1 is just a 1.
Ariel: I hate this game.
Akane: Second roll ... 28! Also success! Yamaguchi triumphs with no addition of Stress!
Claire: Good job!
GMSG: You get the system online quickly.
Akane: I tell the computer it must activate the functions of all normal ship systems.
GMSG: Lights start coming on. Claire, Panda sees some blinking indicators that let her know the airlock is about to come back online.
Claire: In that case, instead of continuing my manual cycle, I head straight for Sarge and the Rev.
GMSG: About this time, the personnel airlock window on the station gives way, propelling shards of plexiglass outward on gale-force winds.
Elle: I was wondering how long that would take.
GMSG: I'm giving it a 20% chance of hitting someone ... 49.
Claire: Whew!
GMSG: Don't get too comfy about that. With the window busted out, you now see the spiders inside the station trying to struggle out through the opening. The first one makes a Strength check to keep from being blown out by the ongoing explosive decompression of the station. 33 is a critical success!
Claire: Oh, come on.
GMSG: It's on the gantry and speeding toward you. Narcy is closest, down and basically helpless. Rev Mackie is one round away, and Panda just a few meters past her. Combat Speed checks.
Claire: I make it with a 27.
Hettie: Fail with a 59.
GMSG: Panda first.
Claire: I yell at the Rev to just jump loose from the gantry. We can track her and come get her in one or another of the ships. Then I run for the docking clamps to try to finish with the explosive bolts and blow the ship loose.
Elle: Wow. Just leaving the Sergeant to die. Extreme. 
Hettie: But sensible, considering neither of us has any real chance to fight one of those spider-bots. We'll see if the Reverend even gets a chance to decide whether to follow Panda's advice.
GMSG: The spider-bot uses its entire round to move, which puts it right in the Reverend's face.
Ariel: Hettie, you can't just jump over the railing and leave Sarge to die! And can the rest of us see this? Or at least hear it? If we can, I'm running for the elevator downstairs to get out there and help!
Hettie: Well, it's not in the Reverend's character to save her own skin while abandoning someone else. Also, if she jumps, there will be no one between this spider-bot and Panda, who's got work to do still on the interrupted explosive-bolt task. Since I know the habit of these things is to try leaping for the helmet, can I use Intellect + Athletics to ready myself for its leap and then use its own inertia against it by trying to grab and heave it up and over me?
GMSG: Sure, you can try to get ready to do that. But I'm not guaranteeing it will use that tactic.
Hettie: I know. It's a Hail Mary. Naturally, I roll a 61 on my check and fail in the setup before it even jumps, though.
GMSG: New Speed checks for the new round. Ariel, with the ship's systems powering up, you'll have 1 round to get to the lift, 1 round to ride it down, 1 round to get to the airlock, and 1 round to cycle through.
Elle: So basically they'll all be dead before you get there.
Hettie: I'd say not to be so pessimistic, Elle, but I just rolled an 87 on my Speed check.
GMSG: The spider leaps for you.
Hettie: Just to rub in that my strategy might have worked if only I had any facility at rolling decently on these dice.
GMSG: It misses you with its drill. For its second action, it tries to grab hold of you with a claw so it doesn't fly past. Also a miss.
Sasha: Yeah! Now it just goes spinning off into space, right?
GMSG: No, the rotating station is basically the natural territory for a spider-bot. It knows how to account for the rotational motion that mimics gravity. So it lands on the gantry between Rev Mackie and the ship you're trying to salvage.
Hettie: I have nothing other than my judo-throw strategy, so I'll try again to set that up. Mm-hmm. 72.
GMSG: You do get two actions, you know.
Hettie: Oh, right. Can I keep trying?
GMSG: I don't see why not.
Elle: He knows you'll keep failing your rolls.
Hettie: Unkind but probably accurate. Let's see if you're right ... oh, Elle. Look what you've done.
Elle: Shit, that's a 99, isn't it.
Hettie: Critical Failure.
GMSG: You're working so hard at trying to figure out angles, but right then the station rotates just enough for a beam of sunlight to reflect off the spider's shell and momentarily blind you. You automatically lose initiative and you have disadvantage on any armor save next round if it hits you.
Claire: Seriously, Het, the Rev should just jump.
Hettie: I'm more invested in having my character be this kind of person than in having her live, to be honest.
Akane: Very true role-playing!
Hettie: Thank you, Akane.
GMSG: Spider leaps and tries to drill you ... misses. Tries to grab you ... misses. Meanwhile, back at the airlock window, the next spider is wriggling its way through. It misses its Strength check with a 94, though, and gets blown loose. Ten percent chance it hits you, Reverend; ten percent chance it hits the other spider. Nope, neither one. It just sails off into space.
Claire: Am I at the bolts and working again now?
GMSG: Yes. No roll needed to finish up what you were doing in three rounds.
Ariel: That's when I'll show up too!
GMSG: You can try to hurry it into a single round if you want, though.
Claire: Considering that I really, really need to get this right, I'm taking the three rounds.
Elle: Less exciting than the Sash and Hettie approach, but I'm sure Pol approves.
GMSG: Het, new round, new Speed check.
Hettie: A predictable 73.
GMSG: Spider leaps to drill you ... ootch. It gets an 88 and Critically Fails. Spins off into space with the other one. Next spider at the window --
Claire: How many of these things are there?
GMSG: A lot. This one also fails its Strength check. 10% chance it hits the Rev ... nope, 16.
Hettie: So for the moment I'm alone on the gantry?
GMSG: For the moment.
Hettie: All right, I'm running for the ship's open airlock. There should be a tether there; I'll grab it and try to get back to Narcy with it.
GMSG: Strength check to move at full speed?
Hettie: Nope, so I'm only 21 meters closer after this round.
GMSG: Speed check. This round and one more for Panda to finish and Stickshift to show up. 
Hettie: I make it, but fail my Strength check for full movement.
GMSG: Next spider-bot makes its Strength check to climb out the window without getting blown away. It's two rounds away from you.
Hettie: Fewer once I start on my return trip with the tether.
GMSG: That seems like a reasonable conclusion.
Claire: My vote would be to wait for the marines to show up.
Hettie: I'm considering it. If I head back I'll be in Stickshift's line of fire in addition to having to wade through the opposition.
Sasha: No offense, but I haven't exactly noticed the Rev wearing any opposition wading boots.
Akane: Yamaguchi is skilled with booting, but only the computers kind.
GMSG: Okay, we're at the point where the airlock starts to cycle because Stickshift has shown up and hit the activator. Speed check for Rev Mackie. Next round we'll be doing Speed checks for everyone outside.
Elle: I'll be making a Speed check as well, to make sure Pol's advice is as timely as possible.
GMSG: You can start that any time.
Claire: Are you really encouraging her?
GMSG: It's a roleplaying game, and Elle's been rocking the roleplaying, as far as I'm concerned.
Hettie: At this point, the Rev will take any advice she can get. Speed check is 98.
Elle: Pol makes his check with a 43. He suggests to the Reverend that she might want to move more quickly.
Hettie: Sure. I'll think about it, Pol.
GMSG: Rev, the Spider gets one round closer to you. Your turn.
Hettie: Strength check to move full speed ... oh, for -- 99. That's what I get for thinking, "At least it's not a 99," when I rolled that 98.
GMSG: Ouch. The Rev takes a serious tumble. Fear Save or you drop the patch kit.
