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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Male Android Mechanic 3
Ongoing Conditions:
Void Death () 1/2 saves, 1 Str Damage
Ammo:
Rifle(1) battery 1 (0) battery 2 (6)
Vitals:
Stam: 21/21 | HP: 22/22 | Resolve: 3/5 | KAC: 17 EAC:15 | Fort: 4, Ref: +5, Will: +1 (+2 Spells/Spell Like Abilities, +2 vs Disease/Mind-affecting/Poison/Sleep)| Init: +2, Perception: +6 (Low-Light&Darkvision 60)

Yon hands around a data pad. Land near where we entered, we could use the Low Grav to carry everything out?

Yon does his best to assist, though slightly weakened still, whatever gravity he encounters is more than enough for him in his armor. If he breathed air, he would surely be doing so at an increased rate as they move about the Acreon, retrieving valuables of different sorts.

The logical choice would be to place our new 'cargo', in one of the cargo holds. Thoughts?
IS there any sort of shipping containers or material we could use to disguise our cargo? Or to do something similar.


You can definitally find secured areas for the noqual. Either in locked cubbies to be packaged later or in boxes found in the cargo area. I think any good cargo area would have some containers for bringing in and out of the ship.

The group brings the noqual on board, in a variety of shipping containers. Labeling things as to disguise their contents.

Going to continue to next "thing" tomorrow morning. (Monday)


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)
P-1107 "Yon" wrote:
The logical choice would be to place our new 'cargo', in one of the cargo holds. Thoughts?

"That's fine," Tylur replies, "Let's take stock of any cargo on the Maiden while we're at it. And we can make sure to clearly label things so we know what's what..."


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

"...and here we have the galley...Umm..." Zam, leading the drone on a tour of the Sunrise Maiden, makes a show of opening the doors and cabinets, taking stock of their food and necessities inventory, and noting with excitement the presence of freeze-dried ice cream.

"...oh, and the recreation suite, complete with holograms. This can be used for sports and entertainment, obviously, but also serves educational purposes." She loads a simulation of the great Qabarat moldstorm of 298. From beginning to end.

That ought to keep it busy for a few minutes.


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)

The halfling does attempt to to do her part in helping with moving of the cargo. Though short and not as strong as some of the other party member Sybil is there doing all that she is able.

"Perhaps we move the 'special' cargo to somewhere... else. Like engine room or something. It would disrpt scans if the custom's folk took scans, right?" She looks to Yon to see if she is correct in her thoughts on the matter.

Much later when she is able, but before reaching the Station... Sybil is interested in the ship's logs and where the vessel has been previously. She will delve into those records, having the ship's AI compile and store such information so that it not able to reach outside sources... at least until she and her colleagues review it first. She will enlist the help of the resident technomancer and mechanic for such an endeavor.


With Zam fully distracting the cam, for as long as she can. The team moves and gathers all of the shards of strange organic material. Also pulls in the special cargo into the engine room, away from the prying eye of the camera.

As the team all works though the stores of the new ship, getting it ready to go for their first real voyage back to the station, Sybil gathers a data record of past travel of the ship.

The list is quite extensive, but the most impressive thing is finding the Drift rock in the drift. Seemed like an amazing find. Before this discovery there where trips all over the place.

Good idea. For flavor I wills say if you have an hour you can get a +1 to culture checks if you look through the logs. Takes awhile to sort through things, but it gives you a leg up. Even if all of this is from 75 years ago

As the crew gets everything settled. Feels prepared with this new ship they take off, toward the armada and toward the beacon of civilization.

But, before they can get far they get warning alarms. A ship is approaching. Weapon targetting locked and ready to strike. A quick scan of the ship looks very similar to the Eoxian style ship design.

Clara speaks up, "This is not me, or anyone I know. Can offer my asistance at a station? I would be a good gunner. Or additional Gunner." As she glances over to Tylur.

---- Crew assignments
Based on stats This is what I assume is the assignments.. Please correct me if I am wrong
Captain: Zam
Engineer: Yon
Gunner 1: Tylur
Gunner 2: Clara
Pilot: Sybil
Science Officer: DeeV8

Let me know if this looks ok.

