[SFS] Quests 2- Into The Unknown 2- GM Ewok (Inactive)

Game Master EwokBanshee

Maps


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Dataphiles

Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none

Mysticism: 1d20 + 4 ⇒ (9) + 4 = 13
Maybe our mystic should try this roll? It's a wisdom skill.

"Is there some kind of transport we can use? Between the crystal storms and the skreebaras, transporting these bodies over land seems like a dangerous proposition."

"Perhaps there is some kind of speeder on board?"

Exo-Guardians

human soldier 5 EAC22 - KAC24 | SP40/40 HP39/39 RP7/7 | Init +5 | Perc +1 SM +1| F +5, R +5, W +5

I agree we left no one behind, but Argon is right, it will be dangerous to take the corpses to our ship. I fear that we must take this risk.

Second Seekers (Luwazi Elsebo)

Female Ysoki Spacefarer Mystic 2 | SP 12/12 HP 14/14 | RP 5/5 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +7 | Init: +1 | Perc +9, darkvision 60', SM +8 | Speed 30ft | Spells: 1st 3/3 | Healing Touch 1/1 | Active conditions: none

Cora sadly looks from one dried out body to the next. "We knew what we were going to find, but it's something else to see them all like this... Yes, we should take them with us, if we can find any way to do it."

She turns aside to look at the recovered datafile, and can't suppress a bubble of hope that forms at the names of the previously-unexplored locations. At least we have this, the evidence of their success. And someday more Starfinders will be able to follow their footsteps. Maybe even me.

She takes the crystal from Argon and studies it curiously.

Mysticism: 1d20 + 8 ⇒ (18) + 8 = 26

Her face brightens. "It's an iridescent spindle aeon stone! These let you stay alive without needing to breathe. More useful to some than to others, I suppose," she comments, smiling at Argon. "I wonder if these are common on that planet."

Wayfinders

Xenoseeker Envoy/1 SP 7/7 | HP 10/10| RP 4/5 | BAB +0 | EAC 12 | KAC 14 | Fort +0 | Ref +3 | Will +2 | Perc +4 | Init +1

But who attacked them? Domaya wonders. They crashed here. The distress beacon attracted the Corpse fleet vessel, which was attacked by Lawblight. But we don't know why they crashed in the first place! It's *very* frustrating.

Domaya thinks back I suppose they Eoxian agent did say they suspected that the pirates were using the distress beacon as bait for a trap... maybe it is Lawblight responsible for this after all.


Dwarf Ace Pilot Star Shaman Mystic 1 | SP 7/7 HP 12/12 | RP 4/4 | EAC 17; KAC 19 | Fort +1; Ref +3; Will +5 | Init: +3| Perc: +7, SM: +3

"Aye, lad, it is usually the pirates who are to blame when such misfortune happens." Hedd pauses, "Did that data file say Elytrio, I know it well, I was just sent on a mission there." "A beautiful planet, if you don't mind the radiation."

Grand Lodge

Slides

Ash, used to hard work, finds a new use for the downed ship's side panels. Within an hour, the group has several skids ready to take the bodies home. Arratoi, an eye out for loot, notices that the turret could fetch a nice price on the black market. Soon after, the group says their goodbyes to the ship and the Skreebara carcass then sets off. Behind them trail some skids carrying the majority of the crew and an extremely large turret. Ash and Hedd give very few complaints, even though they are doing most of the heavy lifting.

The trip back is rather uneventful. Most likely, everything in the nearby area is hiding from the Skreebara or is inside it's decaying stomach. After packing everything into the hold of the ship, Hedd slides into the leather chair and the crew sails off into the sunset.

Grand Lodge

Slides

Part 5

Final part! This has been a fun group, with an interesting mix of skills.

The crew of the Odyssey celebrate as Hedd breaks through the atmosphere. It will be nice to be off that desert death trap of a planet and back home on Absalom Station. Several members of the group are searching the ship for any more hidden rewards and snacks from Venture-Captain Arvin when a warning klaxon blares, and the ship lurches. The asteroid field around the world of Ulmarid is more agitated than on the descent down to the surface. Although it's not clear what has caused the anomalous activity, what's certain is that you must reach safer altitude before a more serious collision occurs.

