Dead Suns AP by GM Cellion (Inactive)

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+4[/dice]
[dice=Isu]1d20+6[/dice]
[dice=Spectre]1d20+8[/dice]
[dice=Ted]1d20+5[/dice]
[dice=Jelico]d20+3[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+17[/dice]
[dice=Isu Perception]d20+10[/dice]
[dice=Spec Perception]d20+13[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Jelico Perception]d20+19[/dice]


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Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

I took out my old fire and electric resistance in favor of the forcefield, which turns out is a real pain to use. Its hard to justify a standard action to turn it on when you have an enemy in your face that I could kill and prevent more than the 15 damage, right?

Isu squeezes through the doorway and is stuck squeezed between the narrow space by the computer panels.

"This place is too small!" he complains.

He cleaves from red to yellow.

red: 1d20 + 17 - 1 - 2 ⇒ (12) + 17 - 1 - 2 = 265d8 + 19 ⇒ (6, 4, 6, 6, 1) + 19 = 42

yellow: 1d20 + 17 - 1 - 2 ⇒ (2) + 17 - 1 - 2 = 165d8 + 19 ⇒ (2, 3, 5, 4, 1) + 19 = 34

Wayfinders

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Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

"If we could only group them up a little..." Jellico says to himself. Deciding to save his spell, he draws his pistol and squeezes off a shot at the one of the monks fighting with Isu.

Aphelion Laser Pistol at Yellow: 1d20 + 9 + 4 + 1 ⇒ (1) + 9 + 4 + 1 = 15
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

A pair of plasma bolts appear from the doorway, both hurling toward the captain.

Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 - 4 ⇒ (13) + 18 - 2 - 4 = 253d12 + 12 + 5 ⇒ (5, 3, 9) + 12 + 5 = 34
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 - 4 ⇒ (7) + 18 - 2 - 4 = 193d12 + 12 + 5 ⇒ (12, 4, 1) + 12 + 5 = 34

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte squeezes past Isu and approaches the red black monk behind him, appearing seemingly out of nowhere as he strikes at the monster!

Entangling Wrack Devastation Blade: 1d20 + 19 ⇒ (14) + 19 = 332d8 + 18 ⇒ (5, 4) + 18 = 27


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

@Isu: Yeah, the forcefields make me sad. You've really got to turn them on out of combat right before opening doors, or they just disappoint.

GM Screen:
1d20 + 11 ⇒ (2) + 11 = 13
1d20 + 13 ⇒ (14) + 13 = 27
1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 10 ⇒ (18) + 10 = 28
-
1d20 + 14 ⇒ (9) + 14 = 23 1d6 + 13 ⇒ (1) + 13 = 14
1d20 + 14 ⇒ (9) + 14 = 23 1d6 + 13 ⇒ (3) + 13 = 16
1d20 + 14 ⇒ (18) + 14 = 32 1d6 + 13 ⇒ (5) + 13 = 18
1d20 + 14 ⇒ (7) + 14 = 21 1d6 + 13 ⇒ (4) + 13 = 17
-
1d20 + 14 ⇒ (9) + 14 = 23 1d6 + 13 ⇒ (6) + 13 = 19 1d2 ⇒ 1
1d20 + 14 ⇒ (10) + 14 = 24 1d6 + 13 ⇒ (6) + 13 = 19 1d2 ⇒ 1
1d20 + 14 ⇒ (19) + 14 = 33 1d6 + 13 ⇒ (5) + 13 = 18 1d2 ⇒ 1
1d20 + 14 ⇒ (20) + 14 = 34 2d6 + 26 ⇒ (5, 1) + 26 = 32 1d2 ⇒ 2
-
1d20 + 22 ⇒ (8) + 22 = 30 2d10 + 10 + 2d6 ⇒ (2, 1) + 10 + (4, 4) = 21
1d20 + 22 ⇒ (15) + 22 = 37 2d10 + 10 + 2d6 ⇒ (4, 3) + 10 + (1, 4) = 22 1d2 ⇒ 2
-
1d20 + 20 ⇒ (9) + 20 = 29 3d12 ⇒ (8, 7, 11) = 26
1d20 + 10 ⇒ (15) + 10 = 25
Although the ghoul takes the explosive blast head on, the rest of the foes manage to at least partially protect themselves from the flames. The two monks move with particular alacrity to entirely avoid the blast. Isu's blade catches red once more, immolating them further, but he strikes the doorframe rather than continuing his swing. Jelico fires a startlingly off-target shot into the far wall. Spec's pair of plasma bolts decorate the computer consoles and the captain's armor rather than injuring him. Arc manages to deliver a clean strike to the red monk's neck, but he doesn't quite cut deep enough to sever its head from its body.