How far: 3d6 + 5 ⇒ (3, 2, 1) + 5 = 11
Enemy Piloting: 1d20 + 9 ⇒ (19) + 9 = 28
Enemy Engineering: 1d20 + 7 ⇒ (13) + 7 = 20

The enemy ship's weapons seem to get a boost of energy

Sunrise Maiden stats:

Speed 10
Maneuverability good (turn 1)
AC: 13, TL: 13
HP: 55, DT -: CT11
Shields: Light 60 (forward 15, Port 15, Starboard 15, Aft 15)
Attack (forward) Gyrolaser (1d8)
Attack (Port) Light laser Cannon (2d4)
Attack Starboard) Light laser Cannon (2d4)
Attack Aft Flack Thrower (3d4)
Attack Turret Light Partical Bean (3d6)

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

Round 1
Whoever is Engineer. Please do Engineering phase.
Whoever is Pilot, please roll Piloting check (don't forget the ships +1). If you get less than 28 please go first. You can move your ship on Roll 20.

Going to keep the stats of the ship up top. So everyone can open the spoiler and see the current stats. Will try to put any info in there. Weapon info and bonuses are up there too


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

"Yes, Clara. Take a station."

__________________________________

Zam tenses at the approach of the Eoxian vessel.

"Scan the approaching vessel, Dee. I'm hailing the ship."

beep beep boop

"This is Captain Zamasea De of the Sunrise Maiden. We are en route to Absalom Station to fulfill objectives both for Starfinder Society and Gevalarsk Nor. Stand down." She repeats this phrase in Eoxian with only minimal gramatical errors.

diplomacy, expertise: 1d20 + 12 + 1d6 ⇒ (20) + 12 + (4) = 36


Going to say this is a Pushed Taunt ability for sake of combat.. because I don't want to waste that nat 20

The coms come over in return, [Eoxian]"We will not stand down. We believe you have cargo that is of sensitive nature. We do not wish to have any witnesses. Release cargo and prepare to be destroyed. There is no way you are making this out alive. Might as well make a swift death of it."

Do you want that taunt to be on the enemy's Engineering, helm, or gunnery phases? -4 on all rolls for your selected phase, since it was a push, for that action for:

Rounds: 1d4 ⇒ 2

Round 1
Sunrise Maiden
Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2

Enemy Ship
Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2


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)

Pilot Check: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 (moved on map)

Sybil taps at the controls as the ship... She is not as familiar with and will have to take time later to set up an interface that suits her. But she turned to focus to the task at hand.

She attempts to keep the ship further away, yet trying to keep the ship in their sights. But that could change in an instance.


Awesome. I am sure you did it, but reminder this ship takes 1 movement forward for every section of turning. Bit more lumbering of a ship. Hard to tell if you did it right, but I am not too worried

Enemy roll - DC 18: 1d20 + 7 ⇒ (12) + 7 = 19 +4 bonus to weapons to enemy

The enemy ship moves into position, lining up directly with your ship.

Enemy Target Systems - DC 12: 1d20 + 6 ⇒ (10) + 6 = 16 Life support. Next attack crits on 19-20. Crit damage goes straight to life support

Round 1
Sunrise Maiden
Captain
Pilot
Engineering <-- Yon
Science Officer <-- DeeV8
Gunner 1
Gunner 2

Enemy Ship
Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2

Once Yon and Dee do their thing. Zam also needs to let me know which system she is giving the -4 to. Then we can shoot all the guns at each other


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)

(( Yes I am aware how it works. I went 1 forward before a turn... counted it out several time before I moved. Played a little of this with my son and his friend. Fun, but a little to time consuming to GM/work/enjoy down time from work... so ended. ))

"So what exactly are we looking at... how much trouble will that thing out there be?" She turns to DeeV8


Awesome. Didn't mean to doubt at all. I am re reading the rules every time. Just trying to get it right myself. Starship combat is cool, but goes a bit slow. Thanks for being on top of it!


Male Android Mechanic 3
Ongoing Conditions:
Void Death () 1/2 saves, 1 Str Damage
Ammo:
Rifle(1) battery 1 (0) battery 2 (6)
Vitals:
Stam: 21/21 | HP: 22/22 | Resolve: 3/5 | KAC: 17 EAC:15 | Fort: 4, Ref: +5, Will: +1 (+2 Spells/Spell Like Abilities, +2 vs Disease/Mind-affecting/Poison/Sleep)| Init: +2, Perception: +6 (Low-Light&Darkvision 60)

Yon stops looking at Sybils project and quickly moves to the engineering station. Hearing the other shops response, Yon quickly deduces the following:
I do not believe they are friendly, it would be advisable to take evasive and likely hostile action in response to their statement.

