[SFS/Shifty/OP3] #2:00 Fate of the Scoured God (Inactive)

Game Master Nik B.

Maps and images


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Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Assume that completing a mission and traveling to the next location (including a new encounter in the same location, if applicable) takes 1d4 hours. Taking a 10-minute break to rest and regain Stamina Points is always possible between the missions while the PCs are traveling from one location to another.

PCs can also make purchases prior to launch, although they can make additional purchases between missions throughout Parts 1 and 2.

We are currently in Part 2.

Dataphiles

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Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Most of today I will be busy.

Go ahead and Bot me if combat begins. I plan to cast Surging Arc (aka Space Lignthing Bolt) assuming I can catch a fair number of opponents. I have spell on the run feat so I can move, cast, and then finish my movement to try to reach cover again.

If I can't get at least two opponents in a line, it really isn't worth casting.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

"several key jinsul officers"

I'm wondering how many that is. And if they also have troops with them. This might be a good time for my Screamer instead of a better melee weapon.

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

T'kai will requisition a Sonic Pistol, LFD from Zigvigix for this mission.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Mav requisitioned a shock grenade 3 from Ziggy.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

I know this is a technicality, but the the laser sight requires a move action to turn on and I don't have enough actions to do that in one round along with the other things Maverick did. Would it be fair to say Maverick would have activated the sight before the jump was made?

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

A shock grenade 3 sounds good to me as well. Charli will requisition one as well!

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Is there a deployment zone or can we just place ourselves anywhere on the map?


VC - Sydney, Australia

You guys deployed bottom left and had the prep round to move/buff etc.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Does the prep round follow the same rules as a combat round?


VC - Sydney, Australia

It was a normal round.

We’re now in R1 with Charli up :)

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Just for fun I threw an image (yellow explosion) on the map to show the area of affect of Mav's and Charli's grenades.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

What! How?” Neon Ten exclaims in surprise as his spell is completely negated.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Bastiar-6 Sever Supply Line is tempting. I do think we are in good shape for a starship mission, Though the last one was a bit rough in terms of who did what and when.

Bastiar-8 Scanner Defense was mentioned as being interesting and I like interesting.

So let's do one of those.


VC - Sydney, Australia

The starship combat was a bit disjointed, but that seems to be a PbP thing - roles can change, and the phases mean you have to play in turn rather than as a collective which means it runs slightly slower. All good, it's not a race :)

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

I'm good with Bastiar-8 then Bastiar-6.


VC - Sydney, Australia

Basty 8?

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Thumbs up for Bastiar-8.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Who are our best computers people? Maverick has a +17 and his speed is 70, so he can start in a computer room boosting defenses and then be a mobile fire team heading to hot spots.


VC - Sydney, Australia

The bad news is that the boost is per round, so you can boost for a round - but the following round you either do it again or it's gone...

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Neon Ten has +21 in Computers.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Do we want to use any of the rewards we earned at the start? They don’t work once we enter Part Three of the special.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Tolar used his acquire a weapon boon. He can requisition a level 3 spell crystal for someone to use.

I'm actually not sure what use Tolar will be in this. If he is shooting at the outside horde but the horde is effectively endless, Or at least has a set # coming into the base, Then what difference is his actions making?

Hopefully it will have a purpose.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

H9 Storage room - contains lots of boxes of goods in a roughly hewn room.

Someone with good perception and maybe good at unlocking things could check the room for loot.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Concerning the remaining scenario boons, here's my two credits:

Everyone can individually choose how to use their requisitioned items (Id requisitioned a grenade as his consumable item, is that cool @GM? If not, he'll swap it for a spell gem of umbral tendrils). We plan to cash out all our remaining starship boons in Sever Supply Line, use the Radaszam boon to hit wherever the jinsul fleet is, and use Arvin in the next combat encounter whether we have an aid token or not. Does that sound efficient?

@Tolar: I think the goal is to defeat the horde. That probably means shooting at the horde with tower defenses while fending off jinsuls that get past the forcefield.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Yeah, we need people to defend against any Jinsul that get into the tower while using what is available to fight the horde.

The horde has a pool of hit points that the weapons damage.

Individual Jinsul that get into the base need to be taken out or they interfere with operations. That uses normal combat and requires you be in the same area as the Jinsul. The security office can fire anywhere in the base at individual Jinsul.