Both kurobozu begin to shimmer with gravitic energy. The yellow monk delivers a flurry of open-palm strikes against Isu. Three glance off his armor, but the last connects. Vibrations run through Isu, along with a cold numbness that attempts to seep up to his brain. (7 dmg after DR)

Isu Fort: 1d20 + 11 ⇒ (7) + 11 = 18

But he shakes off the strange affliction. The red monk attempts the same against Arc, striking blinding in the direction that the previous attack had come from. Most of his strikes meet nothing but air, but with his last he lucks out and scores a direct hit to Arc's forehead. (Crit for 27 dmg after DR)

Arc Fort: 1d20 + 8 ⇒ (14) + 8 = 22

Arc also stands strong against the mysterious affliction. The ghoul recalibrates her weapon against Isu, then fires another plasma beam through the doorway. Isu is scorches by the wave, which also ends up catching Spec despite his invisibility. (Dealing 21 dmg to Isu and Spec)

The captain holds to his cover. He draws and tosses a grenade that bursts into electricity right at the doorway. The blast catches the red monk and most of the party other than Ted.

Arc Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
Spec Reflex: 1d20 + 16 ⇒ (9) + 16 = 25
Jelico Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Isu Reflex: 1d20 + 7 ⇒ (12) + 7 = 19

Spec and Isu are able to hug the wall as the lightning bursts from its canister and end up less badly jolted than the rest of the party. The red monk dodges with the same aptitude he showed earlier against the explosive burst, and ends up unharmed by the lightning.

(13 dmg to Isu and Spec, 26 to Jelico and Arc)

|||| INIT ||||
Isu (65 dmg, fatigued)
Jelico (26 dmg)
Spec (53 dmg, invis)
Arc (86 dmg, fatigued, invis)
Ted

Ghurd Nashal (46 dmg)
??? Ghoul (22 dmg)
Yellow Monk (27 dmg)
Red Monk (110 dmg)

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

"Must...keep...fighting!"

keep fighting: As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can’t use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level, and 20th level.

keep fighting stamina healing: 3d6 + 11 ⇒ (3, 5, 6) + 11 = 25

Isu keeps at Red. It is almost down! Then he cleaves over to Yellow

arcalinte spear red : 1d20 + 17 - 1 ⇒ (16) + 17 - 1 = 325d8 + 19 - 1 ⇒ (1, 2, 4, 6, 1) + 19 - 1 = 32
arcalinte spear yellow: 1d20 + 17 - 1 ⇒ (2) + 17 - 1 = 185d8 + 19 - 1 ⇒ (2, 5, 5, 3, 6) + 19 - 1 = 39

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted grabs his top from where it had been floating over his shoulder and begins pulling it apart like taffy. As the device spreads and flattens, Ted blows on it, making it dissipate in to a swirling greenish cloud. Raising the cloud between his hands over his head, he flings it in to the room to envelop the captain.

Corrosive Haze on the captain's square

Acid Dmg: 4d6 ⇒ (3, 3, 4, 1) = 11
Reflex DC 20 to negate damage. If failed then take additional 10 damage at end of creature's turn.