Elle: Now I'm regretting the fact that I made that Speed check. This might be a much more entertaining opportunity for some android advice.
Hettie: 67. I drop it. Is it just completely gone?
GMSG: Five percent chance it scrapes across the surface of the gantry and wedges against a guard-rail post. Who wants to roll it?
Claire: I'm not sure any of us is luckier than the others.
Ariel: I'll do it! Boo. 83.
GMSG: Sayonara, patch kit.
Hettie: I'm going to tell Stickshift over the comms to look for a patch kit in the airlock, since she knows what one looks like now.
Ariel: I mean, I do, but once the door's open can't you look yourself while I'm shooting up the spider-bots?
Hettie: That's probably a better call. 
GMSG: New round. Speed checks from everyone but Narcy and Yamaguchi ... unless the Doc has something to say that's time-critical?
Akane: No. Probably best to stay quiet and leave comms channel open.
Sasha: That's definitely better advice than some people are giving.
Elle: Just watch. Pol's counsel will be the critical factor this round. My Speed check is a 92, though, so it will come late in the round.
Claire: But not after Panda, because I roll a 94.
Hettie: Surprisingly, Rev Mackie makes it with a 21.
Ariel: 46 for Stickshift, which fails unless I can use my Military Training.
GMSG: It's a combat situation; I'll give it to you. Hettie, you're up first.
Hettie: All I'm doing this round is standing up and scooting against one of the guard rails to give Stickshift a clear shot.
GMSG: Aers, the outer door is now cycled open.
Ariel: Okay! I step out onto the gantry and shoot that spider-bot! Do I get my +5 for another marine being there even though Sarge is out of it?
GMSG: Yes. It's an esprit de corps thing, I think, so a downed comrade who needs rescuing would definitely count.
Ariel: Okay, so that's a 49 for my Combat stat and marine bonus plus 10 for Military Training, which means my 53 is a hit!
GMSG: Roll damage.
Ariel: 20!
GMSG: It's hurt but not down. Seeing Stickshift as the bigger threat, it goes for her instead of Rev Mackie. 90, so it misses. Another miss on its attempt to grab hold of you. Unlike the others though, this one isn't pouncing at someone with open space behind them -- it flies past you and into the open airlock.
Elle: Pol suggests you shoot at it with care or you'll put a hole in the inner door's window and then you're all screwed.
Claire: Not really. Everyone is still suited up, so if the ship evacuates, it won't really be much more than an inconvenience. Panda ... critically fails her Strength check to move at full speed from the front of the ship toward the action.
GMSG: You flounder helplessly for the turn and make no progress.
Claire: I'll take it. That could have gone much worse.
Elle: Don't worry, it will at some point.
GMSG: New Speed checks.
Claire: I roll a floundering 65.
Elle: Pol rolls a 50, and his Speed is exceptional -- superhuman, you might say -- so he makes it.
Hettie: 58 for the Rev.
Ariel: 49 for Stickshift ... I guess Pol's the only one going before the spider-bot.
Elle: Pol says, "Fine. Go ahead and fire into an enclosed metal space. I'm sure there's no chance of a ricochet."
GMSG: The spider scuttles toward the top of the airlock, then pounces again. Whiff. But because its angle is downward, it lands on the gantry instead of flying off into the void. Stickshift's turn.
Ariel: Blammo! 41! 18 points!
GMSG: Still up, but sparking and wobbly.
Ariel: Blammo number two ... not as good. 60. That misses by two.
GMSG: Rev?
Hettie: Moving at half speed into the airlock. I'm within 10 meters, right? That's 30 feet.
GMSG: Yes it is and yes you are.
Hettie: Then I also do a quick search for a patch kit.
GMSG: Intellect + Zero-G
Hettie: Aha! 34 makes it. Finally a decent turn of the dice.
GMSG: If there is one, you find it. I'm sure it's a standard piece of airlock equipment, so let's say 80% chance it's there. I roll a 72, so you've got it.
Hettie: Do I also have time to clip it to my suit instead of hanging onto it where I might drop it again?
GMSG: That will have to be next round. Claire, what does Panda do?
Claire: Yeah, she moves at half speed toward the fighting.
GMSG: It will take you two rounds to get there instead of one at that rate.
Claire: Or two rounds instead of infinity rounds if I critical fail again and my mag boots break loose from the hull.
GMSG: New round, new rolls.
Ariel: Blerf. 97.
Claire: 40, but I don't know what difference it makes other than taunting me that I made a roll for once. All I'm doing is finishing my slow trip to the airlock.
Elle: 48 is an easy success for Pol.
Hettie: 4 is a startling success for the Reverend.
GMSG: Looks like McAlastair is first.
Hettie: I clip the patch kit in place and look for a tether.
GMSG: There's a standard issue safety spool on one bulkhead, the kind you clip to your suit and then to a holdfast on the hull or in the airlock.
Hettie: If I have time to do any of that clipping, I clip it to my suit.
GMSG: I'll say you do. Claire's turn.
Claire: Clump. Clump. Clump.
GMSG: You're there. Pol's turn.
Elle: I tell our marine to take her time aiming, since it can probably only take one hit.
GMSG: The rules for aiming require you to do it for an entire turn to get a benefit, and you can't get hit in the meantime. So it's probably not wise in such close quarters. Stickshift would know that.
Ariel: I make a tongue-stickie-outie noise into my microphone at him and tell him he doesn't know what he's talking about.
GMSG: Spider's turn. 41, a narrow miss. Another miss trying to grab you. Now it's in the airlock with Rev Mackie.
Ariel: Oh, poop.
Elle: Pol says you've got at least one round to aim now while it savages the Reverend.
Ariel: Hush, you! You already had your turn. I'm shooting ... hopefully it's not a Critical Fail ... woohoo! 44! That's a Critical Success!
GMSG: It's toast.
Akane: Effective! If combat is over, Yamaguchi praises your achievement in spider-killing.
Ariel: Thanks, Doc! Only probably it's not over yet the way spiders kept climbing out that window.
GMSG: At the moment, actually, you don't see any more trying to get out.
Hettie: In that case, I clip the other end of the tether spool to whatever fastening spot there is on the hull and head for Sergeant Danger.
Claire: Wait, wait, wait! I need to give you my hand-welder so you can cut the spider off her.
Hettie: Ah, good plan.
Ariel: Well, I go straight to where Sarge is lying and take up a defensive position between her and the station. Not that I have many bullets left if any of them come out at us ...
GMSG: So far it's still clear.
Claire: Once the Rev has my hand-welder, I'm trucking inside to the bridge to get everything going. Hmm.
GMSG: What?
Claire: I just realized that if the ship has power now, so do the explosive bolts, which means I didn't have to finish hooking them up to that portable power unit after all.
Elle: Well, but in the process you probably bypassed all the safety systems that you would have needed to work your way through, so it may still be a net win.
Ariel: Wait, Pol isn't actually saying something supportive, is he?
Elle: Don't be silly. I assume Claire was talking out of character, so I just did the same. I'm at least a little nicer than Pol, you know.
Ariel: I just wanted to make sure!
GMSG: Okay, Panda gets inside and the Rev makes it to Narcy. Sash, I want you to make two Body Saves to avoid taking damage from hypoxia. 1d10 on the first failure, 2d10 on the second.
Sasha: I'm guessing since I'm unconscious I don't even need to bother looking at my skills. First roll's a 16 ... second roll is 78.
