GM Tyranius Dead Suns AP (Starfinder) (Inactive)

Game Master Tyranius

Tactical Map
Starship Combat Cheatsheet
Sunrise Maiden
Space Loot


651 to 700 of 4,356 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1
Abe wrote:
Never listen to the captain, that’s my new motto. :)

Does that mean Dash is still captain! Nice!

$#!%!!

Dash struggles against his natural tendencies and tries to save air. Raising his akata extinguisher, he gives the converted weapon a field test, blasting away with salt water.

Not sure is this is an area effect (my preference) or squirt-gun. Seems trick attack might be appropriate so I’ll roll that and a ranged attack and let GM decide.
Trick attack?: 1d20 + 8 ⇒ (9) + 8 = 17
Extinguisher: 1d20 + 3 ⇒ (20) + 3 = 23
Trick Damage (if applicable): 1d4 ⇒ 4

Also hoping this will provide enough thrust to propel Dash away from the zombie. :)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

I would think it would be a small AoE. Say like 15 feet. Might get about 5 good spurts out of it I would think. Unfortunately no trick attack as it needs to have an Operative tag or be a small arms weapon.
this is more of an improvised weapon.

Salt Water Damage: 1d6 ⇒ 2

The undead recoils and curls in upon itself as the salt water spurts forth from the canister. Though in the zero-gravity it doesn't do nearly what Dash thought it would do. The salt water releases in large globs and droplets that seem to cling to whatever it touches. A large portion clings and climbs all around the Void Zombie as it's undead flesh sizzles and pops.

I would say the way water clings in space it would do 1d6 each round from now on.

The thrust from the propellant is enough to hurtle Dash back, away from the hungry zombie. Need an acrobatics check for off-kilter.

Abe pushes off against the ground and slams into the back wall, spinning upside down as small thrusters fire at once to maintain stability on Messalina. the small drone fires a single round into the zombie's flight suit, creating another small pocket for the vacuum of space to enter.

Vetch draws energy and light from the stars around him as his cables spark to life, striking at the floating corpse.

Kcectic floats into the center of the room, drawing his laser pistol.

Laser Pistol: 1d20 + 2 ⇒ (8) + 2 = 10

The red bolt arcs quickly and silently through the cavern as it sparks against the wall on the far side.

The Void Zombie scrapes and claws, looking for more of it's meal as it slams into Dash, launching itself from the floor as it's foot catches a bit of the surface.

Slam vs Dash KAC 15: 1d20 + 8 ⇒ (15) + 8 = 23
Damage (B): 1d6 + 5 ⇒ (2) + 5 = 7

Flailing about the zombie slams a fist into the side of Dash's head.

Round 3
Kcectic
---------------------------
Void Zombie (-18)
---------------------------
Round 2
Dash (SP 6/13; HP 15/15)
Abe (SP 0/14; HP 14/16; -4 Str)
Vetch


Round: 2

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 0/14 HP: 14/16
Weapon Equipped = Arc Pistol, static
Conditions = Akkata Void Death disease (1 save made), Off Kilter
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 19/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 7/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

To correct his off-kilter condition, Abe grabs a hold of the wall and tries to right himself. I don’t think a roll is required, but in case there is…
Athletics: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 (str drain, boot clamps)

He takes a shot at the undead thing with his arc pistol, stable or not.
static arc pistol: 1d20 + 3 ⇒ (4) + 3 = 7 damage(E): 1d6 ⇒ 5 (Might be an additional -2 to hit for off-kilter)

Meanwhile, Messalina, just sitting there, fires again.
semi-auto pistol: 1d20 + 6 ⇒ (14) + 6 = 20 damage(P): 1d6 ⇒ 3

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

No roll required. It sounds like it just takes a move action to right yourself.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Kcectic, still floating easily in the center of the room, attempts a second shot at the void zombie, this time with more success.

Laser Pistol: 1d20 + 2 ⇒ (18) + 2 = 201d4 ⇒ 3


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 2, Init 17

Vetch floats easily about the place, moving up to shoot at the zombie as well.