Corrosive Haze 12 rounds; Spec invisible 9 rounds, Arc 10 rounds

CORROSIVE HAZE:

CORROSIVE HAZE T4
School evocation (acid)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter cloud of acid
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can’t move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage.
If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

If Red is down, I want to slip into the room and fire at yellow. I'll post as if that's the case and I'll deal with it differently if Red's still up.

Jellico slips into the room and down the eastern wall. He fires at yellow.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 ⇒ (14) + 9 + 4 + 1 = 28
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre keeps firing at the captain, hoping to connect despite his cover.

Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 - 4 ⇒ (8) + 18 - 2 - 4 = 203d12 + 12 + 5 ⇒ (10, 10, 10) + 12 + 5 = 47
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 - 4 ⇒ (17) + 18 - 2 - 4 = 293d12 + 12 + 5 ⇒ (1, 9, 10) + 12 + 5 = 37

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte makes a gripping motion with his hand again, turning the kurobozu's gravity back on it!

Crush on Yellow Kurobozu. DC 20 Fortitude save or staggered for 1 round, please!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 13 ⇒ (4) + 13 = 17
1d20 + 8 ⇒ (1) + 8 = 9
-
1d20 + 19 ⇒ (5) + 19 = 24
1d20 + 8 ⇒ (8) + 8 = 16
-
1d20 + 16 ⇒ (7) + 16 = 23 5d4 + 11 ⇒ (2, 3, 1, 4, 1) + 11 = 22
1d20 + 16 ⇒ (1) + 16 = 17
1d20 + 16 ⇒ (19) + 16 = 35
Isu's burning spear slices through the red monk, sending its two halves spinning in smoldering arcs. His follow up against yellow is dodged swiftly.

The captain isn't quite quick enough to evade the acidic cloud that forms around him. It starts eating away at his armor, and you see his mouth-tentacle writhing in the mist. While the captain is dealing with this problem, Jelico slips in and fires a shot into the yellow monk's leg. Arc seizes the distraction and tries to crush the kurobozu. For a moment it looks like the monk will pull free, but instead it succumbs to his grip! (staggered!)

Spec's twin plasma blasts fly past the rest of the party. While one smashes into a computer console, the second strikes the captain in the chest! The captain is left looking significantly injured, but not out of the fight yet.

The monk tries for a strike against Isu, but slowed by Arc's crush, it can't get a clean angle. The ghoul reloads her rifle and repositions to the south end of the room where she has more cover behind a computer console. The captain toggles the mode on his rifle and sweeps it across the three party members in the room, sending a wide spread of lasers in your direction. Isu and Arc are able to rely on their cover and armor, but Jelico is caught by a thin beam. (Deals 22 fire dmg) He waves acidic fog out of his face after the attack.

|||| INIT ||||
Isu (40 dmg, fatigued)
Jelico (48 dmg)
Spec (53 dmg, invis)
Arc (86 dmg, fatigued, invis)
Ted

Ghurd Nashal (104 dmg)
??? Ghoul (22 dmg)
Yellow Monk (27 dmg)

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted directs the acidic cloud to reenvelop Nashal.

Acid Dmg: 4d6 ⇒ (3, 5, 4, 4) = 16
Reflex DC 20 to negate damage. If failed then take additional 10 damage at end of creature's turn.

Corrosive Haze 11 rounds; Spec invisible 8 rounds, Arc invisible 9 rounds

Ted fires a shot at yellow.

Disruption Rifle, Minor: 1d20 + 15 ⇒ (14) + 15 = 29
damage (Sonic): 3d8 ⇒ (1, 1, 2) = 4
4 damage... pathetic... mystic strike makes it a magic weapon; 35/40 charges

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Jellico cries out as the beam hits him in the chest. He responds by throwing a spell toward the captain's corner of the room. Suddenly, the temperature drops, the wind inexplicably picks up, and it begins to snow!

