GD VII [SFS] Revvy Bitterleaf's Scoured Stars Invasion (Inactive)

Game Master Revvy Bitterleaf

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Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

Dang it. The orange ship that's actually got a thin purple border. The one three hexes in front of us.

Scarab Sages

Vandor tries to re-balance some shields but it better at being in the captains chair then being a desk jockey

Vchk ignores the big juicy target that is the unprotected rear of the giant capital ship - who's single defeat would spell the victory of your escape for the rescued starfinders - and fires the light plasma cannon at the one vessel that thinks you pose a threat blasting it with super heated plasma

init
Ceolor

Damage:
Pegasus: Forward shields: 7 out of 10
Hull damage: 27 (out of 55) - glitching port weapons, glitching sensor
Purple: 12
Capital: 24 hull damage

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Ceolor gives a hoot as the orange ship finally goes down and then starts targetting the purple one!

Mr. Purple, with last computer: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
damage: 2d12 ⇒ (12, 4) = 16

Scarab Sages

Following Vchks lead Ceolor also targets the enemy escort vessel hitting it in some important parts. The combined fire wrecking several systems.
3d100 ⇒ (42, 91, 58) = 191 2d4 ⇒ (4, 1) = 5

At the same time it returns fire
To hit TL missiles: 1d20 + 4 ⇒ (16) + 4 = 20
Missile damage: 2d8 ⇒ (8, 8) = 16
To hit AC Twinned laser: 1d20 + 4 ⇒ (12) + 4 = 16
Damage Twinned laser: 4d4 ⇒ (3, 4, 4, 2) = 13

2d100 ⇒ (86, 6) = 92

The return fire rips through your just restored forward shields and widens the hole in your hull by a LOT! The only thing protecting you from the cold outside of space is a flimsy environmental force field..no metal or plastic is between you and the cold darkness that's just a few feet away from you. Alarms go off as you you start to leak air and your life support is having trouble to keep up and sparks fly everywhere as your power core starts to overload.

Enemy init: 1d20 + 10 ⇒ (8) + 10 = 18

You guys move first
Your actions

Damage:
Pegasus: Forward shields: 0 out of 10
Hull damage: 49 (out of 55) - glitching port weapons, glitching sensor, glitching life support, glitching power core
Purple: 28 - glitching weapons, front+left, glitching power core
Capital: 24 hull damage

Scarab Sages

You guys got another aid token. It's the last time you can use it; make good use out of it

Wayfinders

CG Male Small Humanoid (Ysoki) Bounty Hunter Mechanic 2 | SP 9/16 | HP 14/14 | RP 5/5 | KAC 16 | EAC 14 | vs CM 24 | Fort +4 Ref +6 Will +2 | Init +3 | Perc +4 (Darkvision 60 ft.) | Speed 25 ft |

Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Piloting, +1 Computers: 1d20 + 6 - 2 + 1 ⇒ (2) + 6 - 2 + 1 = 7 (Evade Stunt)

Let's use the AID TOKEN to to force one of the jinsul assault craft to temporarily disengage from combat. The enemy starship ceases firing for the current and following round when an Aid Token is used in this manner. Only one jinsul assault craft can be affected in this manner.

Twitches sweaty paws are twitching over the piloting console and his gut is roiling. We just have to keep it together for a short moment longer. He flips on his comm and quickly squeaks. "Concentrate all fire on the capital ship!" in a high pitched tone.

Scarab Sages

Just to clarify something; you can't use your aid token for anything other then to make an attack right now. You could have used an aid token to have one ship disengage (or use it for the "standard" use of an aid token during this Starfinder special which you could have used in other Starship combat encounters)..or you can use an aid token (up to 3 times) to make an attack during this specific encounter. It's not a mix and match kind of deal.

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)
"Twitch" 701 wrote:
"Concentrate all fire on the capital ship!" in a high pitched tone.

{"On it!"}

Attack vs. Capital w/ Light Plasma Cannon: 1d20 + 4 ⇒ (9) + 4 = 13
Light Plasma Cannon Damage: 2d12 ⇒ (10, 12) = 22
Oh, baby!

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

Desperate to put even a minimal amount of thrilling back in front of the ship, Hido smalls his hands around his console, directing as much energy as the damaged power cord can spare.

