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Spectre begins some computations. "I am capable of opening their hanger, given enough time. Stop moving so much."
computers (expert rig): 1d20 + 26 ⇒ (4) + 26 = 30 If successfully hack into a computer, also disable one countermeasure installed in the system (except firewalls). In addition, counts as engineering or hacking specialty kit and counts computer with a tier equal to half level with the Artificial personality, hardened, or security I upgrade module.

GM Cellion |

My bad Jelico!
Spec lines up with where he thinks the control panel is likely to be for the hangar controls on the other side. He probes the area with his remote-access custom rig and does indeed manage to connect to something. The panel is unsecured, but opening the hangar while the ship is in flight requires an override - one he's not quite able to spoof with his hacking on his first attempt. There's no obvious sign of any consequences for the failed attempt, at least not from the outside of the destroyer.
You can try again Spec.

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I figured :)
I'm not familiar enough with the Maiden's systems to program the auto-pilot to do something outside the norm. But I'll see what I can do."
I have a big fat zero in computers. I'll put a piloting roll under this, if Cellion will let me use that. Otherwise, it'll have to be someone better with a computer.
Piloting: 1d20 + 24 ⇒ (7) + 24 = 31

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"Spec, do something useful and stay with the ship."
computers for auto-pilot: 1d20 + 24 ⇒ (1) + 24 = 25
pilot aid for auto-pilot: 1d20 + 20 ⇒ (7) + 20 = 27

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"Please refrain from assisting me. Your lack of subtlety will cause their ship to self-destruct," Spectre says to Ted as he attempts another hack.
computers: 1d20 + 26 ⇒ (17) + 26 = 43

GM Cellion |

Working together, Ted and Jelico program an autopilot path for the Sunrise Maiden, sending it off far from the battle with instructions to return upon receiving a signal. Ted contributes a layer of security to prevent Xix from tampering if she gets loose.
Meanwhile, Spec manages to override the hangar bay lock and cycles the hangar open. The massive wall of metal slides aside and you're all able to tumble inside, where gravity reasserts itself. You don't enter an airlock or anything similar, instead immediately entering the ship proper. It seems the Corpse Fleet's ships have their interiors exposed to vacuum! The hangar turns up to be entirely empty - its contents likely disgorged earlier in the battle.
You move swiftly through the halls until you find what seems to be the main fore-to-aft hallway, after which you beeline the bridge. The few low-level undead techs and soldiers you find along the way prove only minor obstacles. Eventually you arrive at the destroyer's bridge.
Map updated. Handouts updated.
This room is wide and open, with monitors at the far fore end displaying a font of information regarding both the mechanical issues plaguing the craft and the status of the battle. Dozens of seats around the perimeter of the room hold cybernetic zombies wired directly into the ship's systems. As a result, the bridge holds little of the chatter typical in ship's piloted by the living.
The bridge is not without its defenders. Four corpsefolk marines already stand with narrow clubs constructed of intertwined bones. Their weapons glow with a chilling frost. Standing on an elevated command platform is a gaunt looking drow who seems to be emitting a small amount of black smoke from open wounds on his body. He hold a pistol in one hand and a hammer in the other.
Isu: 1d20 + 6 ⇒ (3) + 6 = 9
Spectre: 1d20 + 8 ⇒ (8) + 8 = 16
Ted: 1d20 + 5 ⇒ (8) + 5 = 13
Jelico: 1d20 + 3 ⇒ (17) + 3 = 20
-----------------------
Enemy: 1d20 + 5 ⇒ (9) + 5 = 14
|||| INIT ||||
Jelico
Spec
??? Drow
Corpsefolk marine red
Corpsefolk marine blue
Corpsefolk marine green
Corpsefolk marine yellow
Ted
Arc
Isu

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"I will attempt to block any outgoing signals," Spectre says, ignoring the battle while attempting to jam their communications.
computers (remote): 1d20 + 26 ⇒ (7) + 26 = 33