Casting Polar Vortex on the captain. Should hit the ghoul too.
Polar Vortex damage DC 18 Reflex: 3d6 + 6d6 ⇒ (6, 1, 5) + (4, 5, 1, 2, 6, 2) = 32

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu is still sort of stuck in a squeeze. He works on Yellow, needing it gone to create some breathing room.

arcalinte at yellow: 1d20 + 17 - 3 - 4 ⇒ (6) + 17 - 3 - 4 = 165d8 + 19 - 1 ⇒ (1, 3, 1, 1, 3) + 19 - 1 = 27
arcalinte at yellow: 1d20 + 17 - 3 - 4 ⇒ (13) + 17 - 3 - 4 = 235d8 + 19 - 1 ⇒ (8, 2, 8, 4, 4) + 19 - 1 = 44

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Plasma bolts continue to fly from an invisible Spectre, but both strike the computer console.

Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking, twin tracking): 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 173d12 + 12 ⇒ (8, 11, 1) + 12 = 32
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking, twin tracking): 1d20 + 18 - 4 ⇒ (4) + 18 - 4 = 183d12 + 12 ⇒ (4, 11, 7) + 12 = 34


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 13 ⇒ (10) + 13 = 23
1d20 + 13 ⇒ (1) + 13 = 14
1d20 + 11 ⇒ (10) + 11 = 21
The captain dodges Ted's acidic cloud, as well as Spec's two plasma bolts. He fares far less well against the sudden whirling polar vortex! Ice pummels him and the icy winds slow him down. The ghoul keeps herself moving a little better and ends up not quite as badly injured. (The area outlined in blue in the southwest corner is now difficult terrain) The captain is looking significantly injured, but shows no signs of nervousness.

Against the remaining monk, Isu lands one immolating strike, and Ted adds a small disruptive pulse. Neither attack is enough to lay the monk low.

Arc up!

|||| INIT ||||
Isu (40 dmg, fatigued)
Jelico (48 dmg)
Spec (53 dmg, invis)
Arc (86 dmg, fatigued, invis)
Ted
Ghurd Nashal (136 dmg)
??? Ghoul (38 dmg)
Yellow Monk (75 dmg)

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte takes a series of swings at the monk, hoping to finish it off so they can focus on the true threat.

Full Attack 1: 1d20 + 16 ⇒ (15) + 16 = 312d8 + 18 ⇒ (4, 7) + 18 = 29
Full Attack 2: 1d20 + 16 ⇒ (15) + 16 = 312d8 + 18 ⇒ (7, 7) + 18 = 32


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Arc, I've moved you into range of yellow and will take your first attack.

GM Screen:
1d20 + 14 ⇒ (19) + 14 = 33 1d2 ⇒ 1
1d20 + 14 ⇒ (7) + 14 = 21 1d2 ⇒ 2
1d20 + 14 ⇒ (9) + 14 = 23 1d2 ⇒ 1
1d20 + 14 ⇒ (2) + 14 = 16 1d2 ⇒ 1
--
1d20 + 20 ⇒ (17) + 20 = 37 2d10 + 10 + 2d6 ⇒ (1, 8) + 10 + (5, 5) = 29
3d12 ⇒ (11, 3, 8) = 22
Arc circles around the remaining monk, then hacks into his back with his blade. The monk whirls around at the invisible threat, badly injured but still holding together. He raises palms and tries to blindly strike out against his attacker. His strikes meet nothing but air.

From within the polar vortex, the high-ranking ghoul strides forth, lines up a shot against Isu, and fires. The jet of plasma hits square on (29 fire/electric damage). The captain follows, drawing a second grenade. He tosses it over into the doorway where it bursts into a pulse of electricity.