Hedd, give me a piloting check to navigate this asteroid field. Same as before, our brave captain can assist with a Piloting or Diplomacy roll. Finally, our Science Officer can scan the field with a Computers check to help him navigate safely.

Second Seekers (Luwazi Elsebo)

Female Ysoki Spacefarer Mystic 2 | SP 12/12 HP 14/14 | RP 5/5 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +7 | Init: +1 | Perc +9, darkvision 60', SM +8 | Speed 30ft | Spells: 1st 3/3 | Healing Touch 1/1 | Active conditions: none

Because these are quests, everything (health and spells and such) get reset to full. Is that a true statement?

Cora is in the hold with everything they recovered when the ship makes a sudden lurch. She ensures that the bodies of their fellow Starfinders are well secured so they won’t jostle around, and then hustles up to the bridge. “What’s going on?”

Wayfinders

Xenoseeker Envoy/1 SP 7/7 | HP 10/10| RP 4/5 | BAB +0 | EAC 12 | KAC 14 | Fort +0 | Ref +3 | Will +2 | Perc +4 | Init +1

Diplomacy DC 15: 1d20 + 10 + 1d6 ⇒ (15) + 10 + (3) = 28

I believe in you Hedd! Domaya says. You'll get us through this safe.


Dwarf Ace Pilot Star Shaman Mystic 1 | SP 7/7 HP 12/12 | RP 4/4 | EAC 17; KAC 19 | Fort +1; Ref +3; Will +5 | Init: +3| Perc: +7, SM: +3

Piloting: 1d20 + 8 ⇒ (15) + 8 = 23

Dataphiles

Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none

"Something is churning up the asteroids. Scanning now," Argon-42 says as she activates the ship's scanners.

computers: 1d20 + 11 ⇒ (17) + 11 = 28

Grand Lodge

Slides

Wow, those are quite the rolls! That's a good start!

Thanks to his own skills and the helpful advice and tools supplied by his teammates, Hedd guides the crew through the asteroid field safely. Not even a scratch on the paint. As the Starfinder vessel emerges from the deadly field unscathed, a cheer goes up among the crew. This may have been a touch too early, however! All at once, the science officer's systems glow red as a new dot appears from behind an asteroid!

In the helm, a large vessel of rusted metal can be seen as it slips from behind an enormous asteroid, its weapons already firing. The front of the ship resembles a stylized skull with crossed bones beneath-a clear indication of space pirates!

Culture, DC 12:

There are symbols of Besmara on that ship! Besmara is the goddess of piracy, space monsters, and strife. You recognize that Besmaran space pirates are a growing threat throughout galactic shipping lanes, and that such pirates throw themselves into combat with a boisterous zeal-it is rare to talk one's way out of combat with an approaching Besmaran pirate ship.

An enormous torpedo shoots out of the enemy ship and rapidly approaches the Odyssey. Luckily, Hedd remembered how the other Starfinders were shot down and performed evasive maneuvers. The torpedo crashes into the adjacent asteroid. Yay for help from previous Parts!

Domaya, looking at the data pad from Exegara, recognizes the pirate vessel. "IT'S A TRAP! " Hedd, recognizing the danger, turns the ship in a tight 180. Yay, help!

Argon-42 downloads the file to her computer and laughs. It has the logs of several scans the Eoxians were able to perform on the Lawblight .

Lawblight Scan:

Medium transport

Crew: 6

Speed 6

Maneuverability average (turn 2)

AC 13; TL 13

HP 70; CT 14

Shields 15/5/5/5

Weapons

(Forward) coilgun (4d4), heavy torpedo

launcher (5d8)

(Aft) gyrolaser (1d8)

(Turret) coilgun (4d4)

Map's Updated!

Initiative:

Hedd: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12

Pirates: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11

You win! The pirates move forward, chasing down their prey.

