DM Nex's Dead Suns (Inactive)

Game Master NeoEvaX

Maps

Game Website

Rules for Wilderness Travel:

In a given day the group can travel 12 miles.

12 hours each day you will need some protection from the heat.

Armor has 24 hours per level of protection you can divvy up per hour.

Every day:
DC 18 Survival to avoid getting lost
or
DC 12 Survival to follow tracks.

Avoiding getting lost is harder, but you can move further. Following tracks you can move 3/4 the days speed, but is easier. Only 1 person can be on point for this, with assists being allowed. If you fail either of these checks you only make 1/2 process.

Because you have Dr. Solstarni’s notes and the files from Ailabiens 21:2 you have a +2 on these Survival checks.

Weather:
You can use suit’s protection, air bubble, or can make a Fortitude save each hour (DC 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Heavy armor gives a -4 penalty on this. You can roll a Survival at the beginning of the day to provide a bonus to this.

If you take heat damage you suffer heatstroke, (Fatigued condition). These penalties go away when you are healed of the damage.

Sunrise Maiden stats:

Speed 10
Maneuverability good (turn 1)
AC: 13, TL: 13
HP: 55, DT: - CT: 11
Shields: Light 60 (forward 15, Port 15, Starboard 15, Aft 15)
Attack (forward) Gyrolaser (1d8) (Range Short 5 hexes, Board Arc Can fire into adjacent arcs with a -2 penalty)
Attack (Port) Light laser Cannon (2d4) (Range Short 5 hexes)
Attack Starboard) Light laser Cannon (2d4) (Range Short 5 hexes)
Attack (Aft) Flack Thrower (3d4) (Range Short 5 hexes, Point (+8)
Attack (Turret) Light Partical Bean (3d6) (Range Medium 10 hexes)

Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting

Power Core: Pulse Green (150 PCU); Drift Engine: Signal Basic; Systems: Basic mid-range sensors, crew quarters (good), extra light weapon mount (aft) mk 3 armor, mk3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); Expansion Bays: cargo hold(2), escape pods, recreation suite (HAC/Gym)

Complement 1-6

Crew Stations:
Captain: Zam
Engineer: Yon
Gunner 1: Tylur
Gunner 2: Clara (temporary)
Pilot: Sybil
Science Officer: DeeV8

-2 penalty for each range increment after the first. All weapons can be fired up to 10 range increments away.

Weapon Point attribute: A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starships can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.


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Tylur crashes into the gang member, knocking him clean out.

I moved you up a bit, feel free to adjust

Round 2
Sybil, Iridar
DK5
Zam
DK4, DK3

DeeV8, Tylur <- Here

Round 3
Sybil, Iridar <- Round 3 starting people can go too.


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Dee moves to take partial cover where Tylur knocked out the guard. Accessing the digital energy, she unleashes another daze spell at the other gang member furthest from the team.

Casting Dazed on DK5 (Willsave DC 13). 10+0+3


Will Save: 1d20 ⇒ 1

The gang member to the south (DK5) seems to go totally zoned out, watching the floor, not focusing on anything.

Round 3
Sybil, Iridar <- Here
DK5
Zam
DK3 Stunned
DeeV8, Tylur


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

OOC: FYI. It appears Dee targeted DK5 with daze rather than DK3. Tylur is closing in on the latter, and Dee's timely magic is ensuring DK5 can't join the fray. Keep those daze spells comin', Dee! They're super useful when we've got the numbers and the opposition presumably has poor Will saves. :)


Good Catch. Thanks!

Round 3
Sybil, Iridar <- Here
DK5 Stunned
Zam <- Can go too since DK5 is stunned.
DK3
DeeV8, Tylur


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Sybil wince as she is hit by a pistol shot before she is on the move. With the one foe occupied by magics she moves over and past Dee and than shots at the thug Tylur is attempt to deal with. She quickly lines up a shot and pulls the trigger.

Laster Rifle vs DK3: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d8 ⇒ 2


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

Zam cheers her allies on. "That's it, guys! Keep it up, get that one!" Zam points at DK3. Get em on dk3, +1 attack. "You picked the wrong guy to mess with, buddy. My friend here is trained to kill a man with his thumb!"

demoralize dk3: 1d20 + 8 ⇒ (9) + 8 = 17


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Dee gives Zam a massive cheshire grin before leveling her laser rifle and firing on the dazed gang member. They were here to hand out justice for Kreel and anyone else who the Kings had wronged. It was going to be a swift justice indeed.