I will attempt to divert power to computers, Dee, to help assess our situation.
Engineering, Divert: 1d20 + 11 ⇒ (12) + 11 = 23
Should give a +2 to all Science officers this round.


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)

As the battle alarm is raised among the crew, Tylur nods to Clara and races to the ship's turret, punching up the controls to bring the Maiden's particle beam to bear.

"Can't we take to space one time without drawing fire...!?" he grumbles into his comm, "Sybil, I'll track them from here, but Clara's gonna need you to maneuver to get a lock with the laser cannons. Look alive people! Let's get through this so we can go home!"

OOC: I'm unsure of all the bonuses/penalties in play, or if we've reached the attack phase yet. Does the Maiden provide any bonuses from its computer systems?

Gunnery check: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 3d6 ⇒ (3, 2, 4) = 9


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)

"Thank you Yon, I will attempt a scan our attackers." Dee replied, fingers dancing across the science station's terminal. Sending out a scan from the Maiden's sensors to find out exactly what they were up against.

Scanning the ship: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22


DC of scanning is 5 + 1.5* tier + defense.. So DC 10. So you beat it by 12. So 3 items

DeeV8 sends a scan pulse to the other machine and runs it through the local database and finds the following information about the ship.

Other ship stats:

1. Living room Complement: 6
2. Classification: Small LIght freighter
3. Size: Small
4. Speed: 12
5. Maneuverability: good (turn 1)
6. Ac: 15
7. TL: 15
8. Hull Points: 40
9. Shields: 40 (Forward 10, Port 10, Starboard 10, Aft 10)
10. PCU 120
11. 1 weapon scanned: Light plasma torpedo launcher (3d8)

With Tylur shooting the turrent, Clara goes to shoot as well. She uses the forward Gyrolaser. Using the ship's bonus CPU time to provide a small bonus.
Gunnery Check: 1d20 + 2 + 4 + 1 ⇒ (13) + 2 + 4 + 1 = 20
Damage: 1d8 ⇒ 1

The Other ship fires on to the Maiden. A missile launches out and heads straight for the ship's front shields.
Gunnery check: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Damage: 3d8 ⇒ (1, 8, 8) = 17 The 1 turns to a 2 so 18 damage

Along with the missile a beam of particles starts to bombard the front of the ship as well. This one does not seem to go through the ship's shields at all.
Gunnery check: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14

---End of round 1---
Enemy Pilot: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Engineering Divert DC 13: 1d20 + 7 ⇒ (11) + 7 = 18 Restore 6 shields to front
Captain: 1d20 + 7 ⇒ (16) + 7 = 23
Science officer DC 13: 1d20 + 6 ⇒ (18) + 6 = 24 Moves shields around from aft to front

Note: Your ship can give +2 to computers, + 1 to piloting, and 2x +1s to anything. Clara took one of the +1 last round for the gun.

Sybil if you are lower than 12 move first. Otherwise I will go.

Round 2
Sunrise Maiden

Stats:

HP: 52/55, Shields: f:0, p:15, s:15, a:15

Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2

Enemy Ship

Stats:

HP: 40/40, Shields: f:10, p:10, s:10, a:6

Captain
Pilot
Engineering
Science Officer
Gunner 1 +4 to roll from captain
Gunner 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

"Thanks, Dee," Zam says as she ensures the opposing ship's vitals are broadcast to all.

"Great shot Tylur, now le--" Zam clutches her panel as the ship rocks from the impact of the enemy fire and warning sirens blare throughout the ship.

"Yon, assessment. Tylur, see if you can't return the sentiment. Sybil, hmmmm..." Zam is pretty unskilled in piloting. "...continue being awesome."

Diplomacy to encourage Tylur DC 15, expertise: 1d20 + 12 + 1d6 ⇒ (5) + 12 + (1) = 18 +2 on your next gunnery check.


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)

"Roger that. They pack quite a punch, but we've got some powerful guns, too." Tylur pushes down on the turret's foot-pedal to rotate it as he tracks the enemy ship's movement. "C'mon, you bony bastards! You don't know who you're messin' with..."