GM Cellion |

-
1d20 + 19 ⇒ (2) + 19 = 21 3d6 + 13 ⇒ (2, 5, 6) + 13 = 26
The four marines advance, draw and throw grenades into the center of your group. You're showered with blasts of light, shrapnel and high intensity napalm.
Spec Reflex: 4d20 + 15 ⇒ (7, 13, 9, 13) + 15 = 57
Jelico Reflex: 4d20 + 6 ⇒ (1, 12, 17, 8) + 6 = 44
Arc Reflex: 4d20 + 8 ⇒ (7, 15, 7, 6) + 8 = 43
Ted Reflex: 4d20 + 9 ⇒ (19, 5, 2, 1) + 9 = 36
Isu Reflex: 4d20 + 7 ⇒ (2, 20, 8, 13) + 7 = 50
Spec shields himself from all of the bursts, but still takes some shrapnel and flames. (10 piercing, 8 fire) Jelico blocks one flash of light, but not the other, and gets temporarily blinded as well as pierced and badly burned by napalm (3 rounds blind, 10 piercing, 17 fire, starts burning for 3d6) Arc shields himself from every grenade, and his solar armor shields him from much of the injury (5 piercing, 2 fire) Ted gets caught by the second blinding burst as well as a full dose of shrapnel and napalm. (4 rds blind, 21 piercing, 17 fire, you start burning for 3d6) Isu gets caught off guard by the first blinding burst, but avoids most of the punishment from the other grenades. (blind 3 rds, 8 fire)
The undead drow captain grins silently in the vacuum, beckons at the group of you with his hammer, and then fires his pistol. The slug deflects off Spec's armor.
Ted burn: 3d6 ⇒ (6, 1, 5) = 12
Jelico burn: 3d6 ⇒ (1, 2, 2) = 5
Both of you make sure to make a reflex save at the end of your turn to end the burning
|||| INIT ||||
Ted (4 rd blind, 50 dmg, 3d6 burning)
Arc (7 dmg)
Isu (3 rd blind, 8 dmg)
Jelico (3 rd blind, 32 dmg, 3d6 burning)
Spec (18 dmg)
??? Drow
Corpsefolk marine red
Corpsefolk marine blue
Corpsefolk marine green
Corpsefolk marine yellow

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Isu roars in displeasure, and runs forward, swinging where he thought the enemies were standing.
cleave
blind check: 1d100 ⇒ 59
Xavra: 1d20 + 16 ⇒ (18) + 16 = 344d8 + 18 ⇒ (3, 5, 2, 5) + 18 = 33
Cleave!
blind check: 1d100 ⇒ 65
Xavra: 1d20 + 16 ⇒ (2) + 16 = 184d8 + 18 ⇒ (3, 3, 3, 3) + 18 = 30

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While his allies charge forward, Spectre locks onto the drow captain with his combat tracking, then fires.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 17 - 2 ⇒ (5) + 17 - 2 = 203d12 + 11 + 5 ⇒ (5, 11, 6) + 11 + 5 = 38

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"The drow scum is mine!" Arcalinte declares as he darts around the wall and attacks the yellow marine.
Entangling Wrack Devastation Blade: 1d20 + 18 ⇒ (7) + 18 = 252d8 + 17 ⇒ (1, 7) + 17 = 25
Photon 1

GM Cellion |

Despite his blindness, Isu slices true into one marine, though the second is able to dodge back away from his attack. Spec's shot skims just over the drow's shoulder as the captain ducks. The yellow marine takes a solid cut from Arc.
|||| INIT ||||
Ted (4 rd blind, 50 dmg, 3d6 burning)
Arc (7 dmg)
Isu (3 rd blind, 8 dmg)
Jelico (3 rd blind, 32 dmg, 3d6 burning)
Spec (18 dmg)
??? Drow
Corpsefolk marine red (33 dmg)
Corpsefolk marine blue
Corpsefolk marine green
Corpsefolk marine yellow (25 dmg)

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Ted turns invisible and feels his way out of the blast zone.
Invisibility on self: going to be useless while blind...
Save vs burning (REF): 1d20 + 9 ⇒ (18) + 9 = 27
INVISIBILITY T2
School illusion
Casting Time 1 standard action
Range touch
Targets one creature or object no more than 10 bulk/level
Duration 1 minute/level (D)
Saving Throw Will negates (harmless, object), see text; Spell Resistance yes (harmless, object)
The creature or object touched becomes invisible. If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.
The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe.
Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.