Ranged: 1d20 + 4 ⇒ (1) + 4 = 5 to hit; (cover)
(F): 1d4 ⇒ 4 damage
Charge 17/20

And he gapgoblins the shot.

K'Vetchings:

S: 12/12 HP: 14/14 R: 4/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing, Frag Grenade
Spells cast: 1/3

Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 17/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

With a final pair of shots to it's skull from Messalina and Kcectic, the Void Zombie ceases to move once more. The constant silence of the vacuum of space is almost maddening. Searching the zombie reveals nothing of use or interest as it's clothing and gear remains in tatters.

Player Status:

Kcectic
Dash (SP 6/13; HP 15/15)
Abe (SP 0/14; HP 14/16; -4 Str)
Vetch


Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static
Conditions = Akkata Void Death disease (1 save made), Off Kilter
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 19/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 7/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Abe, still breathing heavily and spinning, if only in his head, holds up his hand. "I need a moment."

He'll take ten minutes to sit and try to get his s!%$ together. He'll shed his pack which is now burdensome to him and, when he's ready, proceed on foot.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Not sure sound travels here, right?

Vetch lists in space, listening (if possible) for dangers while Abe and Dash assess their injuries.

"That was a zombie, eh? Figured we'll see more of them as we go forward. Dash, your salt water tears seemed effective," Vetch says, willing to wait up to 10 minutes before scouting again.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

I assume you can still communicate using your comm devices / telepathy. Otherwise I would think no sound based effects on perception checks. (I could be wrong though :P)


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash will spend 1 RP to recover Stamina too.

Dash drifts silently in the vacuum of the cave, swiping and tapping at his iComm while Abe catches his breath. A minute later he pushes off the wall and zeros over to Vetch, holding up his wrist to display the screen.

Hey genius, you wanted to be our scout. Next time check for signs of VD before sending us all to our f@$%ing deaths?

After resting he floats over to check both bodies to see if any air remains stored in their suits. When ready to continue he looks to Vetch to see if the ratfink bastard is still taking point.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch smiles.

"I wasn't the one who sent others into the room. You should be more careful with giving orders," Vetch replies calmly, not taking any guff from the clank.

"When I say 'It's all clear', and it's not, you can give me attitude. But if you don't like that, I'll just go wait in the spaceship...OH WAIT...YOU LOST THAT." Vetch exaggerates how he totally forgot that Dash didn't put the ship in park.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Which direction are you scouting?


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash rolls his eyes, but resists the urge to sigh as that would waste air. His fingers flash across his iComm.

You’re right. I expected adequacy from you. My bad. If you’d like a second chance, choose a direction and lead on.

The adds over the voice comm. ”If not, shut the f@$% up and stop wasting air.”


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Again, if possible, taking 10 on all scouting for 20...and floating above the ground and noiseless, I guess. Using darkvision.

Vetch air floats over to the south.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

"I know you like to bicker, but as the pilot, isn't it my fault?" Kcectic wonders out loud as he waits for Vetch to scout ahead and give the all clear.

"I'm mostly sure I did everything correctly..."


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10
Kcectic wrote:
"I know you like to bicker, but as the pilot, isn't it my fault?"

Vetch turns his mock ire on Kcectic.

"Don't you ruin our fun with facts or logic. He isn't using it and it isn't important," Vetch hisses with whiskers upturned.

"Now wait for my signal..." Vetch moves to explore more.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash nods to Kcectic, then taps out a few more words and sends them to the group.

Incoming iComm Message: No one could have foreseen someone stealing the ship.

He gives Kcectic a “there there” pat on the shoulder.

Then, offhand over the comms, ”But if it’s anyone’s fault, it’s probably the pilot’s.”

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Two passages exit this cavern, one to the northeast and one to the northwest. An incongruous door, more akin to what one would expect to find on a space station, stands in the south wall. Two more writhing Acreon corpses float high in the cavern.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

One of the undead manages to catch sight of some movement as Vetch rounds the corner and it bares broken teeth decayed flesh at the Ysoki. From the manner of uniform and form of it's undead face this looks like it could have been the Captain of the Acreon from the videos surfaced earlier by Dash.