Gunnery check with Encourage bonus: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage: 3d6 ⇒ (5, 1, 2) = 8

"That oughta put a dent in 'em!" the soldier snarls, "Clara? They're coming around your way again! Let'em have it!"


Male Android Mechanic 3
Ongoing Conditions:
Void Death () 1/2 saves, 1 Str Damage
Ammo:
Rifle(1) battery 1 (0) battery 2 (6)
Vitals:
Stam: 21/21 | HP: 22/22 | Resolve: 3/5 | KAC: 17 EAC:15 | Fort: 4, Ref: +5, Will: +1 (+2 Spells/Spell Like Abilities, +2 vs Disease/Mind-affecting/Poison/Sleep)| Init: +2, Perception: +6 (Low-Light&Darkvision 60)

Yon's eyes flicker over the screen for several moments. Copy, Captain Zam, front shields are down, and we have recieved minor hull damage as well.

Attempting to divert power to the shields."

Engineering: 1d20 + 11 ⇒ (5) + 11 = 16
Hshould be good for 7 units of shield I believe.


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 taps at the controls to bring the ship about... Pilot Check: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 "Guess we have our answer of them not being friendly or not..." says to the others behind her.

(will move after you)


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)

"You are welcome Cap'in." Dee replied, looking over at the Lashunta. Fingers continued to click on the station's keys, attempting to attack the other ship's weapons systems.

Computers targetting Weapons: 1d20 + 9 ⇒ (6) + 9 = 15


The enemy ship does a strange loop in front of you. Lining up its guns again for a frontal assault.

Sybil. Why don't you move, and do any weird tricks you wanted to do. Then we will resolve attacks and stuff.

Round 2
Sunrise Maiden

Stats:

HP: 52/55, Shields: f:7, p:15, s:15, a:15

Captain - Boost Gun
Pilot
Engineering - Replenish 7 shields
Science Officer - Targets Weapons
Gunner 1 - Turrent - 25 to hit. 8 damage
Gunner 2 - Clara will go after movment

Enemy Ship

Stats:

HP: 40/40, Shields: f:10, p:10, s:10, a:6

Captain
Pilot
Engineering
Science Officer
Gunner 1 +4 to roll from captain
Gunner 2


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)

(( Moved... and for Round 3 to keep things moving.))

Round 3 Pilot Check and RP:
Pilot Check: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
The hallfing seems to be getting a hang of of how the ship handles as she has it whirl about on the the new foe.


The ships fire off at eachother! With the Maiden aimed at the other ship's flank guns flare to life.

The enemy ship fires off a missile that loops around and attempts to strike the Maiden. Along with a coilgun on its side.

Missile: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 Hit hits Port shields
Damage: 3d8 ⇒ (5, 6, 5) = 16
Coilgun: 1d20 + 7 ⇒ (20) + 7 = 27 Critical damage, hits Forward shields
Damage: 4d4 ⇒ (3, 1, 2, 1) = 7

The coilgun just hits the shields, and does not hit the critical systems on the ship.

Clara mans the forward gyrolaser again shooting at the ship/
Clara: 1d20 + 2 + 4 + 1 ⇒ (13) + 2 + 4 + 1 = 20 Port hit
Damage: 1d8 ⇒ 7

Critical damage on enemy ship: 1d100 ⇒ 55
Weapons Array
Arc critted: 1d4 ⇒ 4 Port

---- Next round ----
Enemy Pilot: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Ok I have moved my person

Sunrise Maiden

Sunrise Maiden Stats:

HP: 51/55, Shields: f:0, p:0, s:15, a:15

Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2

Enemy Ship

Enemy Stats:

HP: 27/40, Shields: f:3, p:0, s:10, a:6
Port weapons are glitching.

Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2

Post not 100%. Baby woke up from nap haha. You guys can do your rolls and I will get my rolls in there soon. I think I tracked everything right.


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's fingers taps the science console sending information to the gunners to target the enemy ship's engines.

1d20 + 9 ⇒ (12) + 9 = 21


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 Trask wrote:

"Pour it on'em!" Tylur shouts over the comm, "We just got this ship! Let's try not to lose her in its first dogfight in year!"

