DM Nex's Dead Suns

Game Master NeoEvaX

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: 8/15 | HP: 19/19 | 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 takes a good look at the spire to determine it's structural pillar has any sort of structural significance to their current position.

Assisting Engineering: 1d20 + 8 ⇒ (3) + 8 = 11

"Do you need medical assistance Sybil?" Dee asked, her attention turning to her Halfling companion.

Will Save: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15

+2 if mind effecting*


EAC 15| KAC 15 | sp 18 | hp 22 | resolve 5 | Fort +1, Ref +5, Will +3 |Init +6 | Perception +6

Will Save: 1d20 + 3 ⇒ (5) + 3 = 8

Life Science: 1d20 + 3 ⇒ (14) + 3 = 17

Culture: 1d20 + 7 ⇒ (1) + 7 = 8

Hopefully they don'T want to trade us with the plant...


Male human spacefarer soldier (Starfinder forerunner) 3
Vitals:
Stamina: 24/24 | HP: 25/25 | Resolve: 4/4 | KAC: 22 EAC: 20 | Fort: +4, Ref: +4, Will: +3 | Melee: +5 | Ranged: +6 | Thrown: +5 | Init: +3, Perception: +1
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

Will save: 1d20 + 3 ⇒ (3) + 3 = 6

"A platform, Lefty?" Tylur looks up at the spire, tracing its length with his eyes in attempt to spot any handholds that might help in climbing it. "It might not be a bad idea to scale the thing and see if we can get our bearings on the path our quarry took. Or, failing that, maybe we can sight the next landmark in Halkueem's journal? I'm willing to give it a go if the rest of you can cover me..."


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 4/4: 1/1 day Healing Touch: 1/1 day
Mystic 3 | Stam: 18/18 | HP: 14/20 | Resolve: 4/4 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +7 (9 vs Fear)| Melee: +1 | Init: +2, Perception: +12 (Infrared Sensors)

Sybil looks to Dee and she seems to be considering a reply for several moment, "Urrr... maybe... I feel all stiff, but maybe with some rest it will pass."

"I just got a bad feeling about this place... and as much as I am in for exploring and getting into trouble, we have a daunting task ahead of us." The halfling states to the others hoping they head her warning, "We can always come back..."

Looking over to Tylur, "I think we can easily get our bearings as it were another way... once I see the stars, I will know where we are."


Website with game info

Ahri is able to piece together that these creatures are a pack. They seem to work in concert, but you also get the impression they are "working" with something else. Maybe trying to lure you somewhere. To their benefit. They don't want to risk themselves too much.

As you are all talking, Ahri, Tylur, and Sybil start to feel a strong urge. An urge to move toward the pillar. Must do double move toward pillar on your turn

New Init:

Ahri Init: 1d20 + 6 ⇒ (11) + 6 = 17
Tylur Init: 1d20 + 3 ⇒ (14) + 3 = 17
Sybil Init: 1d20 + 2 ⇒ (20) + 2 = 22
Dee Init: 1d20 + 3 ⇒ (19) + 3 = 22
Lefty Init: 1d20 + 2 ⇒ (14) + 2 = 16

V: 1d20 + 3 ⇒ (4) + 3 = 7

Round 1
Dee, Sybil(drawn to pillar), Ahri(drawn to pillar), Tylur(drawn to pillar), Lefty <--
V

The small creatures are going to stay out of your way. The ones to the north would escape into the trees.

Those of you being drawn to it, can do another save to resist it the following round


EAC 15| KAC 15 | sp 18 | hp 22 | resolve 5 | Fort +1, Ref +5, Will +3 |Init +6 | Perception +6

I get the feeling those little bastards work as a pack. And they might work together with something else. Probably that's why they want us to go there. It would be good for them if we go there. Maybe good for us too...

Ahri suddenly bites her lip and watches towards the pillar with a strange look on her face.

Seems so interesting...I get what you are saying about the place Sybil...but it seems really so interesting.

She starts moving towards the pillar. Taking the double move.

Gotta go there and see for myself. You should come too!

Will Save: 1d20 + 3 ⇒ (19) + 3 = 22


Male Lashunta (Korasha) cyberborn Mechanic 3 | Stamina 3/18 | HP 22/22 | Resolve 3/3 | KAC 16, EAC 14 | Fort 3, Ref 5, Will 0 | +4/5 attack | Init: +2, Perception: +6, SM: -1 | Condition: Sluggish
Ammo/Abilities:
laser 40(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 0/1 Detect Thoughts; Daze; Psychokinetic Hand

"Hey guys? Guys! Where are you guys going?" Lefty asks, not too oblivious to notice (for once).
30' move closer and ready action to daze the next person who moves closer... After this round xD


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 4/4: 1/1 day Healing Touch: 1/1 day
Mystic 3 | Stam: 18/18 | HP: 14/20 | Resolve: 4/4 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +7 (9 vs Fear)| Melee: +1 | Init: +2, Perception: +12 (Infrared Sensors)

The halfling then, without word to anyone, pushes away from the rock and moves towards the obelisk...

Double Move taken.

Will Save: 1d20 + 7 ⇒ (16) + 7 = 23


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 8/15 | HP: 19/19 | 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)

"What is going on? Something seems to be amidst here. Sybyl, Ahri, Tylur? Lefty scan the area, stay alert!" Dee replied looking around, wondering why their last foe seemed rather excited in the party's current situation.

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