You're up!

Status:
Odyssey: No modifiers
Lawblight: No modifiers
Enemy: 70/70 HP 15/5/5/5 SP
Starfinders: 20/15/15/20 SP ; 85/85 HP

Wayfinders

Xenoseeker Envoy/1 SP 7/7 | HP 10/10| RP 4/5 | BAB +0 | EAC 12 | KAC 14 | Fort +0 | Ref +3 | Will +2 | Perc +4 | Init +1

It all comes down to this! Having earlier quests giving us all these bonuses is Very exciting

Culture: 1d20 + 5 ⇒ (8) + 5 = 13
Domaya's eyes flash.

Those are Besmaran symbols. Pirates. Most probably Lawblight. These are the murderers who shot down our siblings! And then left their bodies to not only rot but made them baits in their trap. She says incensed These crimes must not be allowed to continue. Their desecration must be answered with Justice!

Diplomacy Aid Main Gunner DC 15: 1d20 + 10 + 1d6 ⇒ (15) + 10 + (3) = 28

Hedd, bring us around to their side so only their turret can track us. Ash, BLOW THEM TO HELL!

Dataphiles

Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none

"Her primary shields and weapons are to the front. If we can keep to one side, only the turret can bear properly. It has an aft gun that can track to the sides, but not easily."

I suggest that we put as much extra resources as we can into piloting to keep us winning the initiative checks.

Also, I think we were doing something incorrectly last combat. If the engineer diverts power to shields, then the amount of energy you get is always divided equally among the shield facings, with and remainder being put wherever you want. I think we were just choosing facings to put the energy.

To swap power from one shield to another you need to do the "Balance" science action.

Sadly, it doesn't seem like we have any point weapons with which to shoot down the missile. GM: is there any way to get the missile to collide with an asteroid before it hits us?

Wayfinders

Xenoseeker Envoy/1 SP 7/7 | HP 10/10| RP 4/5 | BAB +0 | EAC 12 | KAC 14 | Fort +0 | Ref +3 | Will +2 | Perc +4 | Init +1

I can put Encourage on Hedd next time for initiative checks. I'm acutally a bit confused about doing that though. Captains can act before the Initiative check to give a bonus to that right?

Second Seekers (Luwazi Elsebo)

Female Ysoki Spacefarer Mystic 2 | SP 12/12 HP 14/14 | RP 5/5 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +7 | Init: +1 | Perc +9, darkvision 60', SM +8 | Speed 30ft | Spells: 1st 3/3 | Healing Touch 1/1 | Active conditions: none

Cora lets out a squeak and then scampers to the weapons station. "Ash, I'll leave the missile launcher to you!" she calls out and then looks down at the array of other weapons they have. She has the sudden realization that she probably should have spent some time getting familiar with the weapons system of the new ship, but now it's go time so she will just have to do her best.

Gunnery:
Even though they're still a ways from the pirate ship, Cora's eyes light up when she sees that it is in range of the heavy laser cannon. She activates the weapon, then releases (what she hopes is) a heavy burst of fire. She crosses two fingers as she watches the display to see what happens.

Heavy laser cannon attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 4d8 ⇒ (1, 1, 3, 1) = 6

Argon, the >Starfinder FAQ< clarified that an engineer can put the restored shields wherever they want.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Argon, for diverting power to shields, the FAQ has overridden the CRB rule. The FAQ ruling allows us to put the recovered shield put in whatever arc we want. See the first Chapter 9 question here: FAQ

"Let's see if we can make short work of these timid whiny thick-skulled gasbladder pirates!!"

Arratoi diverts powers to weapons!:

Engineering, Divert to Weapons DC13: 1d20 + 8 ⇒ (8) + 8 = 16

Success! All damage rolls resulting in 1 is instead replaced with 2

Exo-Guardians

human soldier 5 EAC22 - KAC24 | SP40/40 HP39/39 RP7/7 | Init +5 | Perc +1 SM +1| F +5, R +5, W +5

Thanks Cora.