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"Again!?! Jellico shouts as he realizes that he can't see for a second battle.
He stumbles forward, almost tripping over...someone, he can't tell who, and throws a round of Shooting Stars over to where he hears the sounds of battle.
Shooting Stars: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Suddenly, he realizes that he's on fire as well as blind! He tries to pat out the flames.
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27

GM Cellion |

Unfortunately Jelico, you do need to be able to see a target to aim a "Target creature" spell. Feel free to replace with another spell if you'd like.
1d20 + 15 ⇒ (8) + 15 = 23 2d6 + 11 ⇒ (6, 1) + 11 = 18
1d20 + 15 ⇒ (12) + 15 = 27 2d6 + 11 ⇒ (1, 1) + 11 = 13
1d20 + 15 ⇒ (13) + 15 = 28 2d6 + 11 ⇒ (1, 6) + 11 = 18
-
1d20 + 19 ⇒ (4) + 19 = 23 3d6 + 13 ⇒ (4, 6, 1) + 13 = 24
The four corpsefolk marines engage Isu and Arc with their icy bone scepters. For both Isu and Arc, their armor and agility allow the two to fend off swings from both sides. The drow captain surveys the battle for a moment and then fires down at Spec with his pistol. The slug passes narrowly over Spec's shoulder, ricochets and starts flying wildly around the bridge until it lodges itself in a zombie tech. The drow narrows his eyes in annoyance.
|||| INIT ||||
Ted (3 rd blind, 50 dmg, invis)
Arc (7 dmg)
Isu (2 rd blind, 8 dmg)
Jelico (2 rd blind, 32 dmg)
Spec (18 dmg)
??? Drow
Corpsefolk marine red (33 dmg)
Corpsefolk marine blue
Corpsefolk marine green
Corpsefolk marine yellow (25 dmg)

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Ted drinks a Serum of Healing and listens for any spells being cast.
serum healing mk1: 1d8 ⇒ 3
Reactive Counter (Su)
Source SCOM
Whenever an opponent you’re aware of casts a spell, as a reaction you can cast dispel magic or greater dispel magic in an attempt to counter the spell, even if you didn’t ready an action or select that opponent. This magic hack doesn’t allow you to cast a spell that you don’t know, and you must expend a spell slot of the appropriate level to cast dispel magic or greater dispel magic in this way.
You must know dispel magic or greater dispel magic to select this magic hack.
DISPEL MAGIC M3 T3
School abjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one creature, object, spell, or spellcaster
Duration instantaneous
Saving Throw none; Spell Resistance no
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like abilities just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled.
You choose to use dispel magic in one of two ways: as a targeted dispel or as a counter.
Targeted Dispel: One creature, object, or spell is the target of the dispel magic spell. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as zone of truth). You must name the specific spell effect to be targeted in this way or otherwise uniquely identify it (such as “that burning wall” or “the spell that’s giving him those duplicates”). Attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you succeed, the spell ends. If you don’t specify a spell and there is more than one possible spell on the target, your targeted dispel attempts to dispel a spell at random.
If you target a force, an object, or a creature that is the effect of an ongoing spell (such as unseen servant), you attempt a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you attempt a dispel check against the item level (DC = 11 + the item level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. A magic item’s nonmagical physical properties are unchanged: a suppressed holy laser pistol is still a laser pistol. Artifacts and deities are unaffected by mortal magic such as this.
You can choose to automatically succeed at your dispel check against any spell you have cast.
Counter: You can use the energy of dispel magic to disrupt the casting of other spells. First, select an opponent and take the ready action to cast dispel magic when that target casts a spell. This is considered a purely defensive action. When that readied action is triggered, you cast dispel magic and must attempt a dispel check (1d20 + your caster level) to counter the other spellcaster’s spell. The DC is equal to 11 + the other spellcaster’s caster level. If the check is successful and the target is in range, the spell fails and has no result.

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Arcalinte flares his sword alight, and takes another swing at the yellow corpse marine!
Plasma Sheath! (Fire/Holy): 1d20 + 18 ⇒ (1) + 18 = 192d8 + 17 + 5 ⇒ (4, 8) + 17 + 5 = 34

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Shoot. Forgot that. I'll cast Reflecting Armor on myself instead then. Can I keep the Reflex save, though?
Jellico draws on of his guns and fires off a shot toward where he thinks Arc is.
Corona Laser Pistol hit: 1d20 + 8 + 4 + 1 ⇒ (5) + 8 + 4 + 1 = 18
Corona Laser Pistol damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5

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blind: 1d100 ⇒ 9
Isu can't see a thing, and is blindly lashing out. He repositions into the middle of the room with a guarded step.

