Starfinder Gameday 6: Quest: Into the Unknown (Inactive)

Game Master Redelia


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Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

Turret Attack: 1d20 + 4 + 2 + 1 ⇒ (9) + 4 + 2 + 1 = 16 The +1 is from the Duonode computer that we get in two weapon attacks for damage: 4d4 ⇒ (3, 3, 1, 1) = 8 Those last two count as 2s thanks to our engineer, so if I hit it's 10 damage to the skeleton ship's Port.

"Science! Do we know their weapon capabilities yet?

We may be riding too close here, let's hope their skulls are as empty as their ribcages. We NEED to get to their Aft."

-Posted with Wayfinder


Venture Lieutenant, Play by Post (online)

damage from laser cannon: 2d4 ⇒ (1, 1) = 2

The bone ship fires back at you.
attack: 1d20 + 7 ⇒ (4) + 7 = 11

However, its gunner seems to have been a little jittery and misses.

Back to engineering phase. Sarangari, you're up.

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

Seeing as they were still in good shape Sarangari tries to boost the guns once more. This time with success!

engineering: 1d20 + 3 ⇒ (12) + 3 = 15

Unfortunately I failed that last attempt horribly Obozaya, so I think those are still ones.


Venture Lieutenant, Play by Post (online)

piloting: 1d20 + 8 ⇒ (17) + 8 = 25

Go ahead and roll your piloting check, Yippee.

Elektra, you may jump in whenever you know what you want to do for your turn.

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Yay lull at work!

Elektra leans forward in the captain's chair as the bone ship nearly misses us! "Yippee! You have to get us in behind them!!"

Elektra is going to demand Yippee perform better!

Intimidate: 1d20 + 7 ⇒ (7) + 7 = 14 DC 19 gives Yippee a +4 on his next piloting check

damn

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Yippee skulks a little at being ordered around, but it seems to give him a certain determination to pilot well.

Piloting: 1d20 + 1 + 12 + 4 ⇒ (3) + 1 + 12 + 4 = 20

Dang! This guy is good.

Showed path on map.


Venture Lieutenant, Play by Post (online)

science officer, you're up.

to save time, gunnery can also roll now, and I'll make things happen in the right order.


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

computers: 1d20 + 2 ⇒ (16) + 2 = 18

Kesokodai tries to align the targeting systems to bear on the enemy weapons. "Take out their weapons, gunners! Let's disable their ability to fight back!"

sigh, not sure if that roll is high enough to be effective...


Venture Lieutenant, Play by Post (online)

Ok, gunners, you're up. Your front is shooting at their back.

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

"Okay, let me know when you're ready again!" Miya says into the coms, attempting to line up her next shot.
Gunnery: 1d20 + 1 ⇒ (11) + 1 = 12


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

Turret Attack: 1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 20 for damage: 4d4 ⇒ (3, 4, 2, 3) = 12 So now we do have +2 from Diverting and +1 from the computer.

"I've got them in my sights, let's blow a hole on their creepy bony ship".


Venture Lieutenant, Play by Post (online)

damage, Miya?

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

Woops, my bad! I think it's 2d4?
Damage: 2d4 ⇒ (4, 4) = 8


Venture Lieutenant, Play by Post (online)

enemy status:

-32 Hull Points
1d100 ⇒ 25 sensors glitching

The Eoxian ship tries to patch its glitching system.
eng check: 1d20 + 11 ⇒ (19) + 11 = 30

Sarangari, you can act now.

Eox. piloting: 1d20 + 8 ⇒ (8) + 8 = 16

Yippee, please roll your piloting check. If you got less than 16, please move the ship.

Elektra, you may act whenever you choose.

Keskodai, you also may post your action.


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

computers to aid gunnery: 1d20 + 2 ⇒ (15) + 2 = 17

Keskodai again aids the targeting system.

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Elektra sees that the positioning is key to this fight so she continues to try and encourage Yippee.

"That's it great flying!"

Diplomacy DC 14: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (4) = 19 If I succeed Yippee gets a +2 to his piloting checks this round.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Pilot: 1d20 + 12 + 1 + 2 ⇒ (5) + 12 + 1 + 2 = 20

"Hey, looks like I am startign to get a feel for the ol'gal."


Venture Lieutenant, Play by Post (online)

OK, Yippee, your turn to move.

Gunners may post now, and I'll make things happen in the right order.

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

"Here... we... go!"
Gunnery: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 2d4 ⇒ (3, 3) = 6


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

Turret Attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 for damage: 4d4 ⇒ (2, 4, 1, 1) = 8
I'm a bit confused and I'm not sure if gunners had any bonus besides the Duonode this round

"This junkers are getting harder to hit, right Miya?"

-Posted with Wayfinder

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

"Ugh, I don't want to talk about it - can we pretend that didn't just happen?" The human woman shakes her head. "But perhaps that's the way it should be," she half-mutters, her more pacifistic sentiments coming out.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

OK moved.


Venture Lieutenant, Play by Post (online)

Yippee, where you are now is in range of his side weapons. If you instead move as the red lines indicate, you can be only targeted by the rear weapons you know are broken.

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

Still with no hits to the Loreseeker, Sarangari continues to boost the weaponry.