GMSG: One point of Stress and 8 points of damage.
Sasha: Narcy's still got Health for days.
GMSG: That's nice. But if Rev Mackie slices into your helmet while cutting loose the spider, it's going to go pretty quick. Het, does the Reverend have any skills you think would justify a bonus to her Speed check for hand-welding the bot?
Hettie: Geology. Fragile mineral samples or fossils would require delicate cutting techniques to collect from their surrounding matrix.
Ariel: Wow, you're really good with the skill excuses, Hettie!
Hettie: Thank you.
GMSG: I'll buy it. Make your roll.
Hettie: 43 Speed + 10 for Geology gives me a 53 target ... I roll 8.
Sasha: Whew!
GMSG: Now Speed + Zero-G for applying another patch to fully seal the hole. This is a pretty simple task, so I'll give you advantage, but considering the urgency of the situation, I think it calls for a roll.
Hettie: Fair. I roll an 81 and a 2.
GMSG: The patch is in place, and the suit starts re-pressurizing. It's all but emptied its tanks trying to make up for the leak, but there should be enough to make it the rest of the way down the gantry to the airlock. Sash, you can have a Body Save at disadvantage to come around now that your air pressure's back.
Sasha: 15 and ... woo! 00!
Akane: So shameful that you get such a roll when it's disadvantage.
Sasha: Hey, I'll just take being conscious.
Ariel: Well ... let's hurry and get going, because it's actually making me nervous that there's no more spiders coming out the window.
GMSG: The three of you get back to the airlock about the same time Panda gets to the bridge.
Akane: Hello, Ms. Fatale!
Claire: Heya, Doc. Warden, first thing I do is check the fuel gauges. 
GMSG: It takes a while to fill up a ship this size. The pumps have been on for maybe 10 or 15 minutes ... I'd say you're at 3/4 of the minimum amount needed to make a hyperspace jump. Let's say 5 minutes.
Ariel: Five minutes.
Claire: All right, then while that's going on, I'll do all the preflight stuff needed to get the maneuvering thrusters ready for use.
Ariel: Isn't anybody else going to say, "Five minutes?"
Akane: Haha, it's true -- the Warden did tell us to say that. "Five minutes."
Elle: I'm playing this game, but I'm not going to play that game.
Hettie: Adorable, but not my style either.
Claire: Sure, "Five minutes."
Sasha: Five minutes!
GMSG: Unfortunately, well shy of five minutes, Panda sees an alert blinking that says the station's cargo airlock is cycling on the other side of the ship's forward lock.
Claire: But I welded that thing shut!
Elle: Apparently, the spiders unwelded it.
Claire: Peachy. I tell everybody to grab weapons and head for the forward airlock. We're about to have visitors, and I can't blow those explosive bolts before the tanks are full enough.
Hettie: I'm going to check the airlock for flares to reload my flare-gun, since I lost my vibechete.
GMSG: It makes sense that there would be some there. Roll d10 - 2 to see how many you find, minimum of 1.
Hettie: I roll a 6, so that's 4 flares.
Sasha: Rock and roll. I'm topping off my handgun's magazine, which uses up the last of my spare bullets.
Akane: Yamaguchi does a computer search of inventory. Are any weapons on this ship?
GMSG: There's a ship's locker just outside the bridge. That's where you would expect any weapons to be. The contents aren't listed, though.
Akane: Excuse me, please, Ms. Fatale. I am going to check the ship's locker for fighting equipment ... unless you need assistance?
Claire: I'm good. Go see if you can load everyone else up for bear.
Akane: Hmm. I don't know if you mean spider-bears or bear-bots, but both sound dangerous!
Ariel: I'm going straight to that airlock. I've got four shots left in my gun plus my own vibechete.
Elle: Pol suggests the doctor might use her computer skill to put a security lock on our side of the airlock before she leaves.
Akane: Ah, excellent forethought, Mr. d'Eurothein. I will do this. Is it an Intellect + Computers roll?
GMSG: Only if you're going to take the time to program some kind of anti-hacking routine. If you're just activating a standard security override of the local controls, there's no need to roll.
Akane: Programming sounds very intense for time consumption. Especially when we know they can cut through welds, so probably can cut through doors, just slower. I'll use security override and then go to ship's locker.
GMSG: The security override is simple enough to turn on. When you get to the locker, I'll let you roll to see how much is there. On a d10, a 1 means nothing, 2-6 means 1 weapon, 7-8 is 2, 9 is 3, and 10 is 4.
Akane: Am I to the locker then? Because you said "when" I get to it.
GMSG: Sorry, yes, you're there.
Akane: Hmm! The d10 says, "8!"
GMSG: You find ... a foam gun and a combat shotgun.
Akane: Foam gun does not sound injurious.
GMSG: It basically sprays out goop that traps whatever it hits if the target doesn't save.
Akane: Oh! Superior to the suds I was imagining.
GMSG: It has the potential to take out one enemy a round if you get lucky.
Hettie: Don't give it to the Reverend, then.
GMSG: The shotgun has 4 shots in its clip and there are 3 additional shells with it.
Akane: I hurry all of this to the forward airlock.
GMSG: Claire, Panda is now seeing an alert indicating damage to the forward airlock door. It's not a breach yet, but the system knows there's something going on down there that shouldn't be.
Claire: Any chance there's a way I can route some power to the door and electrify it?
GMSG: If you went down there, maybe. But not from here.
Claire: Great. I let everyone know to hurry. That berth is open to space because of the hole in the personnel airlock window, so if they get through our outer door, nobody will be able to get into the ship's front airlock without explosively decompressing us. I'll also put the airlock's camera on my video feed if there is one.
GMSG: There is. Everybody roll Speed checks except Stickshift. Since she headed straight for the lock, she definitely gets there before anything cuts through.
Ariel: I'm going to get ready to blast them if they show their faces!
Sasha: What if they show Spanky Spannerman's face with their holograph gizmos?
Ariel: Don't say that! What a terrible thing to say!
Elle: Pol's Speed check is a 04.
Hettie: Mine's 32, which makes it.
Sasha: 42 for Narcy, skin of my teeth if you let me use Military Training or Athletics.
Akane: Yamaguchi is ... ee! The worst! It's 99.
GMSG: Yamaguchi trips and falls. Make a Body Save or you'll take damage.
Akane: So humiliating! With medical knowledge of First Aid and Pathology, do I know how to fall where it will hurt least?
GMSG: On a 99, I don't think you have time to react. This is just straight up whether you're tough enough to take the fall.
Akane: Toughness is not a big property of Yamaguchi. But maybe ... yes! I roll 7.
GMSG: You'll have to take a round getting up and gathering up the things you were carrying.
Akane: Sad.
Elle: When it's Pol's turn, he's going to broadcast that you people should tether yourselves to something in the airlock once you're there. I see any number of ways someone might end up floating out into space.
GMSG: Okay, since everyone made their Speed check this round, you'll all get to the airlock in the coming round. Aers, you can clip your suit to a tether like Pol said if you want.
Ariel: I don't like taking his smarty-pants advice, but I also don't like floating away in space, so I guess I do it.
GMSG: Everyone else make a Speed check.
Akane: Even on-the-floor Yamaguchi?
GMSG: No, it really doesn't matter when you act during the round.
Claire: I roll an 86.
Ariel: Eep! 98! Good thing I'm already buckled in.