GM Cellion |

Yep, Jelico, that reflex save is locked in and reflecting armor is up!
Botting Spec:
Conqueror vs eac, DA: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34 Damage (E+F): 3d12 + 16 ⇒ (3, 11, 8) + 16 = 38
-
1d20 + 15 ⇒ (9) + 15 = 24 2d6 + 11 ⇒ (2, 3) + 11 = 16
1d20 + 15 ⇒ (4) + 15 = 19 2d6 + 11 ⇒ (5, 4) + 11 = 20
1d20 + 15 ⇒ (1) + 15 = 16 2d6 + 11 ⇒ (6, 6) + 11 = 23
-
1d20 + 19 ⇒ (19) + 19 = 38 3d6 + 13 ⇒ (4, 3, 2) + 13 = 22
Isu, note that the darker grey area is an elevated platform with a railing (5 ft above), so you can't straddle the area. I've moved you down one square.
The marines coordinate to surround Isu and then continue their assaults upon the two close-range fighters. Isu is struck twice by icy batons. Each time, his thermal capacitor weakens the pulses of cold that radiate off the weapons (taking 25 dmg after resist) The other two attack Arc, but find little success as he parries their attacks.
The drow captain grimaces as Isu now blocks his view. He fires down at the guy in power armor! He hits cleanly, but Isu's DR lessens the injury. (11 dmg after DR)
|||| INIT ||||
Ted (2 rd blind, 50 dmg, invis)
Arc (7 dmg)
Isu (1 rd blind, 44 dmg)
Jelico (1 rd blind, 32 dmg)
Spec (18 dmg)
??? Drow (38 dmg)
Corpsefolk marine red (33 dmg)
Corpsefolk marine blue
Corpsefolk marine green
Corpsefolk marine yellow (25 dmg)

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Ted spends another few seconds being completely useless. He replaces his weapons' batteries and makes sure his grenades all have pins in them.

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Some light beings to filter in at the very edges of Jellico's vision, but it's not quite enough to see what's going on. He focuses on the sounds of battle in front of him and fires off another shot. Hopefully hitting Green
Corona Laser Pistol hit: 1d20 + 8 + 4 + 1 ⇒ (17) + 8 + 4 + 1 = 30
Corona Laser Pistol damage: 2d4 + 3 ⇒ (4, 4) + 3 = 11
Blinded Miss Chance: 1d100 ⇒ 63

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Isu holds of for a moment on attacking, hoping his eyesight will return, and instead activates his White Force Field to provide him with some immmediate protection.
Hey Cellion I got rid of my thermal armor upgrade... Now I have the jetpack and the White forcefield along with the backup generator which is how I justify not tracking my power armor charges

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Arcalinte targets the green corpse marine to try and take some of the pressure off Isu!
Full Attack 1 (Fire/Holy): 1d20 + 15 ⇒ (14) + 15 = 292d8 + 17 + 5 ⇒ (6, 2) + 17 + 5 = 30
Full Attack 2 (Fire only): 1d20 + 15 ⇒ (20) + 15 = 352d8 + 17 + 5 ⇒ (5, 1) + 17 + 5 = 28