I agree Domaya, time to give back their money!

Ash targets the ennemy vessel with the missile.

Gunnery:
Missile: 1d20 + 4 ⇒ (14) + 4 = 18
Damages: 4d8 ⇒ (5, 1, 8, 5) = 19

Wayfinders

Xenoseeker Envoy/1 SP 7/7 | HP 10/10| RP 4/5 | BAB +0 | EAC 12 | KAC 14 | Fort +0 | Ref +3 | Will +2 | Perc +4 | Init +1

Diplomacy Aid Initiative DC 15 Round Two: 1d20 + 10 + 1d6 ⇒ (10) + 10 + (1) = 21

Hedd. Stay ahead of them. Keep us on their side and we'll unload on 'em!

Grand Lodge

Slides

Looks like we are waiting on Hedd and Argon. I'll give them till morning to post.


Dwarf Ace Pilot Star Shaman Mystic 1 | SP 7/7 HP 12/12 | RP 4/4 | EAC 17; KAC 19 | Fort +1; Ref +3; Will +5 | Init: +3| Perc: +7, SM: +3

Moved and evaded. I'm not sure when tomorrow I will have a chance to go. If I don't go 14-16 hours from now it won't be until 25 hours from now.

Piloting:
Piloting: 1d20 + 9 ⇒ (11) + 9 = 20

Dataphiles

Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none
Cora Jex wrote:
Argon, the >Starfinder FAQ< clarified that an engineer can put the restored shields wherever they want.

Ah! That seems too easy! :) If we can do it in one action instead of two then that's way better.

GM Ewok wrote:
Looks like we are waiting on Hedd and Argon. I'll give them till morning to post.

Argon looks at the controls and gets up, moving to one of the weapons consoles. She takes control of the ship's forward Coilgun.

Not much for me to do so I'll switch to gunnery.

"Charging projectile weapon. Firing now..."

Gunnery: 1d20 + 3 ⇒ (4) + 3 = 7 ... meh.


I’m traveling home all day tomorrow. There is a chance I might not post, or it will be a short one.
Round 1

Engineering Phase
Arratoi, using his best impression of a dwarven sailor, manages to squeeze a bit more power to the ship’s guns.

Enemy's Engineering Phase:

Divert to Weapons, DC 13: 1d20 + 8 ⇒ (10) + 8 = 18

Helm Phase
Captain Domaya, imitating a captain she saw in a movie once, yells over the coms to Ash. Her line is quite inspiring, lifting his spirits. Hedd hits the gas, towards the pirates. As he guides the ship forward he arcs the trajectory so that the Starfinder’s end up in the ship’s aft.

Tired of working the scanners, Argon-42 locates the Odyssey’s weapons and picks one up.

Enemy's Helm Phase:

Taunt, DC 18: 1d20 + 8 ⇒ (1) + 8 = 9

A low, growling voice echoes within the helm.
”Yo ho, yo ho, a pirate's life for me!
We pillage plunder, we rifle and loot.
Drink up me 'earties, yo ho!
We kidnap and ravage and don't give a hoot!”

A chill goes down Domaya and Argon’s spines as they hear the pirate captain's voice and see the enemy ship up close. Thankfully, the feel of the cold steel trigger in her hand gives Argon strength. -2 to Captain and Scientist rolls for 2 rounds. Ouch.
Taunt Rounds: 1d4 ⇒ 2

Gunnery Phase
Ash let's out a war cry and sends a fiery missile into the weak side shields of the pirate vessel. The other two gunners are still getting used to the controls on this new ship and end up using asteroids as target practice.
Critical Threshold: 1d100 ⇒ 10 Life Support Glitching

Thankfully, Ash's shot makes up for it. It pierces the shields and knocks out one of the ship's oxygen converters. It's hard to pirate once the air starts to thin!

Enemy's Gunnery Phase:

Turret, Coilgun: 1d20 + 8 ⇒ (6) + 8 = 14
Damage!: 4d4 ⇒ (2, 3, 2, 1) = 8

The Lawblight fires back with a vengeance. Hedd goes into immediate evasive maneuvers and manages to dodge the turret's large laser blast.