Laser Rifle on KD5: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
==========
just can't seem to hit with the freaking thing. Guess I'm lucky to have spells! lol.


Sybil's shot hits true and hits the gang member in the arm, As Zam yells at him he just looks up at her "You break into our place! You piece of dirt!" Demoralize failed

He takes a step back toward the wall and levels a shot at Tylur.

DK3 Laser Tylur: 1d20 + 6 ⇒ (12) + 6 = 18 Hit
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Round 3
Sybil, Iridar
DK5
Stunned
Zam
DK3
DeeV8
, Tylur <- Tylur

Round 4
Sybil, Iridar <- Sybil and Iradar can go for round 4
DK5
Zam
DK3
DeeV, Tylur


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

Noticing the retreating gangster seems to be heading towards the northern door...in a possible attempt to summon reinforcements...Tylur moves in after him while simultaneously attempting to ascertain if there's anyone moving or shouting on the other side of the portal.

Perception: 1d20 ⇒ 1

But with all the gunfire in such a confined space, the soldier really can't isolate any additional noise from the other side. So, instead, he focuses his ire on the opponent in front of him, crowding the gangster up against the wall as he launches a vicious kick at the man's mid-section.

Melee attack vs. DK3 with Improved Unarmed Strike and Get'Em bonus: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Lethal Damage (bludgeoning): 1d3 + 2 ⇒ (3) + 2 = 5

With the satisfying impact of his combat boot, Tylur suspects he might have broken a rib or two. "Time's runnin' out for ya, pal!"


DK3 gets the wind knocked out of him for a second with the kick to the stomach. Though he does not quite lose grip on his gun or drop to the floor.

Round 4
Sybil, Iridar <- Starting round 4
DK5
Zam
DK3
DeeV, Tylur


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Sybil lines up another shot with her weapon and pulls the trigger of her rifle.

Laser Rifle vs DK3: 1d20 + 2 ⇒ (6) + 2 = 8 (miss)

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Iridar continues his attack against his designated target.
Full attack: 1d20 - 1 ⇒ (3) - 1 = 2
Full attack: 1d20 - 1 ⇒ (2) - 1 = 1

But the drow can't hit the side of a barn if he was standing right next to it.


Shakes his head. Shaking off the brain hack DK5 points his gun toward DeeV8.

DK5 Pistol Deev8: 1d20 + 6 ⇒ (8) + 6 = 14 Does this hit? Your EAC seems to be higher than your KAC and I am not sure how this came about
Damage If it hits: 1d4 + 1 ⇒ (3) + 1 = 4

Round 4
Sybil, Iridar
DK5

Zam <- Go
DK3
DeeV, Tylur


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

Zam notices DK5 in the corner, coming out of his trance. Figuring Tylur has a handle on DK3, she fires a clumsy shot into the corner, striking the wall. "That guy over there! Dee's magic is wearing off!"

azimuth laser pistol @ DK5: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 1

Get 'Em on DK5


DK5 takes a guarded step backwards. He quickly opens the door and runs inside the door. You hear him scream We are being attacked. Not sure how they got in with those guns!

Fernani Init: 1d20 + 6 ⇒ (8) + 6 = 14
Vrokilayo Init: 1d20 + 5 ⇒ (14) + 5 = 19

Round 4
Vrokilayo
Sybil, Iridar
DK5, Fernani
Zam
DK3

DeeV, Tylur <- Go


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

OOC: Looks like you meant to say DK3 fled through the door. DK5 is the guy still at the table.

Gritting his teeth in annoyance at his fleeing quarry, Tylur hesitates rather than fully giving chase. He draws a grenade from his armored harness instead, using his free hand to pop the pin and toss it after the gangster into the next room as he quickly moves across the face of the doorway. Then, he ducks back behind the doorjamb, making sure to use the edge for additional cover against the explosion and anyone else targeting him from inside.

Move action to cross the face of the doorway to get to the other side (but not inside), and drawing the grenade as he goes with a glance inside to ascertain where he should throw it for maximum effect.
Attack action to throw it into the middle of the next room, targeting the grid intersection 15 feet into the chamber (which should be AC 5, I believe?) straight ahead from the doorway (i.e., should catch DK3 and Vrokilayo...and possibly Ferani if the blast can cut through the table in front of her).
Thrown Attack with Fragmentation Grenade: 1d20 + 3 ⇒ (7) + 3 = 10
Damage (piercing): 1d6 ⇒ 3 to all targets in a 15 ft. radius from the point of impact

Just before the detonation, the soldier calls out to his comrades. "We've got more incoming!" The follow-up explosion punctuates his words.