Spectre Reflex: 1d20 + 16 ⇒ (17) + 16 = 33
Isu Reflex: 1d20 + 7 ⇒ (4) + 7 = 11
Jelico Reflex: 1d20 + 8 ⇒ (9) + 8 = 17

Spec dodges most of the burst, but Isu and Jelico are a little too slow. (22 electric damage to Isu and Jelico, 11 to Spec)

|||| INIT ||||
Isu (91 dmg, fatigued)
Jelico (70 dmg)
Spec (64 dmg, invis)
Arc (86 dmg, fatigued, invis)
Ted

Ghurd Nashal (136 dmg)
??? Ghoul (38 dmg)
Yellow Monk (75 dmg)

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Jellico squeezes off two shots at the captain.

Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 - 4 ⇒ (15) + 9 + 4 + 1 - 4 = 25
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10

Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 - 4 ⇒ (19) + 9 + 4 + 1 - 4 = 29
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted moves in to the room probably provoking from yellow and moves the acid cloud on to the ghoul since the captain seems very reflexive.

Acid damage: 4d6 ⇒ (2, 4, 4, 5) = 15
DC 20 Ref to negate; Corrosive Haze 10 rounds; Spec invisible 7 rounds, Arc invisible 8 rounds

CORROSIVE HAZE:

CORROSIVE HAZE T4
School evocation (acid)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter cloud of acid
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can’t move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage.
If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre tries another couple of shots at the captain, but the close quarters continue to impede his fire.

Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking, twin tracking): 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 223d12 + 12 ⇒ (6, 12, 11) + 12 = 41
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking, twin tracking): 1d20 + 18 - 4 ⇒ (7) + 18 - 4 = 213d12 + 12 ⇒ (8, 10, 2) + 12 = 32

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte tries to finish the kurobozu off one more time!

Full Attack 1: 1d20 + 16 ⇒ (1) + 16 = 172d8 + 18 ⇒ (1, 2) + 18 = 21
Full Attack 2: 1d20 + 16 ⇒ (2) + 16 = 182d8 + 18 ⇒ (6, 3) + 18 = 27


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 19 ⇒ (13) + 19 = 32 1d6 + 13 ⇒ (2) + 13 = 15
1d20 + 11 ⇒ (2) + 11 = 13
Jelico's first shot narrowly misses, impacting the sturdiest portion of the captain's armor. The second however lands cleanly, burning the captain further, but not quite taking him down. As Ted runs past, the yellow monk delivers an open palm strike to his side that almost knocks him off course (15 dmg). The corrosive haze surrounds the ghoul, catching her before she can dodge out of the way. (Moved the haze to the correct token to be attacking the ghoul)

(Spec, you no longer have line of sight on the captain. I've moved you to a location you could attack from and taken your first attack)

Firing around the corner, Spec sends a sudden plasma blast past Jelico and Isu. Though the shot is tricky, the surprise of firing from invisibility is just enough to hit the captain before he can move out of the way. The plasma blast immolates his grotesque tongue. He coughs out "Too late... you're too late. The commander... will slay you..." before he collapses.

Arc's two slashes come out of nowhere, but the monk somehow manages to predict their paths and evade.

|||| INIT ||||
Isu (91 dmg, fatigued)

Jelico (70 dmg)
Spec (64 dmg, invis)
Arc (86 dmg, fatigued, invis)
Ted (15 dmg)
??? Ghoul (53 dmg +10 more at end of turn)
Yellow Monk (75 dmg)

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted has "Kinetic DR 5/-" from a permanent Lesser Resistant Armor from his Cache Capacitor (floating top). Does that reduce the 15 damage?

Ted fires a boosted shot at the yellow monk while the haze eats away at the monk.

Disruption Rifle, Minor (Boosted): 1d20 + 15 ⇒ (15) + 15 = 30
damage (Sonic): 4d8 ⇒ (4, 8, 1, 3) = 16
mystic strike makes it a magic weapon

corrosive haze damage: 4d8 ⇒ (6, 5, 3, 5) = 19
DC 20 Reflex to negate and since it takes the bonus 10 damage at the end of its turn, it would take the 10 from last turn and another 10 at the end of its next turn if it takes this 4d8 damage.
Ledger: Corrosive Haze 9 rounds; Spec invisible 6 rounds, Arc invisible 7 rounds; 25/40 charges remaining

"There better not be a rank higher than Commander," Ted bemoans.