Next Round's Initiative
Hedd: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Foe: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
You win, so the pirates move first!

Back Off: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23

The pirate vessel reverses thrusters, scooting back far enough to get you in range of it's powerful front cannons.

Status:
Odyssey: -2 Piloting, -2 Science for 2 rounds.
Lawblight: -2 to Captain
Enemy: 55/70 HP 15/0/5/5 SP
Starfinders: 20/15/15/20 SP ; 85/85 HP

Lawblight Scan:

Medium transport
Crew: 6
Speed 6
Maneuverability average (turn 2)
AC 13; TL 13

HP 70; CT 14
Shields 15/5/5/5

Weapons
(Forward) coilgun (4d4), heavy torpedo
launcher (5d8)
(Aft) gyrolaser (1d8)
(Turret) coilgun (4d4)

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

"Nice shot! Keep laying on the weapons fire!!!"

Engineering, Divert to Weapons:
Engineering, Divert to Weapons DC13: 1d20 + 8 ⇒ (19) + 8 = 27
Success! All damage rolls resulting in 1 is instead replaced with 2

Exo-Guardians

human soldier 5 EAC22 - KAC24 | SP40/40 HP39/39 RP7/7 | Init +5 | Perc +1 SM +1| F +5, R +5, W +5

You will not evade us, Pirates!

Says Ash who shoots again the missile against the besmaran's ship.

Spoiler:
Missile: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damages: 4d8 ⇒ (3, 2, 2, 8) = 15

Dataphiles

Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none

"Attempt to come around to the same side. Scanners are disrupted but we should try to hit the same shield."

Are there any available computer bonuses? We should have three +1s per round. I will do a full attack and use two +1s if they are still available.

"Charging forward and turret-mounted coilguns. Synchronizing fire." Argon presses the firing stud and sends a barrage of shrapnel at the enemy.

Gunnery:

gunnery 1 -4 full attack, +1 computer: 1d20 + 3 - 4 + 1 ⇒ (2) + 3 - 4 + 1 = 2
gunnery 2 -4 full attack, +1 computer: 1d20 + 3 - 4 + 1 ⇒ (17) + 3 - 4 + 1 = 17
Damage 2: 4d4 ⇒ (3, 1, 4, 4) = 12

Second Seekers (Luwazi Elsebo)

Female Ysoki Spacefarer Mystic 2 | SP 12/12 HP 14/14 | RP 5/5 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +7 | Init: +1 | Perc +9, darkvision 60', SM +8 | Speed 30ft | Spells: 1st 3/3 | Healing Touch 1/1 | Active conditions: none

Cora feels a little thrill as Argon joins them on weapons and the missile launcher and coilguns are blazing away. She stays tight on the heavy laser cannon and releases another barrage, trying to pay more attention to where she's aiming this time.

As I'm looking at the map right now, the enemy is actually in our port arc. I'll assume we're able to get them in range of the forward arc.

Gunnery:

Heavy laser cannon: 1d20 + 3 ⇒ (20) + 3 = 23 Critical hit!
Damage: 4d8 ⇒ (6, 7, 1, 1) = 15 > becomes 17 thanks to engineering :)

Cora is suddenly able to focus like never before. The pirate ship passes directly into her targeting line and she instinctively knows exactly when to hit the trigger. Sometimes the universe lines up just right.

Grand Lodge

Slides

Quick mobile post to keep us moving. Finally home, so things should be more regular to finish us out.

Argon-42, going full bore, sends a shot into the enemy ship. 13 damage.

Critical Threshold: 1d100 ⇒ 24 Sensors Glitching

Cora, through an alignment in the stars, manages to send a laser blast into the pirate's key systems.

Critical Hit: 1d100 ⇒ 81 Power Core Glitching

Critical Threshold: 1d100 ⇒ 57 Weapons Glitching

The enemy turret swivels, trying to keep up. Unfortunately, Hedd's erratic flying pattern throws the targeting system for a loop and they miss.