OOC: I did it again. Yes DK3.

As far as I can tell the DC is 10 + 1/2 grenade level + you dex. So 13.

DK3 Reflex: 1d20 + 4 ⇒ (9) + 4 = 13 Success half damage
Ferani Reflex: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 +2 for cover, fail
Vrok Reflex: 1d20 + 1 ⇒ (16) + 1 = 17 Success half damage

The grenade hits the point in the room exploding. The person behind the desk looks up at the wrong time and gets the shrapinal to the face, but the two closer pull up their armor at the right time and seem to avoid the worst part of the blast.

Round 4
Vrokilayo
Sybil, Iridar
DK5, Fernani
Zam
DK3

DeeV8, Tylur <- DeeV8 and then round 5.


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Dee moves to the table using her momentum to flipping it over providing some cover against those people inside the room.

=====
Dee's going to move to the table and flip it over to provide some cover.


For those of you who can see, you see a large Vesk reach into his holster and pull out a small object. He then throws it into the room.

Shock Grenade: 1d20 + 8 ⇒ (6) + 8 = 14
Damage Electricity: 1d8 ⇒ 7

Tylur and Sybil need a reflex DC 11 for half damage (3 damage)

Round 5
Vrokilayo
Sybil, Iridar <- Here we go!
DK5, Fernani
Zam
DK3
DeeV8, Tylur


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

Reflex save: 1d20 + 3 ⇒ (18) + 3 = 21

Tylur shields his face and braces himself in the corner by the door as the electric shock washes over him. "C'mon...shrug it off, soldier! This ain't a time for layin' down. We gotta see the mission through..."


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16

The small woman is able to dodge most of the blast of the grenade...


Still waiting on Sybil and Iridar to do their moves. I will bot them both tomorrow mid day if they don't jump in


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Sybil moves to the other side of the door before she turns and attempts to fire her rifle at the remaining foe in the current room.

Laser Rifle bs DK5: 1d20 + 2 ⇒ (7) + 2 = 9 (miss]


Botting Iridar

With the last remaining gang member in this room Iridar rescans him with his tech and takes another few shots.

Attack 1: 1d20 - 1 ⇒ (9) - 1 = 8 Miss
Attack 2: 1d20 - 1 ⇒ (20) - 1 = 19 Hit! Crit

Damage: 2d8 ⇒ (6, 1) = 7 Crit Damage. Now on fire.

The blast strikes it in the shoulder over the cover of the chair. Catching the cloth of his shirt on fire.
Burn Damage on its turn: 1d6 ⇒ 4

DK5 takes a shot at DeeV8 who has apprached him.
DK5 Pistol DeeV8: 1d20 + 6 ⇒ (13) + 6 = 19 Hit!
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

He tries to put out the fire on his shoulder, successfully getting it out after it burned though some of his flesh.
Reflex save DC 14: 1d20 + 4 ⇒ (12) + 4 = 16

Ferani, ducks up from the desk. Scanning the room, can see Tylur just a bit behind the wall. A red beam of light seems to be tracking him from some equipment on her person. She pulls up her Semi-Auto Pistol and takes a shot.

Ferani Pistol Tylur: 1d20 + 8 ⇒ (15) + 8 = 23 KAC Hits even with the +4 Cover of the wall, but only just
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Piercing

A bullet gets lodged into Tylur's slightly exposed calf.

Round 5
Vrokilayo
Sybil, Iridar
DK5, Fernani

Zam <- Here
DK3
DeeV8, Tylur


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

Zam runs across the room, flattening herself against the wall near Sybil. She raises her gun and aims for DK5, trying to take his attention off of Dee.

laser pistol: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 4

She manages to shatter a drinking glass.

{Party: We may need to run! Be ready!}


DK3 moves against the wall and takes a shot against Sybil behind the wall.

DK3 Pistol Sybil: 1d20 + 6 ⇒ (8) + 6 = 14 Miss because of cover

Round 5
Vrokilayo
Sybil, Iridar
DK5, Fernani
Zam
DK3

DeeV8, Tylur <- Here


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

"I could certainly use a medic over here...or a tactical retreat..." Tylur responds to Zam's voice in his head.

Ranged Attack on DK3 with Pistol: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 ⇒ 3
Move action to retreat to where the unconscious DK4 is lying on the ground in an effort to use him as a body shield...i.e., if they want to target Tylur, they'll have to risk hitting their friend.