Sasha: 55. Critical Faceplant.
Akane: Imitation is not so flattering in this case.
Sasha: I make my Body Save with a 13 though, so no damage.
Hettie: 48 for Rev Mackie. That's a success if I can use athletics.
GMSG: Sure.
Elle: Pol rolls a 59, which fails unless we say I can use Linguistics to speak rapidly.
GMSG: Nice try, but no. So the Reverend gets into the airlock with time to perform an action.
Hettie: Much as it feels like tying myself down as bait, I'll clip myself to a tether next to Stickshift.
Ariel: Hi, Rev! Let's not get too cozy though!
GMSG: The two of you see a glowing orange spot in the middle of the cargo airlock door. Claire, the alarm goes off to indicate an impending structural failure if nothing stops it. Pol, what are you doing this round?
Elle: I'm telling the sergeant to get up because all I can see through her suit camera is the floor.
GMSG: Yamaguchi gets to her feet. Claire, it's Panda's round.
Claire: I'm going to force an emergency cycle of the airlock, so the inner door shuts and the outer door opens without siphoning away the air first.
Ariel: What???
Sasha: But ...
GMSG: The outer doors slide open in a flash as the inner one slams shut! All the air in the lock instantly bursts out through the opening. Stickshift and McAlastair need to make Body Saves to avoid being yanked from their feet.
Ariel: This is so not good ... and I roll a 95!
Hettie: Well! A 15 for Rev Mackie.
Claire: Sorry, guys. But anything outside the door has to make a save too, doesn't it, MSG?
GMSG: Well, you'd think. And as the doors open, you definitely see some spider-bots scrabbling to get hold of something and not be blown away. But you also see that there's a cargo loader suit standing right in front of the door with a spider in the seat controlling it. The suit's cutting torch is positioned right where the glowing spot was. Yikes, terrible rolls. All four of the other spiders get hurled back into the cargo bay. Speed checks for the new round.
Ariel: Bleh! 97.
Sasha: 73. Not that I can do much other than get to my feet and walk over to the door I'm shut out by.
Akane: 16 for Yamaguchi.
Claire: 71 for Panda.
Elle: 13 for Pol.
Sasha: Oh, and he's just the person we want to make sure goes first, so he can keep ribbing Narcy about standing up.
Elle: The motivation will do you good, I'm sure.
Hettie: The Rev gets a 13 as well.
GMSG: Nice. Her turn, then.
Hettie: I'm shooting that spider with my flare gun. Kaboosh! Aha, and that's a 16!
GMSG: 1d10 damage.
Hettie: A triumphant 3 points. Second flare ... 94. And just like that, I'm out.
Elle: I think you forgot Pol, who made his Speed Check by a wider margin than McAlastair did.
GMSG: I'm genuinely sorry.
Elle: Pol suggests you do your best to lure the loader suit all the way into the airlock with you.
Ariel: What?! Why???
Elle: So Panda can shut the door again and keep the other spider-bots out.
Ariel: Oh. Okay, that makes sense.
GMSG: Yamaguchi finds her way downstairs and will be to the airlock door next round. But now it's the spiders' turn, and the one in the suit lumbers it forward and tries to crush Stickshift under one massive metal foot. That's a 07, but you do get an armor save.
Ariel: Eek! I'd better make this ... ugh. 60.
GMSG: 5d10 damage, and your suit is ruptured. 31 points.
Ariel: Owwie!
GMSG: Claire, it's Panda's turn.
Claire: I'm following Pol's advice and cycling the airlock shut again. Especially since Stickshift's suit is toast.
Elle: Will it make a difference? The robot's about to squash her into jam inside that toast. It's good to see someone following my advice, though.
Claire: In my defense, there's literally nothing else I can do.
GMSG: Aers, you can either try to --
Ariel: I'm shooting the spider!
GMSG: Well okay, then.
Ariel: Blam! 03! Next shot! 37!
GMSG: It misses one armor save and makes the other.
Ariel: 13 points of damage!
GMSG: New Speed Checks!
Sasha: 18! Sergeant Danger's getting back in it!
Akane: 17! Doctor Yamaguchi can hand her a shotgun if she wants it.
Claire: 81.
Elle: 95, looks like Pol will get the last word.
Hettie: Don't jinx me. The Rev gets a ... 68.
Ariel: 12 for Stickshift! That means I'm first, right?
GMSG: It does indeed.
Ariel: Blam! Blam! 45 and 20!
GMSG: It misses both Armor Saves.
Ariel: Woohoo! 49 points of damage!
GMSG: The spider-bot explodes in a shower of metal fragments and debris.
Ariel: Yay for Stickshift! But ow, my ribs!
GMSG: Yamaguchi's turn.
Akane: I open the door and say, "Here are weapons!"
GMSG: Narcy?
Sasha: I'll move in and push the suit off of Stickshift. Nice shooting, marine.
Ariel: Thanks, Sarge!
GMSG: Panda, the green light for your fuel gauge comes on. You've got enough on board now to make a hyperspace jump.
Claire: Awesome. I disengage the fuel pump and blow those explosive bolts.
GMSG: There's a muffled thoomp! sound and a vibration that everyone in the airlock feels very clearly, and then the ship's inertia carries it off on a tangent from the station's hub
Claire: Are there external cameras? I want to make sure none of those spiders are jumping onto our hull.
GMSG: You see a couple leaping after you, but even with a few seconds' lead, the ship is far enough away they can't possibly make it. It looks like you've escaped as they tumble helplessly away into the void.
Elle: Pol congratulates the meat-bags on their not-entirely anticipated success.
Hettie: I'm dubious as to that actually being it. Is the nightmare finally over?
GMSG: Well, that depends on whether anybody wants to go back to the station for any reason. If not, I think there's nothing preventing you from making repairs on one ship or the other and escaping the system.
Sasha: Go back? Yeah, right!
Ariel: If I wasn't all crushed up, I'd go back.
Akane: Is this serious?
Ariel: Well, sure! Spanky Spannerman is still stuck back there in whatever computer limbo they sucked his brain into. And who knows how many other people might be in there too!
Hettie: Reverend McAlastair is moved by Stickshift's sincere desire to help and says that if we can get back to civilization, she'd be willing to come back with you on a rescue mission -- assuming we could find the resources to mount one. But given the shape we're in, I think we'd be throwing our lives away to go back now.
Ariel: Yeah, you're probably right.
Sasha: So the adventure's really finished?
GMSG: Looks like it. I do need to hand out experience. You always get 10 for surviving a session. I think the marines already marked their bonus of 1 xp per enemy killed. There's also a 3-point bonus for saving another crew member's life, which Sarge did by waiting for the Rev to show up and grenading the train so she didn't have to wade through spiders. Stickshift, Rev Mackie, and Panda also saved Sarge on the gantry. 
Akane: I think Yamaguchi did not do any saving.
Elle: Well Pol clearly did, probably multiple times with his advice. So ... three points times five of you times at least two fatal situations I talked you through --
Hettie: You don't seriously think he's going to let you get away with that, do you?
Elle: No, but if I claim I deserve 30 points, maybe he'll at least give me three like the rest of you got.
GMSG: I'll give you three just on the basis of role-playing and managing to have at least some impact on the game despite staying back on the ship the whole time. Plus you can all have two for interfacing with strange and powerful beings far beyond your abilities and comprehension, by which I mean whatever AI was running the station. So 15 each, which is probably enough to level up again, if you want to continue with these characters at some point in the future.