Enemy Guns: 1d20 + 8 ⇒ (3) + 8 = 11

Initiative: 1d20 + 11 ⇒ (6) + 11 = 17
Foe: 1d20 + 6 ⇒ (18) + 6 = 24

Surprisingly enough, they win! Y'all move first.


Status:
Odyssey: -2 Piloting, -2 Science for 1 rounds.
Lawblight: -2 to Captain, Science, Gunners, Engineer
Enemy: 25/70 HP 15/0/5/5 SP
Starfinders: 20/15/15/20 SP ; 85/85 HP


Dwarf Ace Pilot Star Shaman Mystic 1 | SP 7/7 HP 12/12 | RP 4/4 | EAC 17; KAC 19 | Fort +1; Ref +3; Will +5 | Init: +3| Perc: +7, SM: +3

I am confused about our positioning, as you've said they've moved to put us in range of their powerful front cannon but we appear to be at best in their starboard based on where the ship is facing. Based on this understanding, I'm just going to turn in place to put our front directly into its starboard allowing the firing of our turret missile launcher and front heavy laser cannon. So it looks like Argon-42 can reroll the damage on his attack that hit. As an aside, I am now back from my local con and should be posting regularly again.


Dwarf Ace Pilot Star Shaman Mystic 1 | SP 7/7 HP 12/12 | RP 4/4 | EAC 17; KAC 19 | Fort +1; Ref +3; Will +5 | Init: +3| Perc: +7, SM: +3

Posted while you were apparently GM. I am going to stay where I am, and attempt to evade, I don't remember if you ruled on this last time, regarding the evade action and standing still. The text of the action reads, "The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round." I've been ruling that zero is an amount up to you speed that you can move, but I leave it to GM discretion.

Spoiler:
Evade, if I'm allowed: 1d20 + 9 ⇒ (17) + 9 = 26

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

One more weapons volley like that and we'll have them!"

Engineering, Divert to Weapons:
Engineering, Divert to Weapons DC13: 1d20 + 8 ⇒ (17) + 8 = 25
Success! All damage rolls resulting in 1 is instead replaced with 2

Exo-Guardians

human soldier 5 EAC22 - KAC24 | SP40/40 HP39/39 RP7/7 | Init +5 | Perc +1 SM +1| F +5, R +5, W +5

Ash tries to refocus after missing the lawblight the last time.

Need to not miss this time.

Ash concentrates and takes his time to target their ennemy and shoot it at the right time.

Gunnery phase:
Missile: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damages: 4d8 ⇒ (4, 8, 1, 7) = 20 +1 damages (roll 1->2) so 21 point of damages

Wayfinders

Xenoseeker Envoy/1 SP 7/7 | HP 10/10| RP 4/5 | BAB +0 | EAC 12 | KAC 14 | Fort +0 | Ref +3 | Will +2 | Perc +4 | Init +1

Brace for Impact if their front weapon hits us! Domaya says as it becomes clear they're going to be staring down the barrel of the pirate's main weapon.

Second Seekers (Luwazi Elsebo)

Female Ysoki Spacefarer Mystic 2 | SP 12/12 HP 14/14 | RP 5/5 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +7 | Init: +1 | Perc +9, darkvision 60', SM +8 | Speed 30ft | Spells: 1st 3/3 | Healing Touch 1/1 | Active conditions: none

Cora's eyes widen when Domaya points out that they're facing down the enemy at extreme close range. She swallows, and then does the only thing she can do right now: try to shoot faster.

Gunnery:

Heavy laser cannon: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 Using one of the computer bonuses
Damage: 4d8 ⇒ (3, 1, 1, 8) = 13

Unfortunately, her nerves get the better of her.

Grand Lodge

Slides

Round 3

Engineering Phase
Arratoi continues to optimize the system, sending more juice to to guns.

Enemy's Engineering Phase:

Boost Engineering, DC 10: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Patch, DC 24: 1d20 + 8 - 2 + 2 ⇒ (10) + 8 - 2 + 2 = 18 Not quite!