GM Cellion |

@Isu: Thanks for the reminder Isu. It looked like you were using it on your character sheet, so I erred on the side of assuming it was up.
Spec Botting:
Conqueror; w/ DA: 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16 Damage (E+F): 3d12 + 16 ⇒ (5, 5, 11) + 16 = 37
Arc extra damage from crit: 2d8 + 22 ⇒ (5, 6) + 22 = 33
1d20 + 15 ⇒ (4) + 15 = 19 2d6 + 11 ⇒ (4, 6) + 11 = 21
1d20 + 15 ⇒ (19) + 15 = 34 2d6 + 11 ⇒ (6, 3) + 11 = 20
1d20 + 15 ⇒ (19) + 15 = 34 2d6 + 11 ⇒ (1, 3) + 11 = 15
-
1d20 + 19 ⇒ (1) + 19 = 20 3d6 + 13 ⇒ (6, 6, 4) + 13 = 29
The marines fight back, furious swings aimed at Isu and Arc. This time around, Isu's attackers are easily fended off, but Arc takes two icy blows to his sides. (Taking 35 total cold dmg) The drow fires, but has about as poor of a showing as Spec.
With the party surviving longer than expected, the captain waves his hammer at one of the zombies plugged into the ship's systems. The zombie begins to type more furiously, but to no obvious effect.
Jelico and Isu are no longer blind!
|||| INIT ||||
Ted (1 rd blind, 50 dmg, invis)
Arc (42 dmg)
Isu (15 THP, 44 dmg)
Jelico (32 dmg)
Spec (18 dmg)
??? Drow (38 dmg)
Corpsefolk marine red (33 dmg)
Corpsefolk marine blue
Corpsefolk marine green (102 dmg)
Corpsefolk marine yellow (25 dmg)

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"Desna help me if I go blind again." Jellico mutters to himself as he lobs three Shooting Stars at Green, hopefully finishing him off.
Shooting Stars: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13

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His eyesight cleared, Isu spins into an attack, cleaving from Green to Red.
green: 1d20 + 16 ⇒ (20) + 16 = 364d8 + 18 ⇒ (1, 5, 5, 6) + 18 = 35
to
red: 1d20 + 16 ⇒ (10) + 16 = 264d8 + 18 ⇒ (7, 6, 5, 2) + 18 = 38
extra damage on green, nat 20: 4d8 + 18 ⇒ (1, 1, 4, 7) + 18 = 31

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Ted's eyes go from stark black to fading grey. He grabs his top and begins forging an explosive surprise for the corpses.
Casting Overload systems to use in a Spell Grenade next turn
OVERLOAD SYSTEMS T4
School enchantment (compulsion)
Casting Time 1 standard action
Range touch
Targets one creature
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
By touching the target (usually requiring a melee attack roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you flood the target’s body with random jolts of electricity or other interference. On a failed Fortitude save, the target is overwhelmed and potentially unable to perform tasks as normal. While this spell is in effect, whenever the target takes any action or reaction, there is a 50% chance that the target simply takes no action instead. Roll this chance separately for each action the target would take. For example, if the target wishes to move and attack during its turn, it would roll d% twice to determine whether it could take those actions—once before each action it wishes to take. Each attack of a full attack action counts as separate action.
This spell is effective against living and unliving creatures, and casting it doesn’t provoke attacks of opportunity.
Spell Grenade (Sp)
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack.

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"FALL ALREADY!" Arcalinte growls as he hacks at the green marine to finish him off.
Full Attack 1 (Fire/Holy): 1d20 + 15 ⇒ (12) + 15 = 272d8 + 17 + 5 ⇒ (4, 6) + 17 + 5 = 32
Full Attack 2 (Fire only): 1d20 + 15 ⇒ (16) + 15 = 312d8 + 17 + 5 ⇒ (1, 6) + 17 + 5 = 29

GM Cellion |

Spec Botting:
1d20 + 15 ⇒ (10) + 15 = 25 3d12 + 16 ⇒ (8, 12, 7) + 16 = 43
1d20 + 15 ⇒ (7) + 15 = 22 2d6 + 11 ⇒ (6, 1) + 11 = 18
1d20 + 15 ⇒ (15) + 15 = 30 2d6 + 11 ⇒ (1, 1) + 11 = 13
-
1d20 + 22 ⇒ (14) + 22 = 36 4d6 + 18 ⇒ (4, 4, 5, 6) + 18 = 37
The captain flicks several fingers in a brief message to his guards. Blue repositions to attack Jelico, while yellow takes a careful step over. The three remaining guards attack separate targets. Red's swing bounces off Isu's armor. Blue's attack catches Jelico, icing him (18 cold dmg). Yellow narrowly misses Arc without the aid of his ally's flank.
The captain ducks forward with hammer at the ready. (Provokes from Isu) The smoke billowing from him grows thicker and more ominous, seemingly drifting in a non-existent breeze. He bares his teeth and suddenly Isu and Arc feel like the air inside their armor is growing thin.
Arc Fort: 1d20 + 7 ⇒ (16) + 7 = 23
Isu Fort: 1d20 + 11 ⇒ (19) + 11 = 30
They both manage to endure the effects. Without pause, the drow captain swings down with his hammer at Isu. As he swings, a jet engine on the back of the hammer activates to provide additional power! The blow connects solidly, shattering the force field in the process (27 dmg after DR)
|||| INIT ||||
Ted (50 dmg, invis)
Arc (42 dmg)
Isu (56 dmg)
Jelico (32 dmg)
Spec (18 dmg)
??? Drow (81 dmg)
Corpsefolk marine red (84 dmg)
Corpsefolk marine blue
Corpsefolk marine yellow (86 dmg)