Gunnery check:

Spoiler:

Gunnery check with Encourage bonus?: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage: 3d6 ⇒ (4, 5, 5) = 14


Science: 1d20 + 6 ⇒ (10) + 6 = 16 - Balance shields
Engineering: 1d20 + 7 ⇒ (17) + 7 = 24 - Boost Shields
Captain: 1d20 + 7 ⇒ (15) + 7 = 22 - Demand +4 Gun

Sunrise Maiden

Sunrise Maiden Stats:

HP: 51/55, Shields: f:0, p:0, s:15, a:15

Captain
Pilot - I think Sybil moved. Positioned right behind Enemy now
Engineering
Science Officer - Targeted Engines
Gunner 1 - Roll done. Waiting on other checks to resolve
Gunner 2

Enemy Ship

EnemyStats:

HP: 27/40, Shields: f:7, p:6, s:6, a:6
Port weapons are glitching.

Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2


Male Android Mechanic 3
Ongoing Conditions:
Void Death () 1/2 saves, 1 Str Damage
Ammo:
Rifle(1) battery 1 (0) battery 2 (6)
Vitals:
Stam: 21/21 | HP: 22/22 | Resolve: 3/5 | KAC: 17 EAC:15 | Fort: 4, Ref: +5, Will: +1 (+2 Spells/Spell Like Abilities, +2 vs Disease/Mind-affecting/Poison/Sleep)| Init: +2, Perception: +6 (Low-Light&Darkvision 60)

"This ship appears to be more formidable than our previous opponent was, shields are down again it would seem. I shall continue trying to divert our extra power into them."
Inwardly Yon cringed at risking too much damage reaching this beautiful new (relative to him) ship.
Engineering, Divert to Shields: 1d20 + 11 ⇒ (4) + 11 = 15
So 4 to forward and 3 to Port?


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
Tylur wrote:
"We just got this ship! Let's try not to lose her in its first dogfight in year!"

"Not a chance! Let's show these hollow-headed bozos they can't just bully us around! Fire at will!"

Diplomacy DC 15 to encourage Tylur: 1d20 + 12 + 1d6 ⇒ (1) + 12 + (3) = 16 phew, +2 on gunnery check


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 lines up another shot on their attacker, monitoring the Maiden's positioning relative to the enemy ship. The turret swivels as he keeps it on the targeting scope, draws upon some of the ship's processing power to run an anticipation algorithm...

Gunnery check:

Spoiler:

Attack w/ Particle Beam and Encourage bonus and Ship's Computer bonus: 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20
Damage: 3d6 ⇒ (1, 3, 1) = 5 (If 1's become 2's, that'll be 7 total damage)

"I think I may have nicked him a little. Not a direct hit. Bring us back around, Sybil. I want another shot at him!"


Going with Tylur's old check. New one will be next round

The sunrise maiden shoots forward into the enemy's aft. With DeeV8's targetting of the engines the weapon fired by Tylur crashings into the weapon platform as well as the engines.
Clara shoots the forward guns as well.
Clara Gyrolaser: 1d20 + 2 + 4 + 1 ⇒ (17) + 2 + 4 + 1 = 24
Damage: 1d8 ⇒ 1

15 total damage to enemy ship
The enemy ship's aft shields get torn apart, weapon fire striking the hull.
Critital damage: 1d100 ⇒ 39
Weapon crit: 1d4 ⇒ 1
The blasts strike the forward gun weapons.

The enemy ship fires onto the Maiden. First a missile flies out and is going to twist around and strike the port side. Since the enemy ship does not have an aft gun port only the missile is launched.

Forward torpedo (not glitching yet): 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27
Damage: 3d8 ⇒ (8, 8, 7) = 23
Critital damage: 1d100 ⇒ 45
Critital damage: 1d100 ⇒ 66
Weapon crit: 1d4 ⇒ 3

The missile strikes through the shields and blows against the port of the maiden. Rocking the entire ship as you hear multiple crashing explosions. Sparks start to fly in the various stations. Everyone can tell that the Weapons and the aft gun port are starting to glitch and cause some major issues.

------------ New Round ----------
Enemy Pilot: 1d20 + 8 + 1 - 2 ⇒ (13) + 8 + 1 - 2 = 20
Enemy Captain: 1d20 + 7 ⇒ (8) + 7 = 15 fail
Enemy Engineering: 1d20 + 7 ⇒ (11) + 7 = 18 Restore shields
Enemy Science: 1d20 + 6 ⇒ (7) + 6 = 13 Success redistribute shields

Sunrise Maiden Stats:

HP: 31/55, Shields: f:4, p:0, s:15, a:15
Aft weapons gliching. -2 to all with reverse
Engins gliching: -2 to pilot checks.