Though non of that matters now as he just wants a small bite to eat.

Init:

Abe: 1d20 + 4 ⇒ (14) + 4 = 18
Dash: 1d20 + 8 ⇒ (10) + 8 = 18
Vetch: 1d20 + 3 ⇒ (14) + 3 = 17
Kcectic: 1d20 + 7 ⇒ (11) + 7 = 18
Void Zombie: 1d20 + 2 ⇒ (5) + 2 = 7

Round 1
Dash
Kcectic
Abe (SP 14/14; HP 14/16; -4 Str)
Vetch

-----------------------------
Void Zombie
-----------------------------


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 1, Init 17

"Two more zombies coming this way. Let's set up to chokehold them in the hallway. Get your grenades ready," Vetch says as he retreats quickly, pulling out a grenade from his mouth and readying it for when the zombies are together.

His pistol is holstered for the moment.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

GM: since these void zombie are basically akata possessed corpses would they be susceptible to illusions? Also, are they fire resistant like akatas?


Round: 1

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made), Off Kilter
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 18/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Abe moves back now that the front has moved back.
Athletics: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 (str drain, boot clamps)

He takes out his grenade as well.

Messalina readies a shot, but simply sits in place.
semi-auto pistol: 1d20 + 6 ⇒ (13) + 6 = 19 damage(P): 1d6 ⇒ 3

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

From your prior knowledge roll you know that they do not contain the resistance that Akata's do, only the susceptibility to salt water.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”Everyone make ready. I’ll hold them at the bottleneck.”

Dash floats to the cave passage and takes position behind his water-barrel akata nuke.

If he can, Dash will go defensive and take cover behind the barrel.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

"I am ready when you are." Kcectic broadcasts as he holds on hand up in front of him and prepares to fire starlight at the first enemy in sight.

Readied Magic Missile: 2d4 + 2 ⇒ (3, 3) + 2 = 8

I keep not realizing I've been logged out and end up thinking there are no new posts, hopefully this gets sorted soon.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yea, that has been messing me up for a few days as well.

Dash takes up a defensive couch behind his salt water bomb as Kcectic readies the a spell to batter the undead's advancement.

Abe rights himself and draws a grenade for the corridor. Vetch spits the remainder of his grenades from his pouch into his hands.

The undead squirm about and launch themselves from the nearby wall towards their meals.

Acrobatics Green: 1d20 + 10 ⇒ (19) + 10 = 29
Acrobatics Red: 1d20 + 10 ⇒ (12) + 10 = 22

The undead bound into the wall's clinging to them as they maintain their balance in the zero gravity environment. Kcectic catches sight of the undead and sends starlight rocketing down the corridor at the deceased Acreon crew.

Round 2
Dash
Kcectic
Abe (SP 14/14; HP 14/16; -4 Str)
Vetch

-----------------------------
Void Zombie (Green -8)
-----------------------------


Round: 2

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 17/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Seeing Dash so far forward, Abe holds onto his grenade, and readies a shot from his arc pistol
static arc pistol: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10 (cover) damage(E): 1d6 ⇒ 5

Messalina readies a shot, but simply sits in place.
semi-auto pistol: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 (cover) damage(P): 1d6 ⇒ 4


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash readies to pull the pin on the grenade rigged to the barrel and push off it when the zombies close.

Not sure if I need to roll anything, but here’s a d20.
?: 1d20 ⇒ 2

Kcectic: I think you get 3 magic missiles when you cast it as a full round action.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Correct. Full round is 3 missiles. Though Kcectic used it as a ready action which is a standard instead of full-round.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 3, Init 17

Vetch floats closer and tosses his grenade over Dash's head and at the zombies. At marked spot. 15ft burst.