Engineering: 1d20 + 3 ⇒ (2) + 3 = 5

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Yah, let's do that then!


Venture Lieutenant, Play by Post (online)

Yippee expertly maneuvers the ship behind the enemy, but your gunners are not able to hit. The bone ship is not able to fire back.

Keskodai, go ahead and post your engineer action.

Yippee, go ahead and roll for piloting.

enemy piloting: 1d20 + 8 ⇒ (4) + 8 = 12

Yippee, you also should move the ship if you don't roll 12 or better.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Pilot: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32 Nice!


Venture Lieutenant, Play by Post (online)

OK, Yippee, your turn to move. Science officers and gunners may also post, to keep things moving.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Yipee turns hard to get back into the rear arc of the bone ship, trying to stay out of the lines of its guns.

Moved.


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

computers to aid gunnery: 1d20 + 2 ⇒ (12) + 2 = 14

Keskodai decides it is time to target the undead ship's engines.. stop them from maneuvering.

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

"Maybe this time?"
Gunnery: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 2d4 ⇒ (1, 4) = 5


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

Turret Attack: 1d20 + 4 ⇒ (5) + 4 = 9 for damage: 4d4 ⇒ (1, 1, 3, 2) = 7

As the shot goes clear though the Eoxian ship, without landing
"Huh! I couldn't have done that if I wanted. Those skels are way too lucky."

@Keskodai: this ship gives an extra +2 to computers =)


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

so 16 for my aid roll instead of 14, thanks

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

And again.

Engineering: 1d20 + 3 ⇒ (5) + 3 = 8

One day I will roll above a 5.


Venture Lieutenant, Play by Post (online)

Miya's shot hits the bone ship.

Next round, so engineer, science office, captain, and pilot may all roll/act.

enemy pilot: 1d20 + 8 ⇒ (17) + 8 = 25

enemy status:
-35 HP

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Pilot: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18

"Ack! He's flying better again... I will try to line him up, but he is out maneuvering me!"


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

(on phone.. will roll when I'm home and at computer}

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Missed my chance to help Yippee but looks like it wouldn't have helped this time anyway :(

Elektra turns on the comms to the turret.

"They're outmaneuvering us Obozaya! Give them a shot where it hurts!"

She'll try to encourage Obozaya's aim! (+2 to your next attack if I get my DC)

Diplomacy DC 14: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (1) = 14

whew!


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

Home and on computer now... damn hard to format stuff on phone

computers: 1d20 + 2 ⇒ (13) + 2 = 15

Keskodai tries to assist targeting the enemy engines, trying to disable his maneuvering a little.


Venture Lieutenant, Play by Post (online)

OK, Yippee, you move first.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Plotted path last night - green one is new.
EDIT: Green one WAS new - it looks like it disappeared now, but final location and facing is correct.


Venture Lieutenant, Play by Post (online)

The enemy turns in place without moving.

Gunners may post.


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

Turret Attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 for damage : 4d4 ⇒ (1, 1, 3, 1) = 6
Is that.. a hit? Obozaya traces her shot's flight to see if she finally got the Eoxian.

-Posted with Wayfinder

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

Eyeing the controls a bit dubiously, Miya executes another attempt at a shot when it's called for.
Gunnery: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 2d4 ⇒ (4, 3) = 7


Venture Lieutenant, Play by Post (online)

enemy at -48 HP.

The enemy tries to repair the damaged engines.
eng check: 1d20 + 11 ⇒ (8) + 11 = 19

piloting: 1d20 + 8 ⇒ (16) + 8 = 24

the captain tries to encourage the gunners.
1d20 + 6 ⇒ (2) + 6 = 8

You guys may post: piloting roll, science officer, captain. Don't worry if you're posting out of order, it's just part of the cost of keeping PBP games running. You can help with an action after it's rolled, captain Elektra. Yippee, go ahead and move the ship if you don't beat 24.


Venture Lieutenant, Play by Post (online)

oops, forgot enemy gunnery.

heavy laser cannon: 1d20 + 7 ⇒ (1) + 7 = 8

misses.


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

Keskodai applauds the shot that hit the enemy engines, but curses as they seem to repair the damage too quickly and their ship maneuvers flawlessly. He tries again to make sure their engines take a solid hit.

computers: 1d20 + 2 ⇒ (18) + 2 = 20


Venture Lieutenant, Play by Post (online)

Ship Status
Loreseeker: 55/55 | F:10 P:10 S:10 A:10 | Life Support: Normal | Sensors: Normal | Weapons: Normal| Engine: Normal | Power: Normal

Endless Threnody: -48 HP | no shields | Life Support: Normal | Sensors: Normal | Weapons: Normal | Engine: Normal (targeted) | Power: normal

bold may post:
captain: waiting for post
engineering phase:
engineer: waiting for post
helm phase:
pilot: waiting for roll
science officer: targeted engines (successful)
pilot to move ship later
gunnery phase:
both gunners to post later

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Pilot: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22

Pink path outlined.

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

"Work you piece of scrap!"Sarangari bellows as he beats on his work station. It actually works.

Engineering: 1d20 + 3 ⇒ (18) + 3 = 21

Diverting power to weapons, damage rolls of 1 are now 2.

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