Captain
Pilot - Remember to take -2. If you beat 20 then I will go first.
Science Officer
Gunner 1 - Tylur already rolled

his rolls:

To hit: 20
Damage (1,3,1) = 5 (unless 1s become 2)

Gunner 2

Enemy Ship Stats:

HP: 18/40, Shields: f:7, p:6, s:6, a:6
Port weapons are glitching. -2 guns
Forward weapons are glitching. -2 guns
Engines are gliching -2 pilot

Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2


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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 is thrown forward onto her command console, accidentally activating the media relay. An old tune starts to play over the speakers. "Gah!" she cries, quickly shutting it off. Thankfully music has evolved since then.

"Report! Are shields online? Great shooting you two, keep it up! We're gonna show them what it means to be Starfinders!"

Diplomacy DC 15 encourage Tylur: 1d20 + 12 + 1d6 ⇒ (2) + 12 + (3) = 17 +2 on this round's check


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)

"On it!" the halfling cried out as she taps the crontls to bring the ship about. "But This may not work as intended..."

Piloting Check: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12

(Moved)


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)

since engineering is dealing with the shields, I'm going to have Dee scan their ship. Updated systems check

"I'm going to scan them to get an update on their systems." Replied the Elf-droid, fingers dancing about the console.

ship scan: 1d20 + 9 ⇒ (16) + 9 = 25


Male Android Mechanic 3
Ongoing Conditions:
Void Death () 1/2 saves, 1 Str Damage
Ammo:
Rifle(1) battery 1 (0) battery 2 (6)
Vitals:
Stam: 21/21 | HP: 22/22 | Resolve: 3/5 | KAC: 17 EAC:15 | Fort: 4, Ref: +5, Will: +1 (+2 Spells/Spell Like Abilities, +2 vs Disease/Mind-affecting/Poison/Sleep)| Init: +2, Perception: +6 (Low-Light&Darkvision 60)

Yon falls out of his chair as the ship rocks. Responding to Zam:
"Sending additional power to shields as soon as I return to my post.

Yon does a scamper of sorts, using Trianna to optimize his movement paths to return to his seat as efficiently as possible.

He and Trianna then focus on rapidly operating the power grid to restore as much shields as he could.
Engineering: 1d20 + 11 ⇒ (19) + 11 = 30
Divert for shields


Scan results:

Current HP and shields revealed to you (you can see them blow)

It is also carrying a Light Plasma torpedo launcher and Light particle beam on the front.
Port and Starboard both have a coil gun

The enemy ship chases after the Maiden and lines up a shot on the weakest shields (port side).

Clara goes to fire from the port side onto the enemy.
Light Laser Canon: 1d20 + 2 + 4 + 1 ⇒ (10) + 2 + 4 + 1 = 17
Damage: 2d4 ⇒ (2, 1) = 3

The enemy ship fires both another torpedo and its Light Particle beam.

Torpedo: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Damage: 2d8 ⇒ (3, 2) = 5
Beam: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Damage: 3d6 ⇒ (1, 5, 4) = 10

The damage rips through the Port shields and into the hull.

Tylur and Clara's shots also rip through their forward shields and hit hull.

Maiden crit: 1d100 ⇒ 75
The Sunrise Maiden's Engines start to malfunction. You all feel another jerk as the engine's start to sputter. Though they are still working.

---------New round-----------
Captain: 1d20 + 7 ⇒ (11) + 7 = 18 +4 to Gun 1
Science: 1d20 + 6 ⇒ (10) + 6 = 16 Target Engines
Engineering: 1d20 + 7 ⇒ (20) + 7 = 27 Repair shields
Pilot: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23

Sunrise Maiden Stats:

HP: 20/55, Shields: f:7, p:0, s:15, a:15
Aft weapons gliching. -2 to all with reverse
Engines Malfunctioning: -4 to pilot checks. And no Push actions

Captain
Pilot
Science Officer
Gunner 1
Gunner 2

Enemy Ship Stats:

HP: 17/40, Shields: f:2, p:8, s:7, a:7
Port weapons are glitching. -2 guns
Forward weapons are glitching. -2 guns
Engines are gliching -2 pilot

Captain
Pilot
Engineering
Science Officer

Gunner 1
Gunner 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

Going full offense here

Zam barely avoids being thrown from her chair as the enemy weapons rock the ship. Glitching engines and weapons, both their offense and defense is compromised. What to do, what to do. Running away feels wrong, especially after everything they've survived so far.