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Ted stuffs his spell in to a Temporal Disruption grenade and flings it behind the drow.
Target to get both the Drow and yellow. Target the Drow with the spell. This attack turns Ted visible.
Grenade Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Both Drow and marine need a Fort save DC 20 (DC = 10 + grenade level 10 / 2 + ted's DEX 5) or be stunned a round. Drow needs Fort save DC 20 else it has a 50% chance any action it takes will be canceled.
Level: 10
Price: 2900
Range: 20 ft.
Capacity: Drawn
Bulk: L
Special: Explode (stunned 1 round [Fortitude negates], 20 ft.)
Disruption grenades work in a way similar to the rifles and pistols. Temporal disruption grenades, on the other hand, slow down the rate of subatomic movement, halting those affected by it for a short period of time but not otherwise damaging those within the blast.
The radius of a disruption grenade’s explosion is reduced to 10 feet if it used on any plane other than the Material Plane. If used in the Drift, those caught in the blast radius can roll their saving throws twice and take the better result when attempting to halve the amount of damage taken or negate any secondary effects.
OVERLOAD SYSTEMS T4
School enchantment (compulsion)
Casting Time 1 standard action
Range touch
Targets one creature
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
By touching the target (usually requiring a melee attack roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you flood the target’s body with random jolts of electricity or other interference. On a failed Fortitude save, the target is overwhelmed and potentially unable to perform tasks as normal. While this spell is in effect, whenever the target takes any action or reaction, there is a 50% chance that the target simply takes no action instead. Roll this chance separately for each action the target would take. For example, if the target wishes to move and attack during its turn, it would roll d% twice to determine whether it could take those actions—once before each action it wishes to take. Each attack of a full attack action counts as separate action.
This spell is effective against living and unliving creatures, and casting it doesn’t provoke attacks of opportunity.
Spell Grenade (Sp)
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack.

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Jellico steps away from Blue and, almost as a reflex at this point, throws some Shooting Stars in his enemy's face.
Shooting Stars: 2d4 + 2 ⇒ (1, 2) + 2 = 5

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AoO: 1d20 + 16 ⇒ (3) + 16 = 194d8 + 18 ⇒ (1, 1, 8, 6) + 18 = 34
---------------
Isu grunts as the drow captain unleashes his fury, but Isu quickly counterattacks, going soley for the captain now.
Xavra full attack: 1d20 + 16 - 4 ⇒ (5) + 16 - 4 = 174d8 + 18 ⇒ (6, 3, 7, 5) + 18 = 39
Xavra full attack: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 204d8 + 18 ⇒ (8, 2, 2, 3) + 18 = 33

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Arcalinte attacks the yellow marine hoping to finish him off this time!
Full Attack 1 (Fire/Holy): 1d20 + 15 ⇒ (16) + 15 = 312d8 + 17 + 5 ⇒ (6, 5) + 17 + 5 = 33
Full Attack 2 (Fire only): 1d20 + 15 ⇒ (16) + 15 = 312d8 + 17 + 5 ⇒ (6, 3) + 17 + 5 = 31