Ranged: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11 to hit vs. AC 5;
1d6 ⇒ 2 frack damage

K'Vetchings:

S: 12/12 HP: 14/14 R: 4/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing, Frag Grenade
Spells cast: 1/3

Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 17/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Having hit with his missiles, Kcectic saves more of his mystical powers and draws his laser pistol and moves next to Dash, then attempts to fire on the Zombie if it survives the grenade blasts.

Readied Shot: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 141d4 ⇒ 4

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Dash waits for the zombies to come down the corridor as his hand rests eagerly on the pin of the grenade.

Kcectic watches as Dash's hands shake and waits for the grenade to do it's job.

The only one who doesn't wait is Vetch. The Ysoki's small gnarled hand tosses a grenade down the line like some sort of woman's softball league pitcher. The grenade bullets down the chamber, bouncing off the walls and doesn't manage to strike the ground as the zero gravity holds.

The grenade erupts sending shrapnel at the undead.

Red Reflex for half damage DC 14: 1d20 + 3 ⇒ (16) + 3 = 19
Green Reflex for half damage DC 14: 1d20 + 3 ⇒ (6) + 3 = 9

Overall the zombies are fairly shielded from the blast as they filter into the tunnel, their long, gray bloated tongues twist in the open space.

Seeing both in the tunnel Dash pulls the pin and kicks the barrel down the tunnel. Just as the second zombie rounds the corner a fire extinguisher bashes into it and the grenade erupts, blanketing both in a bath of pressurized salt water.

Red Damage: 4d6 ⇒ (6, 1, 6, 4) = 17
Green Damage: 4d6 ⇒ (3, 5, 5, 4) = 17

Between the blast shredding their bodies further and the salt water turning their bodies into liquid goo, that floats all over the chamber, making it nearly inaccessible without swimming through it, the zombies are no more.

One of the void zombies is still carrying a credstick with 470 credits. In addition, an azimuth laser rifle and needler pistol float in this chamber, discarded by the void zombies after their transformation. Both weapons are depleted of charges and ammunition.

Player Status:

Dash
Kcectic
Abe (SP 14/14; HP 14/16; -4 Str)
Vetch


Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 17/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Abe grins at the mess, ”Nice one Dash! That kept ‘em off our case.” He’s pleased not to have to fight any up close. ”Let’s go around and see if we can avoid swimming through this gunk, shall we?” he suggests to Vetch.

He uses his Psychokinetic Hand to remove the objects from the area cleanly, or at least more cleanly. ”This is a good rifle, same as the one I carry. I have a spare battery pack if anyone wants to use it. ‘Course it’s no good against the akata, but it works against the zombies I think, though I haven’t tried myself to be sure.”

Psychokinetic Hand:
School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one unattended object of no more than 10 lbs. or 1 bulk
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.
- - -


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch takes a moment to wonder how the heck Dash's experiment worked...but is very happy that it did.

"A gapborn goblin couldn't have done that. It was impressive," Vetch gasps.

Vetch will help Abe check the chamber for anything and clean the armaments. "Too bad there is no ammunition for this needler. Abe, do you have any spare ammo? I just need a few bullets for this in case we run into more akatas."

When others are ready, Vetch will scout down the next passage.


"I have spare rounds for a pistol, like what Messalina is using, but nothing for this needler. It takes special ammo."

Take what you need if it's bullets your after. I have a couple dozen bullets left give or take.

"Uh, er." says Abe as Vetch walks through the areal muck that was the zombies. He shrugs, I am wearing a sealed suit after all. he thinks as he follows, trying to keep himself and Messalina as clear of the worst of the gunk as possible.

He moves up and readies his weapons.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash grins as his science turns the void zombies into salty space gumbo. He gives a thumbs up to Abe at the mechanic’s compliment, and a different finger to Vetch.

His grin melts as the ysoki moves through the soup, but telling him to go around is a waste of air and time, so he follows along, fingers dancing across his iComm.

Use the lasers. Void zombies aren’t resistant to heat like grown akatas are. If we encounter more, bunch them up. I’ve got a few more tricks.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

That needler pistol is actually really neat. You can send poison, antitoxins and healing serums like bullets around the battlefield. The pistol and rifle use darts though.