"Fire at will! Everything we've got!" she yells.

diplomacy DC 15 to encourage Tylur: 1d20 + 12 + 1d6 ⇒ (7) + 12 + (4) = 23 +2 to Tylur's gunnery check.


Looking back.. There have been 4 torpedos. last one I rolled wrong damage dice.

Extra dice to damage: 1d8 ⇒ 3
Puts the Maiden's HP at 17 not 20. Both ships have the same remaining

You would know that after 5 torpedos it would take 10 minutes of out of combat to recharge them. So you can likely expect 1 more coming at you


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)

Pilot Check: 1d20 + 9 + 1 - 4 ⇒ (17) + 9 + 1 - 4 = 23

"Alright girl, lets get through this..." Sybil says to the ship as she wheels about on the controls trying to find a good position for her colleagues.


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)

"Hold together!" Tylur snarls as he triggers the Maiden's main weapon system once again.

Gunnery check:

Spoiler:

Attack w/ Particle Beam and Encourage bonus and Ship's Computer bonus: 1d20 + 6 + 2 + 2 ⇒ (14) + 6 + 2 + 2 = 24
Damage: 3d6 ⇒ (2, 4, 3) = 9


You have more Pilot ranks so you win. I moved

The enemy ship flies forward. Looking to almost be trying to escape, but not going at full speed.

Sunrise Maiden Stats:

HP: 20/55, Shields: f:7, p:0, s:15, a:15
Aft weapons gliching. -2 to all with reverse
Engines Malfunctioning: -4 to pilot checks. And no Push actions

Captain - +2 to Tylur
Pilot - Can still move
Science Officer
Engineering
Gunner 1 - Already rolled
Gunner 2

Enemy Ship Stats:

HP: 17/40, Shields: f:2, p:8, s:7, a:7
Port weapons are glitching. -2 guns
Forward weapons are glitching. -2 guns
Engines are gliching -2 pilot

Captain
Pilot
Engineering
Science Officer
Gunner 1
Gunner 2

Science and Engineering still need to go. I might Bot if I have time to do a bigger post tomorrow.


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 targets the ship's weapons systems. "Targeting the ship's weapons array, fire at will!"

computers target ship's weapons: 1d20 + 9 ⇒ (12) + 9 = 21


Male Android Mechanic 3
Ongoing Conditions:
Void Death () 1/2 saves, 1 Str Damage
Ammo:
Rifle(1) battery 1 (0) battery 2 (6)
Vitals:
Stam: 21/21 | HP: 22/22 | Resolve: 3/5 | KAC: 17 EAC:15 | Fort: 4, Ref: +5, Will: +1 (+2 Spells/Spell Like Abilities, +2 vs Disease/Mind-affecting/Poison/Sleep)| Init: +2, Perception: +6 (Low-Light&Darkvision 60)

Yon continues trying to push power towards the shields.
Our ships does not seem to be doing well... The android offers up in a matter of fact tone.
Engineering: 1d20 + 11 ⇒ (8) + 11 = 19


The maiden's shields recharge a little. Recharging the forward shields and a little to the port shields.

With the maiden right up behind the enemy ship you can see the damaged ship.
Clara goes to fire the forward gun as well.
Clara Gyrolaser: 1d20 + 2 + 4 + 1 ⇒ (13) + 2 + 4 + 1 = 20
damage: 1d8 ⇒ 6

The enemy ship fires its last topedo aiming at the same port side it has been hitting.
Light plasma Torpedo: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
Damage: 3d8 ⇒ (6, 6, 8) = 20
Ripping through the port shields and burning through large portions of the ship.

Criticals:

Sunrise: Target Engines.

Enemy: Science Office Guns. Which guns: 1d4 ⇒ 3 no port guns.. So Starboard

---Next round---
Captain: 1d20 + 7 ⇒ (2) + 7 = 9 failed
Science: 1d20 + 6 ⇒ (9) + 6 = 15 Target powercore
Engineering: 1d20 + 7 ⇒ (2) + 7 = 9 fail at repair shields
Pilot: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8

The Maiden's Engine's are broken. So unless Yon wants to hold it together The Maiden can't move. Don't want to assume.