GM Cellion |

Spec Botting:
Conqueror w/ DA: 1d20 + 15 ⇒ (3) + 15 = 18 3d12 + 16 ⇒ (6, 2, 1) + 16 = 25
1d20 + 12 ⇒ (18) + 12 = 30
1d20 + 8 ⇒ (8) + 8 = 16
-
1d20 + 15 ⇒ (8) + 15 = 23 2d6 + 11 ⇒ (6, 3) + 11 = 20
1d20 + 15 ⇒ (20) + 15 = 35 4d6 + 22 ⇒ (2, 3, 2, 3) + 22 = 32
-
1d20 + 19 ⇒ (20) + 19 = 39 8d6 + 36 ⇒ (1, 3, 4, 6, 5, 5, 3, 4) + 36 = 67
1d20 + 19 ⇒ (17) + 19 = 36 4d6 + 18 ⇒ (6, 6, 2, 4) + 18 = 36
Blue takes a pair of stars to the face, while the drow captain nimbly dodges Isu's swings one after another. With the yellow marine incapacitated, Arc slices it apart in short order. Spec's plasma blast skims past the captain.
The captain and the marines focus their attacks on the largest and most imposing target - Isu! One of the marines connects critically with his icy scepter (Dealing 32 cold damage)
Isu Fort vs. crit effect: 1d20 + 11 ⇒ (1) + 11 = 12
The weapon leeches his vitality as the blow lands, leaving Isu off-target (8 rds). The drow captain laughs silently as he swings twice at Isu, connecting twice - one of which is an upward swing that catches Isu under the chin. (57 plus 26 damage after DR)
|||| INIT ||||
Ted (50 dmg)
Arc (42 dmg)
Isu (171 dmg, off-target 8rd)
Jelico (32 dmg)
Spec (18 dmg)
??? Drow (81 dmg)
Corpsefolk marine red (84 dmg)
Corpsefolk marine blue

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Isu reels from the huge blows, his precious armor as much as paper to these monsters.
"Sir Kent! I need of your aid!" he shouts. Suddenly I am down to 28 hit points
Isu backs off from the captain so it can't get two attacks against him and cleaves at the underlings, Red then Blue.
red: 1d20 + 16 - 2 ⇒ (4) + 16 - 2 = 184d8 + 18 ⇒ (5, 4, 6, 7) + 18 = 40
blue: 1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 234d8 + 18 ⇒ (3, 5, 4, 1) + 18 = 31

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"On it!" Jellico responds to his friend, placing his hand on the Kasatha's back and healing some of his wounds.
4th Level Mystic Cure: 7d8 + 4 ⇒ (7, 3, 2, 7, 5, 5, 8) + 4 = 41

GM Cellion |

Isu's wild swing is blocked by the red marine, leaving him unable to continue his cleave. His wounds on the other hand rapidly seal up, fractured bones from the captain's blow straightening.
|||| INIT ||||
Ted (50 dmg)
Arc (42 dmg)
Isu (130 dmg, off-target 8rd)
Jelico (32 dmg)
Spec (18 dmg)
??? Drow (81 dmg)
Corpsefolk marine red (84 dmg)
Corpsefolk marine blue

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Arcalinte rises into the air and alights behind the Captain!
Move action: Defy Gravity, move 20 ft. to current position.
And then he unleashes his power, catching both the captain and one of the corpse marines in the inferno while leaving Isu unscathed just outside the flame's reach!
Standard Action: SUPERNOVA! (15 ft.)
Fire/Holy Damage (Reflex DC 19): 11d6 ⇒ (5, 5, 5, 2, 3, 4, 4, 2, 4, 6, 2) = 42

GM Cellion |

Oops, forgot I was botting Spec. I've made it a rule of thumb to wait when there's two people still to go.
Spec:
Conqueror w/ DA: 1d20 + 15 ⇒ (4) + 15 = 19 Damage (F+E): 3d12 + 16 ⇒ (9, 9, 9) + 16 = 43
Ted:
Magic Missile: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
1d20 + 12 ⇒ (18) + 12 = 30
-
1d20 + 15 ⇒ (16) + 15 = 31 2d6 + 11 ⇒ (4, 5) + 11 = 20
1d20 + 15 ⇒ (17) + 15 = 32 2d6 + 11 ⇒ (1, 4) + 11 = 16
-
1d20 + 23 ⇒ (19) + 23 = 42 4d6 + 18 ⇒ (3, 6, 1, 5) + 18 = 33
The two marines step carefully to flank Isu, seemingly smelling the blood in the water. They land dual blows against him, icy energy leaving his body temperature dangerously low. (36 cold dmg) Meanwhile the captain advances upon Arc and soundly strikes the solarian in the gut with his rocket-powered hammer. (28 dmg after DR)
|||| INIT ||||
Ted (50 dmg)
Arc (70 dmg)
Isu (166 dmg, off-target 7rd)
Jelico (32 dmg)
Spec (18 dmg)
??? Drow (113 dmg)
Corpsefolk marine red (105 dmg)
Corpsefolk marine blue

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Arcalinte grunts as he takes the hit and then strikes back at the captain.
Full Attack 1: 1d20 + 15 ⇒ (7) + 15 = 222d8 + 17 ⇒ (5, 2) + 17 = 24
Full Attack 2: 1d20 + 15 ⇒ (19) + 15 = 342d8 + 17 ⇒ (8, 4) + 17 = 29
"Got you right where I want you, darkblood!" he sneers in Elven.