Divert, shields: 1d20 + 9 ⇒ (6) + 9 = 15

nice rolling GM! Maybe if we hit the fighter 2 solid times it stops killing us so we can kill the cap ship? We've one one round before we go down to the GMs hot dice!

Scarab Sages

So what do you want to attack with your aid token?

Second Seekers (Luwazi Elsebo)

Male CG human spacefarer envoy 2 | SP 12/12 HP 16/16 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +4; Will +3 | Init: +5 | Perc: +4, SM: +5 | Speed 30ft | | Spells: None. | Active conditions: None.

Vandor struggled hopelessly to balance the shields.

Computers, Balance shields: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Seriously? I'm pretty sure I only need a five or six to succeed at this. I've gone 3, 4, 3...

Desperate to save himself (and to complete the mission as well, of course!) He opens comms and hails the Starfinder fleet.

"Mayday! Mayday! We have sustained critical damage! We require immediate support fire! Repeat we require assistance!"

vs. Purple
Aid token: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 4d8 ⇒ (1, 7, 3, 1) = 12

Scarab Sages

As Twitch fails to evade Hido restores some shields and Vandor get's confused on where to new power to the shields come from and can't manage to balance them out Vchk fires on the capital ship while a call for assistance results in one of your fellow Starship to take a shot at the Jinsul escort bothering you

1d100 ⇒ 82

init
Ceolor

Damage:
Pegasus: Forward shields: 7 out of 10
Hull damage: 49 (out of 55) - glitching port weapons, glitching sensor, glitching life support, glitching power core
Purple: 40 - glitching weapons, front+left, glitching power core, glitching engine
Capital: 46 hull damage

Scarab Sages

I just heard we have untill Friday to finish this. Could someone NPC Ceolor in if he hasn't posted before someone sees this? I don't want what could possibly be the deciding roll to be the GM's ;)

Wayfinders

CG Male Small Humanoid (Ysoki) Bounty Hunter Mechanic 2 | SP 9/16 | HP 14/14 | RP 5/5 | KAC 16 | EAC 14 | vs CM 24 | Fort +4 Ref +6 Will +2 | Init +3 | Perc +4 (Darkvision 60 ft.) | Speed 25 ft |

Rolling for Ceolor. Here's hoping my dice go hot.

Ceolor focuses in and targets the remaining fighter.

Attack vs. Purple, with computer: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage: 2d12 ⇒ (1, 11) = 12

Scarab Sages

Since Vchk just fired the light plasma weapon Ceolor can't fire it again, so that would have been your turret coilgun
Coilgun damage: 4d4 ⇒ (3, 1, 1, 2) = 7

Ceolor fires on the escort vessel bothering you and manages to blow it apart as it returns fire
To hit TL: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Damage: 2d8 ⇒ (6, 2) = 8
To hit AC: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Damage: 4d4 ⇒ (4, 2, 4, 4) = 14

The missile flies past but the coil gun chews through your precious forward shields and almost blows up your hull
I'm assuming Vchk will activate his starship boon Hero of the Stars at this point to restore you to 10 hull point - if not let me know and I'll upload a youtube video of exploding spaceships ;)

init
You guys

Damage:
Pegasus: Forward shields: 0 out of 10
Hull damage: 56 (out of 55) Or 10 left - glitching port weapons, glitching sensor, glitching life support, glitching power core
Capital: 46 hull damage

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)
Revvy Bitterleaf wrote:
I'm assuming Vchk will activate his starship boon Hero of the Stars at this point to restore you to 10 hull point - if not let me know and I'll upload a youtube video of exploding spaceships ;)

"USE THE BOON, VCHK!"

Relying on his history of difficult starship combat, Vchk manages to encourage the crew to hold the ship together just long enough to outlast the jinsul fighter.

{"Let's take out that capital ship before we're dead in the water!"}

Attack vs. Capital w/ Light Plasma Cannon: 1d20 + 4 ⇒ (13) + 4 = 17
Light Plasma Cannon Damage: 2d12 ⇒ (5, 9) = 14

Scarab Sages

Other people can still do stuff if they want, but Vchk's attack is enough to destroy the capital ship and accomplish your mission here

With one well aimed light plasma cannon shot Vchk blasts a hole in the back of the Capitals unprotected side

which causes a chain reaction of explosions to rock the entire ship.