Sunrise Maiden Stats:

HP: 3/55, Shields: f:11, p:0, s:15, a:15 

Aft weapons gliching. -2 to all with reverse 

Engines Wrecked: All Pilot checks fail unless engineer holds it together

Captain

Pilot - Can't do anything unless Yon Holds it together
Science Officer 

Engineering 

Gunner 1
Gunner 2

Enemy Ship Stats:

HP: 9/40, Shields: f:2, p:8, s:7, a:0 

Port weapons are glitching. -2 guns 

Forward weapons are glitching. -2 guns 

Starboard weapons glitching - 2 guns.
Engines are glitching -2 pilot

Captain 

Pilot 

Engineering 

Science Officer 

Gunner 1 

Gunner 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

"We aren't going anywhere, regardless, if they last long enough to fire on us again. Tylur, I know you can do this!"

Diplo DC 15 to encourage Tylur: 1d20 + 12 + 1d6 ⇒ (2) + 12 + (2) = 16


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)

"Bah! I'm giving it everything we've got!" Tylur swivels in the turret again, firing both the ship's particle beam and slaving the aft flak thrower to trigger as well, in case any more missiles come their way.

OOC: Fire at Will action...

Gunnery check:

Spoiler:

Attack #1 w/ Particle Beam and Encourage bonus and Ship's Computer bonus: 1d20 + 6 + 2 + 2 - 4 ⇒ (14) + 6 + 2 + 2 - 4 = 20
Damage: 3d6 ⇒ (2, 5, 1) = 8 (OOC: Or 9 points, if 1's become 2's)
Attack #2 w/ Laser Cannon and Encourage bonus and Ship's Computer bonus and Aft weapons glitch penalty: 1d20 + 6 + 2 + 2 - 4 - 2 ⇒ (17) + 6 + 2 + 2 - 4 - 2 = 21
Damage: 3d4 ⇒ (4, 4, 2) = 10


Male Android Mechanic 3
Ongoing Conditions:
Void Death () 1/2 saves, 1 Str Damage
Ammo:
Rifle(1) battery 1 (0) battery 2 (6)
Vitals:
Stam: 21/21 | HP: 22/22 | Resolve: 3/5 | KAC: 17 EAC:15 | Fort: 4, Ref: +5, Will: +1 (+2 Spells/Spell Like Abilities, +2 vs Disease/Mind-affecting/Poison/Sleep)| Init: +2, Perception: +6 (Low-Light&Darkvision 60)

well then... I think I'll do just that.
A silver drop of metallic liquid rolls down the side of Yon's face, the only obvious thing revealing his worry over their ship. Worry and doubt creep into his mind, desire to learn his unknown past, troubles him for a moment.

Trianna then beeps advice and reassurances to the Androids logic driven mind. The message was simple in concept: without focus now, the likelihood of seeing another day would be much less.

Yon confidently begins inputting commands to keep the engines together.
Engineering, Hold it together!: 1d20 + 11 ⇒ (20) + 11 = 31
The engines should still be operational, Agent Sybil. He rattles off, repeating Trianna's assessment outloud.


Sunrise Maiden Stats:

HP: 3/55, Shields: f:11, p:0, s:15, a:15 

Aft weapons gliching. -2 to all with reverse 

Engines Wrecked: All Pilot checks fail unless engineer holds it together
-- Being held together so it is only a -2 to Pilot checks now

Captain

Pilot - If you beat 8 I will go first.
Science Officer 

Engineering 

Gunner 1
Gunner 2

Enemy Ship Stats:

HP: 9/40, Shields: f:2, p:8, s:7, a:0

Port weapons are glitching. -2 guns 

Forward weapons are glitching. -2 guns 

Starboard weapons glitching - 2 guns.
Engines are glitching -2 pilot

Captain 

Pilot 

Engineering
Science Officer
Gunner 1 

Gunner 2


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)

"Don't know what you did there Yon... You are some sort of magic there..." She says back to the android mechanic.

She whips the ship about to get some distance but still trying to be effective.

Pilot Check: 1d20 + 9 + 1 - 2 ⇒ (3) + 9 + 1 - 2 = 11


With Yon holding the ship together and Sybil's skills they have better choice of positions.

I moved other ship. You can move yours.

Dee can still go as well.

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