Gill manages to steer the ship out of the dockyard smoothly but can see ships are not sharing navigation trajectories and are just flying all around in every direction. It's dangerous waters out there. He can tell even as proficient as he was, he was barely making it through the mess.
@GILL: DC15 - 16 = -1 to threat level
Skip can feel a surge of emotions from the chaos. The other ships were far away, but the sympathetic connection of all of them being in one firefight (well massacre) and the panic and fear was echoing the emotes. He couldn't focus on anything. He missed several ships getting closer.
@SKIP: DC15 - 8 = +7 to threat level
Suddenly the ship jolts as the art grav can't keep up with the sudden shock of weapon's fire. Enemy fighters were trying to disable them.
16:51, Today: Game Master rolled 29 using 2d20. threat level.
Jhenko: "Dammit! Get us out of here, Gill!"
Osram manages to hold himself steady as the ship moves back and forth and the art grav doesn't fully compensate for the g's. Gill was an excellent pilot, but the maneuvers he was pulling were still hard on the poor old ship. He noticed Val was having trouble too but she was reliant on her mag boots. Poor girl didn't have his muscle so without those boots she'd probably have gone flying.
@SKIP: DC15 - 6 = +9 to threat level
Ed sees several cargo ships suddenly explode and debris clouding vision on his side of the ship. It was jarring and caught him off guard. He didn't even notice a couple of fighters heading their way before opening fire on them.
@SKIP: DC14 - 8 = +6 to threat level (DC15 - Gill's reduction of threat level)
Andre manages to plug in the gremlin battery to the main booster system. The gremlin stopped laughing and began asking questions in its native tongue. It was confused. The readings were sporadic and hard to pin down but a lot of it was definitely overlapping with the ship's main energy cells. Andre punched it in and the ship went from barely enough energy to get back to civilization to nearly full capacity. The entire ship lit up. Every device on the ship turned on even if it wasn't in use and whirred to life. Even emergency backup systems turned on redundantly without need (though they did nothing since no severe damage was done yet). It worked almost too well...like magic. No one back at the institute would even believe it. Andre could hear the gremlin screaming and making all sorts of other noises. The experience didn't seem pleasant for it as the battery cell whirred, jiggled, and flashed with eerie light emptying energy into the ship's primary cells.
@ANDRE: DC21 - 15 = -6 to threat level (the ship can now survive a trip to deep space and back with its current fuel reserves...just barely)
Val: "By the Fates! What the Hades is going on?"
ESCAPE FROM THE ASTROID: ROUND 2
Threat Level: 56
- Disable/Distract/Destroy Fighters: 0/10
- Power Boost: 1/3
- Drop Decoys: 0/3
- Investigate fighter:
- Investigate warship:
- Investigate crates:
- Investigate debris: