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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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 assists Tylur digging the grave, finding the entire ceremony intriguing. Afterward, she thinks about Tylur's question and shakes her head. "Unfortunately, that is beyond my magical expertise." The elf-droid replied. Dee's was more technological base, dealing in damage instead of healing. That suited her just fine, considering Sybil had that covered.

"Thank you Sybil." replied the Technomancer taking the magical pellet from her halfling companion.


Sybil looks up to the stars, interpreting their small twinkles and flashes. Nothing moves, but they still speak to her through other methods. Focusing on Dr. Solstarni Sybil gets a clear picture that she is further away, along the path you follow now. You get the sense she is climbing a mountain. Her movement vector seems to have a slow upward trajectory.

With a better idea of where your end goal is, you continue forward. The first half of the day is uneventful, but a little after when you would want your second meal, somehow stifled by the magic of Sybil, the trees start to get sparser and sparser, forming a broad clearing centered on an immense stone statue of a reclining elf who’s skin bears dozens of raised markings like painful welts. The figure rests on one partially buried elbow while extending its other hand toward the sky. The elf’s simple robe and hair are both sculpted of heavily weathered metal that has corroded entirely in places. Numerous tumbling outbuildings ring the clearing where only mosses and a few stubborn stunted trees grow.

You are all staying in the treeline for now. But from where you are are, the crumbling outbuildings are about 80 feet. Beyond the outbuildings the huge elf statue is about another 100-150 (depending on the angle)


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

{Hey the statue!}

After seeing the statue (and pausing to think of what kind of control panel a statue might have), Lefty addresses Sybil "uhh, know how we can use it to help Ahri?"


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)

"It's a bit more than just a statue," Tylur remarks, "Those outbuildings must have served a purpose in the past, but now they might be home to more threats. Not that I'm paranoid, because everything we've seen since coming to this continent has tried to kill us..."

"Lefty? Dee? Can you spot anything moving down there with your scopes?"


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

Lefty shrugs, pops open a small control panel in his left arm, pushes some buttons, and looks around.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18


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)

"If we got closer, Dee or myself could tell if there was magic still within the statue... but we risk whatever is around this place. Or we move on." Sybil says making her own observations.

The halfling tries to tell if there is anything of note about from this distance...

Perception: 1d20 + 14 ⇒ (1) + 14 = 15 And... moving on... ;)


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)

"I believe I can, perhaps a tactical approach is warranted here?" Asked the Elf-Droid raising her weapon to look around within the area. Holding her position, she cautiously looked about before moving any further.

perception: 1d20 + 4 ⇒ (19) + 4 = 23


GM ROLLS:

1d20 + 13 ⇒ (2) + 13 = 15

1d20 + 11 + 10 ⇒ (3) + 11 + 10 = 24

As the group looks on, they see the sparse outbuildings. Mostly just crumbling walls. Looks like cover to a trained soldier, but not much else. Beyond that is the statue itself. None of you see anything else.

This clearing seems oddly quiet.

Moving over to Google Sheets. I think its faster to load, and more likely to work for other people. Here is link Link . I am also adding it to the top of the page.

Of note, each square is technically 10 feet.. so you can be more clumped if you wish. Let me know if you have any questions


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 looks to the others and says as a matter of fact, "Well... we know we are going in there. Myth or not, we have to check this out and see if we can help Ahri more than we are now..."'

"So lets be careful and do this smart like... move in slow and watch for any sign of trouble... and casts a gaze over at Zhelaeuss, "And let's not piss off the locals this time.

With that she starts up with the others...

Stealth: 1d20 + 5 ⇒ (12) + 5 = 17
Perception: 1d20 + 14 ⇒ (11) + 14 = 25


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

But being an idiot is fun :D

What'd I do? They started it! Lefty frowns, but doesn't complain out loud.
"Yes ma'am."
Double checking his heavy laser, Lefty takes the left flank...

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Stealth: 1d20 + 2 - 5 ⇒ (4) + 2 - 5 = 1


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)

"Alright. I'll take point since I'm better armored than the rest of you..." Tylur offers, "Stay alert...and if anything dangerous shows up, take cover until we can get a tactical read on it and decide how to deal with it..."

Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Stealth: 1d20 + 4 ⇒ (2) + 4 = 6

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