CORROSIVE HAZE:

CORROSIVE HAZE T4
School evocation (acid)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter cloud of acid
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can’t move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage.
If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

"Admiral, maybe? This IS their flagship, after all," Arcalinte replies.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Stuck squeezing, Isu is slow and goes for a more accurate swing.

arcalinte!: 1d20 + 17 - 1 - 2 ⇒ (13) + 17 - 1 - 2 = 275d8 + 19 ⇒ (5, 1, 8, 5, 2) + 19 = 40


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Oops, missed that Ted. Thanks for the heads up. Since Isu was the only one still up, I'll take that action for this next round.

GM Screen:
1d20 + 19 ⇒ (4) + 19 = 23 1d6 + 13 ⇒ (4) + 13 = 17
-
1d20 + 22 ⇒ (14) + 22 = 36 2d10 + 10 + 2d6 ⇒ (8, 6) + 10 + (2, 2) = 28
1d20 + 11 ⇒ (5) + 11 = 16
Isu's blazing strike burns through most of the monk's twisted body, but the kurobozu holds together long enough for a final strike back against the towering hero in power armor. His open palm slaps against the armor, but the blow is far too weak to injure anyone. A moment later, Ted finishes off the monk with a swift shot from his rifle.

With her remaining allies and superior falling one by one, the ghoul hisses in defiance. "I'll kill you so the commander doesn't need to dirty his hands!" She fires a plasma beam through Isu and Jelico, hitting both! (28 fire/electric to Isu and Jelico) The corrosive cloud pursues her, engulfing her once more.

|||| INIT ||||
Isu (119 dmg, fatigued)
Jelico (98 dmg)
Spec (64 dmg, invis)
Arc (86 dmg, fatigued, invis)

Ted (15 dmg)
??? Ghoul (82 dmg +10 more at end of turn)

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Jellico moves back, next to Isu and away from the ghoul, and squeezes off a shot.

Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 ⇒ (12) + 9 + 4 + 1 = 26
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre takes another shot at the captain after adjusting some calculations.

Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 233d12 + 12 + 5 ⇒ (11, 10, 11) + 12 + 5 = 49

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu squeezes past Spec... "Ack... Gods damn it, this place is too small..." and so on before getting a swing off.

arcalinte: 1d20 + 17 - 3 ⇒ (2) + 17 - 3 = 165d8 + 19 ⇒ (4, 7, 8, 5, 2) + 19 = 45

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
GM Cellion wrote:
With her remaining allies and superior falling one by one, the ghoul hisses in defiance. "I'll kill you so the commander doesn't need to dirty his hands!"

"Empty bluster, from one whose Cycle is about to turn anew," Arcalinte says solemnly as he rushes to close with the ghoul.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

With the advantage of invisibility, Spec sends a blast of plasma straight into the ghoul's chest, almost knocking her off her feet. Jelico's shot also connects, burning her shoulder. Unfortunately, neither Isu nor Arc is able to quite deliver the finishing blow.

She sways on her feet, coated in burning acid, and proclaims "Reinforcements are coming. Your feeble lives are numbered in seconds. Enjoy that precious Cycle of yours." She scowls intensely.

However, she isn't able to deliver a final attack - the lingering acid eats through the remains of her neck and her head dislodges from her torso. She collapses into a pile of necrotic flesh and lies still.

Combat Over!

|||| PARTY STATUS ||||
Isu (119 dmg, fatigued)
Jelico (98 dmg)
Spec (64 dmg, invis)
Arc (86 dmg, fatigued, invis)
Ted (15 dmg)

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu goes to the doors, and tries to bar them or block them in any way.

"Spectre, can you lock them? We need a moment breather if we wish to survive."