Claire: I had fun, so definitely! But maybe with a break for something else first.
Ariel: Yeah, that was amazing but also exhausting!
Akane: So stressful for just a game. It's full of entertainment, though! I'm glad I joined!
Sasha: I'm glad you did too!
Elle: One of our most enjoyable games yet, and now that I'm out of Pol's shoes, I can say that everybody really tickled me pink at some point or another in this adventure.
Ariel: Aww! Thanks, Elle! And thank you for being such a supreme-o Warden, MSG!
GMSG: You're very welcome.
Hettie: A rousing time all around. I even enjoyed being the first one to die.
GMSG: Well, if we play again, I'm sure there's a lot more of that available!
Ariel: Eeg. Is there like, a hoppy bunny role-playing game or something we can do for a while first?
GMSG: I'll see what I can dig up.

[and that's it for Mothership, everybody! at least for now, anyhow. thanks for reading!]

Friday, October 21, 2022

sometimes it's quality over quantity

okay, so everybody knows i'm obsessing about breaking last year's record for most posts i've ever blogged in a year (which broke the previous record from 2020, which broke the previous record from 2019, which broke the previous record from way back in 2013), right? well, just now after tweeting about sash and aers' booze-and-cookie blogging, i looked at my blog archive list and was checking out how many posts there were in each year and i noticed that 2015 only had one post all year long.

and i thought, "poor 2015 and its one lonely post!"

and then i went and read that post.

and 2015 was like, "yeah that's right. now what was that you were saying about me?"

Saturday, October 15, 2022

scary space rpg part 11!

(we roll up characters here!)

(part one is here!)
(part two is here!)
(part three is here!)
(part four is here!)
(part five is here!)
(part six is here!)
(part seven is here!)
(part eight is here!)
(part nine is here!)
(part ten is here!)

Sasha: Everybody ready for me to open this puppy up, then?
Ariel: Wait! I need to make sure my pistol you gave me is out.
Sasha: Good thinking. Everybody lock and load. Hmm. Speaking of "load," I'll make sure I have a full clip in my handgun.
Claire: Hand-welder out!
Akane: Stun baton also.
Hettie: Rev is ready on the vibechete.
Elle: Mike test. Testing, testing.
Ariel: Be quiet! This is serious.
Elle: And Pol seriously believes you're all much more likely to die if he doesn't advise you.
Hettie: Plausible, I think, Ariel.
Ariel: I guess so. (grumph)
Sasha: All right, pushing the door open, then.
GMSG: One-handed because your pistol is out and I assume you want to do it pretty quickly, right? Give me a Strength + Athletics roll.
Sasha: Oooch. That's an 89.
GMSG: The door groans a little and opens about a quarter of the way. Then you give it a little more elbow grease and it slides the rest of the way. If there's anything out there, it definitely had time to notice the door opening.
Sasha: Life's tough sometimes. I'll jump out with my handgun ready and do a quick look each direction.
GMSG: No sign of spider-bots.
Sasha: I'll step out a little farther and take a better look, with a special eye out for any of that holographic sneaking from before.
GMSG: Nothing immediately visible.
Akane: Yamaguchi follows the sergeant.
Hettie: Rev does too.
Claire: Okay, Panda hits the timer button and skeedaddles.
Ariel: Stickshift is at the rear!
Sasha: I'm trucking straight across for the maintenance door we came out through. Do I have to make any rolls to wrestle it open?
GMSG: You don't have to do anything. None of you said you were closing it behind you when you went.
Sasha: Erk. Okay, then I'll approach with caution the last couple of feet. Does it look clear inside? I'm looking at the ceiling too.
GMSG: Nothing immediately noticeable.
Elle: If I were a spider, though, I'd be hiding in the ladder shaft.
GMSG: Does Pol actually say that?
Elle: I'm still getting a suit cam feed from the marines' vacc suits, right?
GMSG: Yes.
Elle: Then I definitely say it.
Sasha: Thanks for thinking of us, Blue, but I'm a marine. It's not getting the drop on me no matter where it's hiding. Uh ... I do move extra careful once I'm inside and getting close to the ladder, Warden.
GMSG: Surprisingly enough, it looks clear also.
Sasha: All right, everybody in and let's go. I holster my weapon and start climbing.
Ariel: I'll cover our backs while everybody gets in ... and then I'll close the door behind us this time!
GMSG: Okay, climbing time. Everybody make a Speed + Athletics test since I assume you're trying to hurry. One point of stress if you fail.
Sasha: 58, needed a 41.
Akane: Athletics ... none. I roll 83, far above Yamaguchi's 37 speed.
Hettie: 81.
Claire: 38! Exactly what I needed!
GMSG: Actually, I was on the Discord for the game and someone pointed out that the rules say you have to roll under your ability and skill total.
Claire: You've got to be kidding me.
Ariel: This game is so mean!
Akane: The difference of only 1%, but I feel we must mutiny.
Sasha: Damn straight!
GMSG: I actually thought it was kind of unreasonable too. We'll keep playing the way we have been for now.
Claire: Okay, whew.
Ariel: I rolled a 24. Is that a failure too because it's exactly 7 less than what I needed and since 7 is normally a lucky number in this game the rules say if you make it by exactly 7, you're screwed?
GMSG: No, but I'll let them know to consider that for the next edition. Now, everyone who failed that roll also needs to make a Body save to avoid another point of Stress from exhaustion.
Sasha: 01. That's always a critical success, right?
GMSG: Nope. A one is just a one.
Sasha: This game.
Akane: Body -- it's a worst save for Yamaguchi, and the dice say a failure.
Hettie: My roll is way off too.
Elle: You humans and your frail biological bodies.
Ariel: Oh? Well why don't we see what you would have rolled if you were here, mister androids in his pantroids!
Elle: Pointless. The only conceivable way I would fail is if the rungs got too slippery with your sebaceous drippage.
Hettie: If I recall correctly, sebaceous glands and sweat glands are actually two distinct dermal features.
GMSG: Definitely true.
Elle: Am I really expected to keep track of every substance-oozing pore you creatures possess?
Ariel: Are we at the top yet?
GMSG: Yes. A bit out of breath, but you're there.
Sasha: It's low gravity here, right? In the station's central axis?
GMSG: Yes.
Sasha: Then instead of sticking my head up through the open hatch -- which I'm guessing is open because we didn't say we closed it -- I'm going to get out my pistol and try to jump out to get the drop on anything waiting to ambush us.
GMSG: It's bright up there. Remember that Panda activated all the train stations except the fuel depot one.
Sasha: Even more reason to make a surprise entrance.
Claire: Is anybody with Zero G skill close enough to spot Sarge trying to do that? Because I'm not so sure it's a great idea.
GMSG: The Rev is third in line, I think. So she'd have to be paying really close attention to see past Yamaguchi. The doctor doesn't have Zero G, right Akane?
Akane: No, but she has great brainpower. Can that work?
GMSG: Roll Intellect + Zero G, at disadvantage because you don't have Zero G and you're really tired from the climb.
Akane: Aha! The rolls are 10 and 31! Both succeed.
GMSG: Okay. You realize Sarge is about to do something risky. Make a Speed check to react in time.
Akane: Can it be Speed + Psychology because I attempt to say just what will convince Sergeant Danger?