Helm Phase
Domaya offers advice to the crew while staring at Hedd and resists the urge to back seat drive. Meanwhile, Hedd spins the ship in a tight circle to avoid the Lawblight.

Enemy's Helm Phase:

Target Weapons, DC 12: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Flip and Burn, DC 19: 1d20 + 9 + 1 - 2 ⇒ (15) + 9 + 1 - 2 = 23

The pirate pilot, possibly invigorated by some home-brewed rum, runs the ship forward then hits the emergency thrusters. The force jerks the enemy ship in a tight 180, so that both space ships are looking right at each other.

Gunnery Phase
The silence permeating the ship is palpable as you stare into the pirate's front guns. Ash sends a barrage of lasers into the front of the pirate's shields, breaking through. Cora, learning how the computer works, misses. Argon, take your shot for this turn. From the front into their front.

Enemy's Gunnery Phase:

Turret, Coilgun: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Damage!: 4d4 ⇒ (4, 3, 1, 2) = 10
Forward, Torpedo Launcher: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
Damage!: 5d8 ⇒ (7, 7, 7, 5, 6) = 32
Forward, Coilgun: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Damage!: 4d4 ⇒ (2, 2, 3, 3) = 10

The pirate ship's turret turns, tracking the Odyssey. A large laser blast follows the smaller ship, impacting the shields. For a moment, it seems as if they have absorbed the impact. But, the last shred of plasma breaks the shield!

Next Round's Initiative
Hedd: 1d20 + 9 + 1 + 2 ⇒ (5) + 9 + 1 + 2 = 17
Foe: 1d20 + 9 + 1 - 2 ⇒ (8) + 9 + 1 - 2 = 16

You win, (Barely!) so the pirates move first! The pirate vessel must be feeling cocky, because they ride right in front of you. A voice comes over the coms. "Blow past us, I dare you!"

You're going to need to do a trick to avoid going through their square. If you do, they get a free attack.

Status:
Odyssey: -
Lawblight: -2 to Captain, Science, Gunners, Engineer 
Enemy: 19/70 HP 0/0/5/5 SP 
Starfinders: 0/15/15/20 SP ; 85/85 HP

Lawblight Scan:

 Medium transport
Crew: 6
Speed 6
Maneuverability average (turn 2)
AC 13; TL 13

HP 70; CT 14
Shields 15/5/5/5 

Weapons
(Forward) coilgun (4d4), heavy torpedo
launcher (5d8)
(Aft) gyrolaser (1d8) 
(Turret) coilgun (4d4)

 

Exo-Guardians

human soldier 5 EAC22 - KAC24 | SP40/40 HP39/39 RP7/7 | Init +5 | Perc +1 SM +1| F +5, R +5, W +5

Again, Ash targets the besmarian ship, but stay cool. He knows that to be the best gunner is to know how to stay focus.

After being sure that all systems are ok, he targets the enemy's vessel and shoots.

Gunnery phase:
Missile: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Damages: 4d8 ⇒ (3, 4, 7, 6) = 20

This time it's a perfect strike!

Take that pirates!

Critical: 1d100 ⇒ 69

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

"Forward shields are down!! I'm on it!!"

Engineering, Divert to Shields:
Engineering, Divert to Shields DC 13: 1d20 + 8 ⇒ (15) + 8 = 23

Success! 7 shield points added back to the front arc

"I've go the forward shields back up but it's not gonna withstand another volley like that last one!"


Dwarf Ace Pilot Star Shaman Mystic 1 | SP 7/7 HP 12/12 | RP 4/4 | EAC 17; KAC 19 | Fort +1; Ref +3; Will +5 | Init: +3| Perc: +7, SM: +3

Hedd is feeling quite cocky and sets the course of the ship for a flyby.