Scarab Sages

You could join another boarding fight in the remaining day - day and half if you want

Second Seekers (Luwazi Elsebo)

Male CG human spacefarer envoy 2 | SP 12/12 HP 16/16 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +4; Will +3 | Init: +5 | Perc: +4, SM: +5 | Speed 30ft | | Spells: None. | Active conditions: None.

Vandor flops into the captain's chair. "Phew. That was cutting it pretty close. Remember when I said we'd be safer from the bridge of a starship? Well I was wrong."

I don't know that I'll be able to post much, but if you guys want to do a boarding combat I will try.

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

Hido watches the capital ship explode through the many holes in the superstructure protected from space only by the thinnest of force fields.

"I cant believe we are alive." then, frowning at his damaged console and all the pretty red lights denoting damaged and glitching systems, "Let's get this thing docked before it finishes falling apart."

I'm fine with fighting another boarding action, or just relaxing for a day. Either way.

this is how I feel... Hot Landing


Under the supervision of First Seeker Luwazi Elsebo, the Starfinder fleet’s best starship crews have overcome the first wave of incoming jinsul starships! The Capital Ship Down condition is now in effect.

The seemingly endless tide of jinsul ships ends—for a moment. All PCs in the All Hands on Deck! mission can perform an extra standard action for 1 round.


Alongside the recently returned First Seeker Jadnura, the crews of Starfinder carriers have repelled most of the jinsul boarding parties! The Champion Defeated condition is now in effect.

The carriers can devote more of their resources to supporting the ongoing starship battle. Each starship crew member may reroll any checks attempted during starship combat for the round; they must use the second result.


Thanks to selfless sacrifices and tactical victories, the Starfinder fleet manages to evacuate most of the transport ships back to the carriers, bringing nearly all the surviving Starfinders to safety. One by one in a rapid succession, the enormous ships dive into the Drift. The carriers converge at their rendezvous point, still at full battle readiness. But no jinsul craft follow; the pursuit is over.

Nominated First Seeker Luwazi Elsebo addresses the fleet through the ships’ comm units. “Starfinders, today we did something no one would have thought possible a year ago. We were able to rescue many of our comrades and two members of the Society’s former leadership, and what we now know about the Scoured Stars system may at least bring some closure to the loved ones of those who were beyond our help. Despite our victory today, we must remain vigilant, because a new threat has revealed itself. We know little of these jinsuls, but we all witnessed that their armada is massive, and they may have hundreds of thousands of soldiers eager for battle. It is clear they are an enemy we cannot ignore. Today, we must head back home to recuperate, but tomorrow, we must prepare.”

The Society endures, but a new threat to the galaxy is rising.

That is the end. Thank you GM’s for all of your hard work and effort to make this successful! And a special thanks to everyone for sticking it out during the multiple website outages. Over 105 players and GM’s alike were a part of this and all your hard work made it possible.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Ceolor gives a cheer as the capital ship explodes and the part of the jinsul fleet that had been targeting them breaks off. As they turn the nearly broken down wreck of their own ship around, he comments "You know, I think we can call it good for now! I, for one, need to take a shower to get off all this cold sweat!"

I don't think I can keep up with posting fast enough to handle a final combat.

Scarab Sages

@Ceolor; There isn't a final combat anymore. What Overseer Tyranus posted was the final outcome of the special..it's over, you guys won ;)
It was supposed to last till either tomorrow or until enough tables report success on their mission...in the last 8 hours a lot of successes (including yours) tipped the balance in the Society's favor and everyone (most?) of the previously trapped and rescuing Starfinder escaped the Scoured Stars

I'll start working on your Chronicles - realistically I should have them sometime Saturday

Wayfinders

CG Male Small Humanoid (Ysoki) Bounty Hunter Mechanic 2 | SP 9/16 | HP 14/14 | RP 5/5 | KAC 16 | EAC 14 | vs CM 24 | Fort +4 Ref +6 Will +2 | Init +3 | Perc +4 (Darkvision 60 ft.) | Speed 25 ft |

Twitch collapses into a comfortable chair and orders a mug of good ale to sip on to calm his nerves. Death was so close I could feel its icy breath on my fur.

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