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

"That was unfortunate..." Dee replies to the gang member. Raising her hand, the elf-droid gestures at his direction. Bright magical missile like darts of energy escapes her fingers.

=====
Casting Magic missle.
Magic Missile dmg: 2d4 + 1 ⇒ (3, 2) + 1 = 6


The shot from Tylur lands on DK3, who seems to be bearing the pain, almost falling over.

DeeV8's magic bolts strike the gang member knocking him to the ground.

The large Vesk in the other room tosses a grenade into the room.
Grenade: 1d20 + 8 ⇒ (6) + 8 = 14 Hits area
Frag Grenade damage: 1d6 ⇒ 4

I need a Reflex save DC 12 for half damage, from Sybil and Zam
It explodes in the entry way of the room, scorching some of the frame of the door as well as letting flying shrapnel fly toward Zam and Sybil.

He then moves out of sight.

Round 6
Vrokilayo
Fernani
Zam
DK3
DeeV8, Tylur


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Reflex Save: 1d20 + 3 ⇒ (12) + 3 = 15 (save)

'Thank you Lady Luck!' the halfling says as she looks upward for a brief moment as most of the shrapnel flies well above her small form.


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6

Zam hisses as something hot and sharp embeds itself in her arm and leg.

Not my turn yet, is it? Fernani gets a turn.

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Iridar admires his handywork, before looking to the door where the Vesk had stepped out. Someone have their own grenade?" He asks, getting ready.


OOOps. my bad

Fernani runs to the side, out of view.

Round 6
Vrokilayo, Fernani
Zam
DK3
DeeV8, Tylur


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Dee readies another magic missile volley waiting for the Vesk to make an appearance through the doorway.

=====
ready an action cast magical missile if the vesk decides to step out again.


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

{Party: I have a smoke grenade! We might save it in case we need to retreat.}

Zam takes a step away from the wall and raises her pistol, readying a shot for the first visible enemy.

readied attack, pistol: 1d20 + 2 ⇒ (17) + 2 = 191d4 ⇒ 2


Fernani's voice from inside the room yells , "Get in there, idiot! Get them"

Reluctantly, DK3 runs forward with with his club. Swinging for Sybil in the door way.

As soon as he becomes visible in the doorway, Zam's readied pistol shot rings out striking the last of the grunts, knocking him out before he can swing his club down onto Sybil.

Round 6
Vrokilayo
Sybil, Iridar <- Looks like I skipped these 2. That was why I messed up the order.
Fernani
Zam, DeeV8, Tylur

So ALL PCs can go (except Zam who used her action). DeeV8, you can change your action now if you wish.

Health (Please let me know if this is wrong)
Zam: 0/5 Stam, 9/10 HP
Tylur: 0/8 Stam, 5/11 HP
DeeV8: 5/5 Stam, 9/9 HP
Sybil: 0/5 Stam, 6/8 HP
Iridar: 5/5 Stam, 10/10 HP


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

Following Zam's lead, Tylur takes careful aim on the doorway, as well, ready to open up on anyone who emerges.

"Zam?" He speaks low enough for the lashunta to hear him, but not so loud that those inside the adjoining room will pick up on his voice. Just in case, once he has her attention, he points to his head with his free hand, trying to signal Zam to speak with him telepathically so he can silently communicate with her. "{If you pop that smoke into the next room, it'll incapacitate'em or drive'em out...right into our crossfire. Either way, they lose and we win...}"

The soldier then looks over to Dee, whispering, "Keep those spells comin', sister. If you can cut'em down or befuddle their minds, it'll keep'em from mounting an effective counterattack."

Lastly, he waves for Sybil to come away from the door and join him and android behind the table that they're using for cover. Assuming the halfling does so, he suggests she call on her magic as well. "You think you can treat our wounds? The more you keep us all on our feet, the better our chances for taking'em down."

OOC: Basically, this is just a readied action to fire on the next target through the door, with a bit of tactical direction from the soldier to the rest of the team. According to the equipment listing for a smoke grenade, it'll fill a 20-ft. radius for 1 minute and force anyone caught in it to make Fortitude saves each round (DC 15 + 1 for each prior check) or suffer 1d6 nonlethal damage. It'll also obscure any means of them seeing us in the next room, and we'll have the drop on anyone emerging. If we all ready actions to attack those coming out, we should cut them down pretty quick. Or, if they stay inside for the full minute, they'll likely suffer at least a bit of nonlethal damage to wear them down before we have to go in after them.

