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Session 2

on Sat Aug 11, 2018 6:50 pm
Pip, Blip
Whiteclaw
Anomaly
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Re: Session 2

on Sat Aug 11, 2018 6:59 pm
Gun pistol jaw art
Quick draw savage
Boost 1d4
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Re: Session 2

on Sun Aug 12, 2018 1:09 am
GOT INFECTED BY SYMBIOTE. FROTHY MOUTH MADNESS BAD STUFF GET IT OUT.

Maybe medbay. Have to fix. Might work.
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Re: Session 2

on Wed Sep 05, 2018 10:20 am
Recap:

session deuce.

Session starts on Verces as you’re leaving the site of the kidnapped first lady’s crashed yacht. You hustle back to your ship because another ship is inbound. Turns out this ship is flown by Tony, a ysoki technomancer and Adam’s cousin. He informs you that the Dread Pirate White Claw’s fleet is in orbit and a detachment is inbound headed for the crash site.

You decide to hide. You blow up the crash site for good measure. There is a settlement nearby, site of an ancient crashed Verthani ship, formerly called Crashdown but more recently known as Anomaly. You land there in one of the hangar bays, scanners show only two dozen or so life forms on the settlement.

You investigate some of the old ships in the hangar bay. Rich and Thomas probably fail some fortitude saves, oh well. You find some loot. Then you hear a knock at the hangar bay door.

It is some Verthani called Pure Ones, kind of a religious sect. But they all have odd deformities. They explain this is an pre-Gap ship and they are hoping to learn about it’s ancient technologies but they ran into some kind of entities on board that are not friendly. Also there are Space Goblins living in the lower decks. You agree to help them explore the ship.

You head below decks and ambush some Space Goblins. Then you head into a cargo hold, kill an assembly ooze, and also get attacked by 2 Symbiends. One of them burrows into Liam and he goes bonkers. You convince him to avoid suicide and plan to head straight for the ancient medical bay on board in hopes of being able to perform the surgery needed to remove the Symbiend. But first you take a nice 8 hour nap and level up.

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Re: Session 2

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