GMSG: I'm afraid not, because the most you'll have time to say is, "Hey, wait!" or something like that.
Akane: 41. Speed is 37.
GMSG: Narcy jumps. Okay, Sash, roll Intellect + Zero G at disadvantage to use the right amount of force and jump in the right direction to account for the fact that you're dealing with spin, not actual gravity.
Sasha: I guess I'll trust you that there's a difference. 15, hah! But ... then 94.
GMSG: You jump way too hard. If I have my rotational physics right --
Elle: Like any of us is going to correct you.
GMSG: -- you come down on your back pretty hard, and in the opposite direction from what you expected. Make an armor save or you're going to take damage -- which would ruin the integrity of your suit.
Sasha: 05. Yawn.
Ariel: Don't yawn! How do you know you didn't come down in a whole gang of spiders?
Sasha: Oh -- ack. Do I come down in a mess of spiders?
GMSG: No, the area seems clear. Just you and your bruised derriere in the great, soothingly lit drum of the train depot.
Sasha: Still no train there?
GMSG: Correct.
Elle: Can I roll Intellect + Zero G at disadvantage to figure out over the cam feed what the hell just happened?
GMSG: Go for it.
Elle: Oops. First roll is a 66. Critical failure.
GMSG: Given the rapid motion on Sarge's cam feed and the relative stability of Stickshift's, Pol has a second of sparking circuitry in which he thinks the station must be breaking up. Make a Fear save.
Elle: I'll be so pissed if I blow this. My save is 85. And ... 63. Pol keeps his cool.
Sasha: We'll be checking your workstation chair for any sign of blue pee when we get back, you know.
Elle: Androids don't pee. The control valve for us to release excess or contaminated fluids isn't wired into our fear circuitry.
Akane: Interesting. If valves are always under control, how do they know when sex is done?
Elle: ...
Akane: Possibly unimportant to answer right now.
GMSG: Anyway, Doctor Yamaguchi sees Narcy about to make a big mistake, can't quite warn her in time, and then watches as she sails up and out of the ladder shaft beyond sight.
Akane: I'll climb and look carefully at what's around.
GMSG: If you climb quickly, you see Narcy flailing toward the ground at the end of her arc. If you take your time, you see her getting to her feet after she crashed back to the surface.
Akane: Hmm. There's concern for the health of a maybe patient, but also caution of spider-bots prowling everywhere. Probably I'm seeing her get up.
Sasha: I'm fine, Doc. Fine, no worries about me.
Akane: In that case, Yamaguchi exits the ladder and again brings out her stun baton.
Hettie: Rev. Mackie climbs up after her.
GMSG: Once you're all up, you check your watches or suit clocks and see that it took you a lot longer climbing up than going down. You're already past the 14-minute timer Panda set, which means the system has started sending those activation pings to the docking hub.
Sasha: I yell, "Let's roll, people!" Then we totally book it down that maintenance tunnel.
GMSG: Are you going to leave the reverend behind to call the train as planned?
Sasha: Assuming she's not getting cold feet. Are you, Rev?
Hettie: Doing my best to maintain a state of fundamental calm. I believe I'll be fine. Where are the train station controls?
GMSG: Okay, back to the drawing of the train depot. The controls to call the train are on wall panels right where the spokes join the central axis. The main controls are in the spoke tunnel, but since you never turned on the artificial gravity, those are like, inside a giant pit. Luckily, they built an auxiliary panel that wraps around into the central axis, so someone in the depot could still call a train if the gravity went out in an emergency. It's currently on the floor from your perspective, right next to the spoke entrance.
[blogging fail note: i never added the train depot drawing to part nine, which is when we got to it in the game. oops, sorry! anyway, here it is -- or actually, a much fancier version than the sketch msg showed us that session!]
Hettie: Well, high praise for the fancied-up train diagram. I confess I wasn't entirely sure what everything was in that original sketch you showed us. Rev. Mackie will go over and kneel by the controls and make sure she understands how everything works. How long does the group want me to wait before calling the train?
Claire: I don't know, we didn't do such a great job estimating the ladder climb before ... ten minutes, maybe?
Hettie: Ten minutes it is.
Sasha: See ya on the other side then, Rev.
Elle: Pol points out that it's unlikely there is another side when humans expire, and that in any case, talking about it can't possibly be good for the reverend's morale.
Sasha: That's not the other side that I meant.
Hettie: Rev. Mackie got the point as intended ... though the alternate meaning wasn't lost on her either.
GMSG: Okay. Everyone who doesn't have Zero G has to make a Speed check in order to move quickly down the tunnel.
Sasha: Ms. Fatale should go first in case the rest of us get ourselves all tangled up. She's got to get those fuel pumps online or we're screwed.
Claire: Okay...ish. Not sure I want to arrive at the fuel hub without any backup and find out there are still a couple of spiders hanging around there.
Ariel: Maybe we'll all roll really good!
Sasha: Way to jinx it, Aers.
Ariel: Well, maybe we will anyhow!
GMSG: All right, Panda is on her way. What do all the groundlings roll?
Sasha: I roll ... uh-huh. You want to read those for me, Ariel?
Ariel: Looks like ... 44! So, it's a critical success if you have a Speed higher than that, right?
Sasha: Want to look right here on my character sheet and see my Speed?
Ariel: Oh.
GMSG: Sounds like a critical failure to me. You take a hard tumble into some machinery. Make an armor save or take damage.
Sasha: Okay, 43 ... which does save thanks to the bonus from my suit.
GMSG: No injury then, and you don't break the seals on your suit, but you are down and blocking the way for others. Who's next?
Akane: It's a 91 on the hurrying for Yamaguchi.
GMSG: You get stuck behind Narcy Danger.
Ariel: Do I even need to roll if they're blocking the way?
GMSG: Yes. On a critical fail, you might take a spill before Narcy's.
Ariel: 31! I make it!
GMSG: So you're speeding along and reach the logjam of Sarge and the doc. Make another Speed check to avoid running into them at high velocity.
Ariel: This seems really unfair. *sigh* ... 83.
GMSG: You stumble into Yamaguchi from behind, and now all three of you are on the floor like you're playing a game of Twister.
Akane: I have not played this game. It's a tornado-based role-playing game? Is there a lot of hiding under tables or in basements?
Elle: I'm sure we can arrange a demonstration some other time.
Ariel: Do we even have that game?
Elle: It's a game you can play without owning the official version. Sometimes even more fun that way.
Ariel: Ooh!
GMSG: Panda hears a series of oofs and impacts behind her, Claire.
Claire: I guess I keep going. They have a doctor with them if anybody's hurt. Oh, and by the way, I'm at least glancing at those fuse boxes as I pass them to make sure my welds are still secure.
GMSG: They don't appear to have been interfered with.
Claire: Unless the spiders put a hologram on them to make them look like they haven't been interfered with.
Ariel: Is it smart to be giving him ideas like that, Claire?
Claire: Well, if he didn't already think of it, that means they haven't been interfered with, and if he did already think of it, that means I didn't give him an idea, so I'm feeling pretty safe about it. Panda may not be feeling as safe, but she's not slowing down to check the seals.
GMSG: Okay, the tumbleweed trio manage to disentangle themselves in a couple of rounds. More speed checks to see if you make good time.
Sasha: Eleven! Critical success!
GMSG: Your choice: either you go quick enough to catch up to Panda by one round, or you can give one of your companions advantage on their roll by helping them.
