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<blockquote data-quote="Jemal" data-source="post: 624539" data-attributes="member: 9026"><p>OODM : Yes there is an infirmer... Infirmi... Infremiar... Medical Facility. But no armory. There are a few basic blaster pistols and such, but this was a diplomatic ship, and the only defense they thought would be needed is, well, you guys.</p><p>Also, I'm a fairly easy GM (Sometimes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), so if it makes sense, then you find something (in the medical bay or elsewhere). Just don't go overboard and I won't get mad. Use common sense and don't be insecure. Sometimes the obvious will be wrong but not usually. (IE don't ask if the medical ward has bandages, it does duh! Don't ask if the gun you just found has a trigger, if it didn't I would point that out at the beginning. DO ask if the door is locked, as neither you nor your character have any way of knowing that. etc.)</p><p>Now, I beleive someone said your pilot is AFK, so I'll auto-pilot the ship in.</p><p></p><p>IDM: The ship manages to settle down after dodging a few more poorly placed shots that would have otherwise destroyed you utterly. </p><p>Setting down roughly in a landing berth you wait until the screen beeps that the station around you has air and heat, and you can leave the cockpit. What you'll find outside the ship, though, is anyones guess.. But one thing is certain, you won't be leaving on THIS ship.</p><p></p><p>OODM: JEEZ I had to fudge that time.. these guys have been rolling AWESOME for they're attacks both against you and the Imps! You guys would've been dead. Maybe I should switch dice for the next encounter and stop using the killers...</p></blockquote><p></p>
[QUOTE="Jemal, post: 624539, member: 9026"] OODM : Yes there is an infirmer... Infirmi... Infremiar... Medical Facility. But no armory. There are a few basic blaster pistols and such, but this was a diplomatic ship, and the only defense they thought would be needed is, well, you guys. Also, I'm a fairly easy GM (Sometimes. ;) ), so if it makes sense, then you find something (in the medical bay or elsewhere). Just don't go overboard and I won't get mad. Use common sense and don't be insecure. Sometimes the obvious will be wrong but not usually. (IE don't ask if the medical ward has bandages, it does duh! Don't ask if the gun you just found has a trigger, if it didn't I would point that out at the beginning. DO ask if the door is locked, as neither you nor your character have any way of knowing that. etc.) Now, I beleive someone said your pilot is AFK, so I'll auto-pilot the ship in. IDM: The ship manages to settle down after dodging a few more poorly placed shots that would have otherwise destroyed you utterly. Setting down roughly in a landing berth you wait until the screen beeps that the station around you has air and heat, and you can leave the cockpit. What you'll find outside the ship, though, is anyones guess.. But one thing is certain, you won't be leaving on THIS ship. OODM: JEEZ I had to fudge that time.. these guys have been rolling AWESOME for they're attacks both against you and the Imps! You guys would've been dead. Maybe I should switch dice for the next encounter and stop using the killers... [/QUOTE]
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