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Ted lowers his rifle on to blue and squeezes off a shot.
Disruption Rifle, Minor (Boosted): 1d20 + 14 ⇒ (6) + 14 = 20
damage (Sonic): 4d8 ⇒ (4, 5, 5, 8) = 22
charges remaining:30/40; mystic strike makes it a magic weapon

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"Take these guys out! I can't keep Isu alive if they keep hitting him! Jellico yells as he steps away from the marines and hits Isu with another healing spell.
4th level Mystic Cure: 7d8 + 4 ⇒ (5, 5, 4, 7, 5, 4, 7) + 4 = 41
Isu, I can use my healing touch ability on you when we finish this battle. I'd do it now, but it takes 10 minutes

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Isu force field keeps replenishing itself, but it can't keep up with the level of punishment he is getting...
Cellion-- so just in case you arne't calculating it in-- I know you can't track everything and you do a great job--- My forcefield has fast healing 4 so if you haven't been tracking that my HP should be 8 higher.
Isu shifts so he can't be flanked and strikes at Red.
Xavra: 1d20 + 16 ⇒ (10) + 16 = 264d8 + 18 ⇒ (4, 6, 2, 4) + 18 = 34

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Spectre calculates that the drow is significantly injured, and tries to finish him off.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 17 - 2 - 4 ⇒ (1) + 17 - 2 - 4 = 123d12 + 11 + 5 ⇒ (9, 6, 3) + 11 + 5 = 34
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 17 - 2 - 4 ⇒ (10) + 17 - 2 - 4 = 213d12 + 11 + 5 ⇒ (2, 6, 8) + 11 + 5 = 32

GM Cellion |

@Isu: Oops, yep, you're right, I totally forgot! Thanks for the reminder.
1d20 + 19 ⇒ (5) + 19 = 24 4d6 + 18 ⇒ (4, 4, 5, 2) + 18 = 33
1d20 + 19 ⇒ (16) + 19 = 35 4d6 + 18 ⇒ (5, 4, 6, 5) + 18 = 38
2d8 + 8 ⇒ (8, 5) + 8 = 21
Ted's disruptive blast connects with blue, dealing significant damage. As Jelico's healing takes effect again, Isu cuts down red with a brutal slash. Spec fire's twice, but his plasma blasts deflect off the railing and the drow captain's armor.
While the remaining blue marine tries and fails to get past Isu's armor, the captain duels with Arc atop the highest point in the bridge. The captain exudes a malevolent aura of suffocation.
Arc Fort vs. decompression: 1d20 + 7 ⇒ (2) + 7 = 9
Arc feels the breath drawn out of him (21 dmg) before the captain swings in twice. While Arc blocks one swing, the second gets through and hits hard (33 dmg after DR). The captain makes a single sharp gesture and the zombie bridge crew start typing furiously at their consoles.
|||| INIT ||||
Ted (50 dmg)
Arc (124 dmg)
Isu (117 dmg, off-target 6rd)
Jelico (32 dmg)
Spec (18 dmg)
??? Drow (142 dmg)
Corpsefolk marine blue (22 dmg)

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Arcalinte activates his plasma sheath anew and takes another swing!
Entangling Wrack Devastation Blade (Fire/Holy): 1d20 + 18 ⇒ (13) + 18 = 312d8 + 17 + 5 ⇒ (4, 7) + 17 + 5 = 33

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"Stop moving! You're messing up the bandages." Jellico says to Isu, even though there aren't any bandages involved in the magical healing he's been doing.
He hits Isu with another Mystic Cure.
3rd Mystic Cure: 5d8 + 4 ⇒ (7, 2, 1, 8, 7) + 4 = 29