Spoiler:
Flyby: 1d20 + 9 ⇒ (4) + 9 = 13

Nope. SO they get a free attack into our back arc but I can move as normal

Second Seekers (Luwazi Elsebo)

Female Ysoki Spacefarer Mystic 2 | SP 12/12 HP 14/14 | RP 5/5 | EAC 12; KAC 13 | Fort +0; Ref +1; Will +7 | Init: +1 | Perc +9, darkvision 60', SM +8 | Speed 30ft | Spells: 1st 3/3 | Healing Touch 1/1 | Active conditions: none

Cora simultaneously braces herself for a hit that might get through their shields, and notices: “Uh oh, they’re off to port now. Switching to the coilgun turret!”

Gunnery:

Coilgun: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 Using a computer bonus
Damage: 4d4 ⇒ (2, 3, 3, 1) = 9
Every time she thinks she has figured out the weapon targeting system of this ship, she messes it up the next time. But this time she gets it for sure! No more misses after this, nope, absolutely none.

Only the two turret weapons can target the correct arc this round

Dataphiles

Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none

"Sensors are back up!" Argon calls out. She monitors the progress of the enemy through the sensors.

All the science actions happen in the helm phase, and no more guns can bear, so there's nothing I can do this round.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Argon can do a target action, or balance shields to buff up the shield arc that ends up facing the enemy. Or balance shields to even out the shields, which would put more shield points into the front arc.

Dataphiles

Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none
Arratoi wrote:
Argon can do a target action, or balance shields to buff up the shield arc that ends up facing the enemy. Or balance shields to even out the shields, which would put more shield points into the front arc.

The phase I can do that in is over, I think. Aren't we in the gunnery phase?

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

We're not following the strict engineering, then helm, then gunnery phase order. For purposes of PbP expediency, everyone is just posting their actions whenever they can post per the GM's original instructions: LINK. So unless I'm misunderstanding something, you should be okay to go ahead and post whichever science action you'd like to perform!

Dataphiles

Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none

Hm, okay.

I don't think it's fair to do the Target System action when I already know someone has rolled a 20 though. So instead... assuming it is allowed,

Argon joins Arratoi at the Engineering console. "Shields were depleted to forward? Let me help!"

Engineering, Divert:
Divert Engineering DC16: 1d20 + 8 ⇒ (17) + 8 = 25

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

"Thanks Argon!! That's a tremendous help and a big worry off my mind!"

Grand Lodge

Slides

COMBAT OVER.

Kaboom! The entire crew's hard work pays off, allowing Hedd to guide the ship into just the right position while boosting the shields to take the force of the pirate's surprise attack. With a squeeze of the trigger, Ash sends a laser between a gap in the pirates' shields. It goes down a small exhaust pipe and sends a series of explosions rippling through the vessel. With the sudden loss of pressure, every pirate on board is on their way to a plane nobody wants to go to.

Ending it with a crit! Very nicely done!

Wayfinders

Xenoseeker Envoy/1 SP 7/7 | HP 10/10| RP 4/5 | BAB +0 | EAC 12 | KAC 14 | Fort +0 | Ref +3 | Will +2 | Perc +4 | Init +1

Domaya exhales, letting the tension drain out of her body as she watches the giant gun that had been pointed at them disintegrate before her very eyes.

That, my fellow Starfinders, is what JUSTICE looks like!

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

"WAHOOOOOO!!! What a SHOT!!! That pipe is not more than 2 meters wide and you bulls-eyed it!!"

Exo-Guardians

human soldier 5 EAC22 - KAC24 | SP40/40 HP39/39 RP7/7 | Init +5 | Perc +1 SM +1| F +5, R +5, W +5

Yeah! says Ash when he sees his perfect shoot destroying the pirate vessel.

That's right, that's JUSTICE for our comrades!

after calming down, Ash adds But thanks to all of you, we are a Team! Well done everyone!


Dwarf Ace Pilot Star Shaman Mystic 1 | SP 7/7 HP 12/12 | RP 4/4 | EAC 17; KAC 19 | Fort +1; Ref +3; Will +5 | Init: +3| Perc: +7, SM: +3

"Well done lads. Lets go home.

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