Sasha: If Panda gets to the docks and there are spiders waiting, she's toast without protection and we're all doomed, so I've got to go with catching up. Good luck, chums!
Ariel: It's okay, I won't hold it against you. But I do fail my speed roll, so I'm not catching up anytime soon.
Sasha: Nice knowing you!
Akane: But it's 11 for Yamaguchi! Can I give Ms. McDiggitt advantage?
GMSG: Sure. Aers, try a second roll.
Ariel: 54. Sorry to screw up your helping hand, Akane.
Akane: The failure is not critical, though, so we're just slow.
GMSG: You two are now three rounds behind Panda, and Narcy is one round behind. Het, the reverend is alone in the silent well of the train depot. The rest of the group has receded to mere dots of light winking far off in the dark passageway to the docking hub. Inscrutable sounds echo from time to time, small and distant, but you can't tell what they might be or where they're coming from. Expansion or contraction of the hull as the station rings rotate in and out of shadow? Something coming down the train line?
Elle: Your companions crashing into each other like oafs in the maintenance tunnel?
Hettie: Hush, Elle. Can't you tell the Warden is setting the mood for me to make a Fear save? Of course I'm using whatever mystic meditation techniques I can to remain calm.
GMSG: Okay, that lets you apply your Mysticism bonus to your save.
Hettie: Well. 99.
GMSG: Ouch. That's going to force a Panic Check.
Hettie: Wondrous. Isn't that what killed Spanky Spannerman?
Ariel: Oh, gosh, that seems like ages ago!
GMSG: Neither one of you is wrong. Roll 2d10, Het. You want to get above your current stress level.
Hettie: 14.
GMSG: Your meditation techniques must be doing some good. You reduce your stress by one point.
Hettie: I like that much more than instantaneously dying of a coronary.
GMSG: One more round of Speed checks for everyone in the tunnel.
Sasha: 19. Made it.
Ariel: Oh no. I roll a 66.
GMSG: Armor save or you'll take damage.
Ariel: 00! Wait, I can't remember if that's good or bad in this game.
GMSG: It's good. The pain of smacking into a pipe or wiring conduit makes Stickshift grit her teeth with resolve. You can remove a point of stress.
Akane: Yamaguchi has a failure of Speed with 45.
GMSG: Narcy, one round behind Panda. Yamaguchi, four rounds behind. Stickshift, five rounds.
Ariel: I sure hope this number of rounds doesn't end up being important!
GMSG: Hettie, you hit the ten-minute mark on your chronometer.
Hettie: Rev Mackie wastes zero time pushing the "call train" button, then starts speeding down the access tunnel as fast as she can.
GMSG: Are you going to crank the door shut after you?
Hettie: That seems like a slow and vulnerable activity, and it will probably take the spiders less time to crank it back open than for me to crank it shut. Net loss to whatever lead I have on them, I think. I'm just dashing for it.
GMSG: Okay, make three speed checks.
Hettie: Even though the Rev has Zero-G skill now? Claire didn't roll.
Elle: You're not rolling to see if you trip and fall, you're rolling to see if you keep ahead of the trainload of spiders you just buzzed up.
Hettie: Ah.
GMSG: I'm not saying that's why you're rolling.
Hettie: But I notice you're also not saying that's not why I'm rolling. Very well. 97. 32. 67.
GMSG: Okay. I've noted that. Claire, Panda has made it to the docking hub.
Claire: Have I noticed that Narcy is only a round behind me?
GMSG: Probably. She has her suit lights on.
Claire: Great. I'll move cautiously toward the closest engineering control panel that would be receiving my ping signal. Flashlight in my left hand, hand welder in my right.
GMSG: You find one easily.
Claire: No sign of spider-bots?
GMSG: None so far.
Claire: I'll set my hand welder down on the console within easy reach and get ready to power up the panel as soon as that next ping comes.
GMSG: Narcy reaches the hub by the time the ping arrives. Sash, you see Pandora at a console getting to work.
Sasha: I'm doing a visual sweep of the whole area while I walk over to her. Once I get there I'll take up a defensive position.
GMSG: Claire, the ping comes, and you need to perform a level one Crisis Check to activate the panel before the cancellation ping arrives.
Claire: I know I did a Crisis Check at least once before, but I don't remember how it works.
GMSG: Basically, you make a normal ability check with your skill added, but because it's a Crisis Check, you can reroll a failure if you're willing to take 1d10 Stress.
Claire: Oh yeah. Since I'm trying to do this fast, I assume it's a Speed check?
GMSG: I would let you use Speed or Intellect.
Claire: My Speed's a little better. And I roll a 21, way under what I need.
GMSG: The panel's up and running, then. What are you going to turn on?
Claire: Oh, geez. I'm trying to remember our plan. Uh ... we need the fuel pumps for our docking berth ... but not anything for the main airlock, because we welded that shut. We do need the personnel lock though -- and those gantries it can extend. Ooh! We also want to provide direct power to the ship to get its systems going instead of waiting for it to fuel up.
GMSG: What about the lifts to get from the central hub down to the docking berths?
Claire: I dunno. Sarge, what do you think, do we want to ride down in the lift and risk them shutting off the power halfway down, or climb back down that ladder?
Sasha: If there's time, why not have the lifts on and let everybody make their own choice about that?
Elle: Pol suggests that if there's time, you could activate the lifts, pumps, and other ancillaries for our target ship and for some other ship. Might throw the spiders off and divert at least some of them away from us.
Claire: Nice, I like that! Here's my order of activation, then. Power to the ship first, then fuel pumps, then if I can get the pumps started remotely I will. Then the personnel lock and gantry, then the lift. Actually -- skip the lift. I'll go straight to activating power to some other ship, its fuel pumps, its main airlock, not the personnel one, no gantry, and the lift down to it. Maybe that'll make them think we decided it was better to hurry onto a different ship through the main lock than fiddle with the personnel one and firing those explosive bolts to get out of the docking clamps.
Elle: Smart. It's possible they don't even know about those explosive bolts, so they might conclude we've junked the idea of going back to that ship.
Sasha: You're not saying this over the comms, are you? Because if you did, now they definitely know about the explosive bolts.
Elle: Obviously I wasn't saying it over the comms. I'm assuming Panda wasn't even talking out loud about that thought process.
GMSG: Okay, one round for each of those operations, and a Crisis Check level two for activating the pumps remotely. That means you have to make two successful rolls to get the job done. So: power to ship, first round. Power to pumps, second round. Crisis Check roll one ...
Claire: Uh, 92. I guess I take the stress and try again. 12. That was four points of stress.
GMSG: Crisis Check roll two ...
Claire: 52! Hah! Speed 38 plus 15 for Engineering is 53, so I make it even with the squirrelly rule about having to roll under and not equal to.
GMSG: That's the fourth round. Yamaguchi shows up at the end of the maintenance tunnel.
Claire: Awesome. Pumps are on and hopefully chugging fuel into the ship. Does Stickshift show up after I get the personnel lock and gantry done?
GMSG: Those are two things. She shows up after the personnel lock.
Elle: Nice try to shave off a round, though Claire.
Sasha: Doc, get yourself down that ladder and start getting into your vacc suit.
Akane: There is no elevator power?
Sasha: Nope. We're climbing. McDiggitt, you get down there with her and try finding a spare helmet to replace your drilled-out one.