Readied Attack, pistol: 1d20 + 5 ⇒ (13) + 5 = 18
Damage, piercing: 1d6 ⇒ 4


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Sybil moves out of the doorway. "No more grenades for me."

She moves over by the others at the table with her small rifle at the ready.


Not to play someone's character, but Sybil, are you going to cast any spell? Or are you just readying an action to shoot?

Round 6
Vrokilayo
Sybil,
Iridar
Fernani
Zam,
DeeV8, Tylur


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Moving away from the door Sybil does move beside Tylur. Stilling holding her laser rifle in the general direction of the door from which several grenades have come from in one hand the halfling says a brief prayer to Desna placing her free hand on Tytur. A moment later there is a soft purplish glove before the man can feel the healing magics of her spell start to knit close any wounds.

Cast Mystic Cure: 1d8 + 3 ⇒ (3) + 3 = 6 hit points healed

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Iridar takes aim, readying an action tk fire if anyone comes through the door again


Missed that DeeV8 readied an action

From the other room, "They are still in there, go get them idiot!"

Vrokilayo runs into the room with his large gun up and ready to shoot.

Before he has a chance to shoot, everyone with a readied action gets to act.
He could very well be dead before he has a chance to shoot his gun.


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

OOC: I rolled for Tylur's readied attack above.


Resolving all readied actions that have already been rolled

Zam's shot rings out striking the Vesk as he comes around the corner.
Tylur also strikes the Vesk's chest.

DeeV8's magic missiles fly out Counting this as a normal action not a full action, since its readied
Magic Missile damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7

Iridar shoots off his readied action. Iridar, could you put your most standars shots in your profile, so it is easy to bot you in the future? So I can copy and paste the dice roll
Iridar Azmuth Lazer Rifle: 1d20 + 2 ⇒ (1) + 2 = 3 Miss

As the Vesk gets pelted coming around the corner, he levels his large artillery laser at Zam, who is the only one out in the open.

Vrokilayo Rifle Zam: 1d20 + 6 ⇒ (17) + 6 = 23 Hit
Damage: 1d10 + 1 ⇒ (5) + 1 = 6 Fire

Large bolt of energy strikes Zam in the chest. Though she keep standing!

Round 7
Vrokilayo
Sybil, Iridar <- Here we go!
Fernani
Zam, DeeV8, Tylur


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Still behind her cover, Dee raises her Azimuth Laser Rifle and fires at the Vesk.

Longarm Laser Rifle: 1d20 + 2 ⇒ (17) + 2 = 19
dmg to the Vesk: 1d8 ⇒ 7


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Sybil turns to see the Vesk emerge and while he takes a pummeling from her comrades they do not down the large lizard. And while the halfling feels the itching to let loose with a spell she thinks it may be put to better using on Zam who is not doing so well that she was struck by the same Vesk.

"By the Goddess of Fortune," the halfling asks of her goddess and lays a small hand upon Zam/ The Lashunta wounds are fully healed.

Move and Cast Mystic Cure: 1d8 + 3 ⇒ (7) + 3 = 10 hit points healed

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Iridar quickly designates the Vesk as his target, standing and firing again,
Attack(borrowed pistol): 1d20 + 3 ⇒ (6) + 3 = 9
Once again, his training doesn't help him in the least, his inability to hit anything relitivly the size of a Vesk very apprent. He curses, blaming the fact that he's more used to a rifle than his piddlly little piece of junk pistol.


From the other room you hear a clicking sound, like a door mechanism opening.

DeeV8's blast rings out and crashing into the Vesk standing in front of them. He looks pretty bad, leaning to the side, holding up his gun hoping to get one last good shot off.

Round 7
Vrokilayo
Sybil, Iridar
Fernani

Zam, DeeV8, Tylur <- Here we go!

Sorry about the delay, We had a surprise trip to a place with no internet. Its weird not getting any emails or notifications for 2 days!


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

Tylur calmly aims across the makeshift cover of the unconscious gangster and overturned table, drawing a bead on the presumed 'Hatchbuster'. With a slow exhale, he pulls the trigger for a double-tap...

*BLAM!*
*BLAM!*

OOC: Full attack action
Ranged Attack #1 (w/ semi-auto pistol): 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Damage: 1d6 ⇒ 2
Ranged Attack #2 (w/ semi-auto pistol): 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21 Crit!
Damage: 2d6 ⇒ (4, 6) = 10

More than satisfied with the results of his concentrated fire, the big soldier mutters under his breath, "Take that, you murderous lizard..."

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