@Tolar Would you want a spell gem with Flight, Haste, or Lesser Resistent Armor? We also have mystics, so 3rd level Cure or Remove Affliction could also be something you would value.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Maverick can slow the jinsuls movement using his hampering shot trick. He'll also requisition a web granade Mk. 2 as his consumable.

Do we have anyone who is good at engineering?

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Neon Ten has +20 Engineering.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Assuming we know all of that ahead of time I suspect Tolar would be better suited to fighting them once they enter the base. But if needed he can abandon the gun.

Lesser Resistant Armor has little effect on Tolar and my climb speed should mostly negate the need for Fly. Haste would save me some charges but you would have to start near Tolar to cast it.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

If Tolar has stellar Athletics, shoot the terrain cannon until the horde is beaten back, then come help the others. We'll hold the line till then.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image
Jerris "Maverick" Sakai wrote:

I'll take the security mainframe since I can double move and reach the tunnels in one turn if we need help there.

You can fire on any Jinsul in the complex from the Security Mainframe, no need to move at all. It is also the only place that can lock or unlock doors.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Athletics +19 when in armor. Under the circumstances I'll keep the armor on just in case.

Edit: There are some level 5 serums that add insight bonuses to skill checks. I could use Tolar's consumable requisition for 1 hour of +3 to athletics.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

I actually for once am stumped on where Charli should be. I'm starting to wonder if I need to be on jinsul shooting duty because I have crappy engineering, computers and athletics.


VC - Sydney, Australia

@Id - Thats fine :)

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —
Charli Poshkettle wrote:
I actually for once am stumped on where Charli should be. I'm starting to wonder if I need to be on jinsul shooting duty because I have crappy engineering, computers and athletics.

Join meeeeee (on jinsul-stopping duty). I'm covering tunnels, not sure if they might come in from somewhere else.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Tolar will requisition a dose of Verces Gleam and drink it shortly before the attack.

Lasts 1 hour, +3 insight bonus to Athletics.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Can Maverick operate the computer with his pistol in hand or does he need to put it away?


VC - Sydney, Australia

You can operate systems as a standard action, I assume you could have your weapon in hand.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Mainframe doesn't seem as impactful as some of the other rooms and Charli will struggle with even an average Athletics check.

I recommend she check out a different room next round. Some may be similar but require an average roll of a different check.

Can anyone who hasn't played or run this think of a room that might use Acrobatics? Or one where she can shout discouraging words to the horde?

H4 Stone supply - essentially just the ammunition room.
No clue what this does but probably requires carrying heavy rocks.

H5 Atmosphere control - this maintains the atmosphere and keeps the reactor cool.
Engineering or computers.

H8 Power core - this powers the external defenses. Probably Engineering.
Could be a high check to increase them or maybe an average check to route extra power to one room.

H9 Storage room - contains lots of boxes of goods in a roughly hewn room.
Loot. Perception probably.


VC - Sydney, Australia

The athletics check is for people to force or move a door she locks, which may be useful in the event that the defences are breached :)

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Ah it was worded oddly. So she is slowing them down and no checks are required other then maybe firing the 3d8 dmg weapon. Seems good.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Also in the security office I believe that I can see all rooms. Might I also have the perception check, Shifty?

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image
Tolar Buntu wrote:
Ah it was worded oddly. So she is slowing them down and no checks are required other then maybe firing the 3d8 dmg weapon. Seems good.

Yes, that is correct.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

I might try a different room next round since the computers check is so high where Mav is currently.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Good idea. You should start moving towards it this round. I think it was just the standard action to attempt the computer check.

Hey, I can’t make this work! Changing locations!


VC - Sydney, Australia
Charli Poshkettle wrote:
Also in the security office I believe that I can see all rooms. Might I also have the perception check, Shifty?

Yep!

***

Also yes just a standard action to make the check, so Mav can move.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Just curious, but what did the jinsuls trigger that allowed Id to get an AOO on one them?

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —
Jerris "Maverick" Sakai wrote:
Just curious, but what did the jinsuls trigger that allowed Id to get an AOO on one them?

At the time one had moved to a square directly south of Id, with no way to get there without leaving a threatened square.

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

I vote to help Fitch.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

This is interesting. There are faction boons for Jadnura but we know who our next second seeker will be. And while he may as well be Jadnura 2.0 it still means Jadnura himself may be headed to his death. Nothing says Fitch will live through this either.

If Fitch dies Luwazi can't tell him off for being an idiot. Let's go help him.

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