Ariel: Oh gosh. I forgot that happened!
Sasha: Yeah, we don't want your head popping like a blood-filled balloon as soon as you step out the airlock.
Akane: Yamaguchi follows orders.
Ariel: Stickshift too!
GMSG: Claire, it's another five rounds and two rolls for the Crisis Check on the decoy ship.
Claire: 95. I'm not taking the stress, though.
GMSG: It's still one point for the failure in a Crisis Check. You're under pressure to get it done before the spiders show up even if you're not depending on that ship as a getaway. Sash, what's Narcy doing while Panda works?
Sasha: Standing guard, what else? Far as I'm concerned, we've got several more minutes before the Rev shows up, and I'm not getting on that ladder until I see her or the baddies.
Akane: Noble!
GMSG: Claire, the failed check means it's going to take you twice as long to get these pumps working. Are you going to keep at it?
Sasha: Whoa, hang on, though. I just remembered I got slashed with a vibechete from a Critical Fail. So my suit isn't vacuum-proof anymore. Jeez. Is there any chance there's like, some mega-strength duct tape around I can use to try sealing it up?
GMSG: I feel like that's a little implausible, but I also feel like you didn't have to remind me. I'd forgotten all about it. So let's say you do find some as a reward.
Sasha: Well look at that, honesty pays off! I set my pistol down on the console while I tape myself up, but I'm keeping an eye out for any spiders sneaking up too.
GMSG: You get the super-tape on without any enemies appearing. So does Panda keep trying to activate those pumps on the decoy ship?
Claire: I'll give it one more shot. We've still got a while before the Rev gets here.
Sasha: Yeah, but you've got to get into your suit and across and into the ship to prep it for launch, remember? Narcy asks what's taking so long.
Claire: I make my next roll with a 33 before I tell her.
GMSG: Okay, the critical success cancels out your earlier failure. You're back on track.
Sasha: I mean, I like your decoy plan, Fatale, but not if it takes so long the spiders swarm us before you can undock the ship.
Claire: Keep your pants on, Sarge, I'm almost done. I have one more roll to make, right, Warden?
GMSG: Yep.
Claire: Bleh. 79.
GMSG: Another point of stress.
Claire: Okay, Panda says screw that and goes on to powering up that ship's docking airlock, then the lift to its berth.
GMSG: Meanwhile, Yamaguchi and Stickshift have been climbing. Each of you make a Speed Check if you're trying to hurry, and a Strength Check to avoid taking a point of stress from exhaustion.
Akane: So much climbing for the weak arms of a dog dentist! Speed is a failure. Strength too.
Ariel: Well I can only go as fast as the doc, so I'm only going to do the Strength check. I don't want to critical fail and fall on her! 40, so I'm stressing out. "Hurry up, Doc!"
GMSG: You two reach the bottom successfully.
Akane: It's a rush to those trunks where our suits are hidden!
Ariel: I start looking around for a spare helmet or some kind of patch kit or more of that super-tape.  I mean, it's a space station, so there ought to be emergency supplies,  right?
GMSG: Maybe. If the spiders didn't remove them all. Make an Intellect Check to figure out the most likely place to look.
Ariel: Would they have trained me on that in the marines so I could add my Military Training?
GMSG: I'll allow it.
Ariel: Well, still not even close with a 68.
Sasha: Where are we on time? Do I think the Rev might be close?
GMSG: By my round count, each ship took Panda maybe a minute, minute and a half. She was ten minutes behind you, so ...
Sasha: Okay, Ms. Fatale. Get yourself down and suited up. I'll stay here watching for our slowpoke preacher.
Claire: Speed and Strength checks, right? Can I add my Zero-G to slide down the top part of the ladder where gravity is still really low?
GMSG: Sure. Pretty smart.
Claire: Speed is a go ... Strength is ... oof. 99.
GMSG: Uh-oh. Now you're slipping, maybe about to fall. Make a Fear save.
Claire: 62.
GMSG: Point of Stress and a Speed check to get hold of the rungs.
Claire: Boo. 84.
GMSG: You fall for 2d10 damage, 1d10 if you make your armor save.
Claire: Obviously I fail. 71.
GMSG: 11 points of damage.
Claire: Yeesh. I'm hurting pretty bad.
Elle: The good news is, you got down much faster than McDiggitt and the doc.
GMSG: Yamaguchi is in her suit by the time you get to the bottom. Aers, make another Intellect Check for your searching.
Ariel: 82. Even if I was smart I'd be failing!
Claire: If I can, I'll give her advice on where to look while I'm suiting up.
Elle: Pol suggests you look in the crate where the reverend put her helmet.
Ariel: Elle! That's awful!
Elle: I point out that if the sergeant comes down the ladder and says McAlastair bit it, you'll want to have the helmet out and ready.
Akane: Also a good idea for the helmet and suit to be out if Rev arrives safely!
GMSG: As a teamster, Pandora knows where the emergency stuff would be. She gives you directions to a locker right next to the airlock. There's a patch kit inside, but it looks like someone has taken the emergency suit.
Ariel: I guess I start reading the instructions on the patch kit?
GMSG: It's designed for easy use. You get it open and applied by the time Panda is in her suit.
Sasha: Hey, by the way, I'm waiting at the powered-up decoy lift with the door open. As soon as the Rev shows up, I'm hitting the down button and making a run for the ladder.
GMSG: Well, she doesn't show up yet, but suddenly the lights of the train tube come on full blast. It looks like someone or something has powered up the last section of the line.
Sasha: Aw, crap. No way was that Rev Mackie. I hit the elevator button and run before a train full of spiders shows up.
GMSG: You can hear the whoosh of a magnetically propelled train approaching. Make a Speed Check.
Sasha: Can I add my Athletics?
GMSG: Sure.
Sasha: Pff. 59.
GMSG: You see a train pulling up. You'll be able to get to the ladder before it stops, but you don't think there's any way to avoid them spotting you on the way.
Sasha: Eff it. I'm chucking a frag grenade into the tube.
Ariel: But the reverend!
GMSG: Make a Combat Check, plus Military Training or Explosives.
Sasha: 13, baby!
GMSG: You lob the grenade into the tube just as the train pulls in. Roll 1d10 times 10 for damage.
Akane: So violent!
Sasha: 60 points.
GMSG: Nice. You hit the sweet spot. Much less than that, it wouldn't have had enough of an impact. Much more, it might have torn open a station bulkhead and evacuated the whole area.
Sasha: I keep running for the ladder and hope I can get in there and out of sight before the smoke and flames clear.
GMSG: You think you may have made it. Hettie, you're rushing down the maintenance tunnel when suddenly you hear a deafening explosion from ahead, channeled down the steel walls of the passage toward you. There's not enough of a shock wave to injure you, but it's terrifying, and you know that it could mean the station has been breached and you're about to get sucked into space. Make a Fear Save.
Hettie: Can I add my Theology because I'm at peace with the idea of rejoining whatever metaphysical underpinning sustains the universe?
GMSG: Go ahead.
Hettie: 43, and I needed a 35.
GMSG: Add a point of Stress, but since it wasn't a critical failure, you realize that there's no scream of escaping atmosphere, so you're probably safe from explosive decompression. What do you do?
Hettie: I don't see much choice but to press onward. I'll slow down as I reach the end of the tunnel to see what's going on.

(whoosh! time for a blogging break! the thrilling conclusion will appear next time!)