10 minute rest if at all possible, probably all of us but Ted

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Jellico leans up against the wall, breathing heavily. "Is anyone hurt, beyond what resting will help with?" he asks his friends.

I vote for resting too. I can heal if anyone's down into HP too.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre moves to the doorway and tries to lock it shut.

"A short rest would be helpful," he adds as he tries to access the controls remotely.

computers: 1d20 + 27 ⇒ (20) + 27 = 47

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte nods and kneels to meditate.

"I've just got a scratch. Isu looks like he needs the most medical attention."

Spending a Resolve and taking 10 minutes to recover SP


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
10d20 ⇒ (19, 9, 2, 12, 14, 8, 16, 14, 7, 11) = 112
Spec scrambles the locks on the eastern door, all but ensuring that they won't be opened. You settle down to catch your breath and recover from the burns and bruises you picked up fighting the Captain and his closest defenders. You don't get more than three minutes into your rest before you note someone testing the eastern door - the reinforcements have arrived.

Dull thumps vibrate through the door, but built as it is to contain fires and blasts of all kinds, the repeated strikes do little to damage the door. Eventually, the attempts to force a way through fade. Spec registers several attempts to undo his lock scrambling, but none of the enemy hackers are good enough to break through. (That was a very lucky 20.)

After a few more minutes, even those attempts end, and you're left in peace... at least for now.

10 min rest completed!

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

phew! I didn't go into my HP at all, but it was very very close. So I am fine now.

Isu looks around the room they are currently in, but of course his skills aren't up to snuff in figuring out what the computers and engineering does. He also looks at the equipment dropped by the captain and the guards.

"Is there anyway to control the ship from this room? This seems to be the captain's station, but if there is a commander.... Well, there is always a bigger fish."

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted spends the rest time (no need for him to rest) fiddling with the computers and room trying to cause shipwide havoc, preventing more reinforcements, and finding more information about the commander.

computers: 1d20 + 26 ⇒ (6) + 26 = 32
engineering: 1d20 + 20 ⇒ (5) + 20 = 25

Can he just take a 20?

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

"Well, I think we've lost our element of surprise, if there was anything left to lose."

Jellico looks around the room for any kind of controls.
Perception to find any controls: 1d20 + 25 ⇒ (8) + 25 = 33
Piloting to see if any controls found could be used for piloting: 1d20 + 25 ⇒ (11) + 25 = 36

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

"Even if there was, I suspect those require a specific access code or key, Isu," Arcalinte says as he finishes his meditation.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Heh--I thought that 20 was wasted on my computers check to jam the door, but apparently it was very helpful! Nice!

Spectre tries to ascertain what can be controlled from this room.

"I will see what we've gained access to," he drones flatly.

"We should also look for a different way out of here. I am guessing they have set a trap for us upon exit."

computers (expert rig): 1d20 + 27 ⇒ (15) + 27 = 42 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. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices.
engineering: 1d20 + 22 ⇒ (18) + 22 = 40 +4 more vs. traps


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Ted and Spec survey the computer systems here. They quickly conclude that the terminals here like to highly advanced and well protected computers that route the commands entered here to a distributed network of cybernetic zombies throughout the ship. This command link allows high-ranking officers to man the terminals here to control vast swaths of systems that would normally require many autonomous crew members.

Jelico concludes that even piloting could be conducted from here by one primary pilot sending directions to the individual zombie pilots.

This is effectively a Tier 10 computer.

What Ted and Spec also quickly discover is that the systems here have been totally locked down and isolated from the rest of the ship. The message in Eoxian on the screens describes an override from 'Central Command'. Breaking through that isolation seems all but impossible, even for the incredibly skilled pair. (Computers DC57 to gain access!) An easier way to get access would be to first disable the override in Central Command, and then use an access key likely held by the highest level officers.

Isu finds the following equipment on the defeated undead.

Loot:
Freebooter armor III
Buzzblade dueling sword
Yellow star plasma rifle
Several personal comms
Advanced iridishell armor
white force field armor upgrade
tactical autobeam rifle

bridge key card (For any of the doors heading north from here)
cybercontrol access key (For controlling the ship computers once the override is lifted)

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte readies his sword, as the guns were useless to him and the others would be better served by the armor.

"Ready when you are."

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu picks up the key card and the cybercontrol access key.

"Here we are, the path forward. Let's get to Central Command. Do it and survive, and the ship is ours!"

When everyone is ready, Isu will go through the northern doors.

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Jellico makes sure his pistols are ready. "Locked and loaded. Let's go!"

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte nods and takes point with Isu.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Its Time!

Once you're all prepared, Isu swipes the Command key card and opens the doors to the bridge. A dais in the center of this large room supports an imposing throne-like chair with a computer console just in reach. Small recesses located to the port and starboard of the dais hold golden spikes arranged in a fan, with gauzy film fluttering around them. Holoprojectors in the ceiling cast images across the fluttering gauze, providing a modicum of privacy to the individual in the chair. More projectors fill the air throughout the chamber with three-dimensional holograms of the local space, including the Gate of Twelve Suns, the ships of the Corpse Fleet armada, the remains of the Pact Fleet, and a massive cone-shaped megastructure sitting in a section of nonstandard space beyond the Gate.

Three floor-to-ceiling windows show the stretch of space in front the vessel. Rows of chairs sit in front of bank of controls adjacent to the windows and most of the port and starboard walls. Curved walls cut off the port and starboard corners of the fore walls; each has a door set in it. Three more doors are spaced along the aft wall.

Floating directly above the throne-like captain's chair is a skeletal figure dressed in elegant purple armor and fluttering cape. His elongated cranium and burning green eyes mark him as the same kind of undead as Ambassador Nor from back on Absalom Station, an elebrian necrovite. He bears a twisted staff resembling a skull and twisted spine. (See handouts for a pic. Currently 30ft off the ground)

Standing just to the port side of the dias is a large, imposing figure - an undead abomination that seems to be make of the bodies of multiple vesk stitched together along with their armor. This undead gatecrasher hefts a two-handed rifle in one hand and a massive hammer in another hand. Standing on the dias itself are two more undead, these of a variety you've seen before - baykoks. The skeletal baykoks raise their bony rifles and spectral spikes begin glowing in the barrels. Finally, the entrance you just opened is ringed by a group of four corpsefolk commandos - skeletal undead in heavy armor currently wielding taclashes and with rifles strapped to their backs.

Cybernetic zombies fill the chairs around the perimeter of the room. They don't seem to notice your entrance - nor anything else of their surroundings.
---------

A moment after the door slides open, the Corpse Fleet commander addresses you from his position floating in the air. "The Pact's heroes. I am impressed that you have made it this far, to even destroy my dear captain and first officer. This achievement is clear proof that you are worth to join the Corpse Fleet, once your mortal forms have been slain, of course." He waves his staff toward the forward viewports "As you see, your precious allies in the Pact have been all but routed, retreating as we speak. You five are the last tiny obstacle to our claim over the Stellar Degenerator. A weapon to end all life."

He turns his staff back to point at you. "Any last words?"

In addition to any banter, you can cover for an ally to take an otherwise combat-triggering preparatory action, such as activating a force field or casting a spell. You do this by making a successful DC30 Bluff check as part of your banter. Otherwise, any such preparatory actions immediately drop us into combat rounds.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

As tough as he is, Isu is impressed and nervous by the display.

"Ahhh... where are the pizza halflings? I think we have the wrong ship.
If you'll just excuse us..."
He coughs and looks at Spectre in confusion.

if anyone can bluff for me, I would activate my force field, that would be very helpful! Jelico could cast haste too which might be more useful.

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Have we ever bluffed? Ted will turn on his White Force Field

"Service for the Corpse Fleet might not be so bad..." Ted grimaces at the horde.

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