Moving through the zombie soup the group circles back around and heads back up the northern tunnel.

This chamber is similar to the other excavated caverns within the Drift Rock, with tunnels exiting to the north, west, and southeast. The corridors to the north and west are finished and paneled. The northern passage ends after about 50 feet, where the ceiling has collapsed in a wall of fallen rock

Vetch feels a small tingle in the back of his mind. Something pulls at it and things become just a small bit fuzzy, almost like the Ysoki just woke up from a nap but his head needs to clear.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

"At least my laser is good for something now." Kcectic says, lamenting that his only other weapon doesn't do lethal damage as he avoids the floating remains of their most recent foe. He makes a few religious gestures and quietly prays that the crew finds peace after death.

He waits patiently for Vetch's next signal.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Seeing nothing more in the northern chamber, Vetch returns to the splatter room to check out the door to the south.

1d20 + 9 ⇒ (11) + 9 = 20 Perception

Door locked? Openable?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Vetch finds the door surprisingly unlocked, though before he is able to open the door an extreme hatred fills the air, confusing Vetch further as his mind muddles.

Init:

Abe: 1d20 + 4 ⇒ (10) + 4 = 14
Dash: 1d20 + 8 ⇒ (13) + 8 = 21
Vetch: 1d20 + 3 ⇒ (7) + 3 = 10
Kcectic: 1d20 + 7 ⇒ (13) + 7 = 20
Undead: 1d20 + 4 ⇒ (5) + 4 = 9

From the back wall a garbled and terrifying scream crackles across your mics as an incorporeal decayed form lurches out from the wall itself. "Should...not..of...come..." The harrowing voice cracks.

Everyone needs to make a DC 11 Will save or Confused for 2 rounds.

Vetch looks down in horror at his arms as his molecular structure begins to break apart, splitting his skin open on sight

Drift Rip vs Vetch EAC FF 13: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Round 1
Dash
Kcectic
Abe (SP 14/14; HP 14/16; -4 Str)
Vetch (SP 9/12; HP 14/14)

-------------------------------------
Undead (DC 12 Knowledge Mysticism)
-------------------------------------


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Will: 1d20 + 6 ⇒ (12) + 6 = 18
Mysticism: 1d20 + 7 ⇒ (11) + 7 = 18

Kcectics mind pushes off the confusion that threatens to succumb it, and the Shirren attempts to identify the undead creature even as he fires a barrage of missiles at it.

Magic Missile: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Kcectic knows this type of undead to be a very dangerous Driftdead. It is Incorporeal, meaning that kinetic weapons will not harm it and magical kinetic effects will deal 50% damage. Though Kcectic has a third sense and sends numerous missiles into the incorporeal undead. As he guessed. Force effects have full effect against it.

Kcectic also knows that they have an aura about them as they have split from their bodies that seems to cause confusion all around it as well as able to create small pockets of Drift, which breaks down a creatures molecular structure as it returns small portions to the Drift Realm.

When a mortal humanoid dies within the Drift while consumed with a strong negative emotion, it can become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment. What’s left of a driftdead’s warped mind is filled with insanity, rage, and a hatred for the living. So overwhelming is this flux of emotions that a driftdead psychically broadcasts its confusion, affecting all who venture too close.

A driftdead leaves its mortal remains behind and forms a new undead body out of the mingled planar energies of the Drift— just as the Drift contains material snatched from countless planes. This physical body, however, is inextricably linked to the Drift. If a driftdead ever travels to the Material Plane (or any other plane), its planar body remains within the Drift, and the driftdead becomes an incorporeal spirit. The driftdead recreates its corporeal form as soon as it returns to the Drift.

Round 1
Dash
Kcectic
Abe (SP 14/14; HP 14/16; -4 Str)
Vetch (SP 9/12; HP 14/14)

-------------------------------------
Diftdead (-10)
-------------------------------------


Round: 1

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made), Confused (1/2r)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 17/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Will Abe: 1d20 + 0 ⇒ (6) + 0 = 6
Will Messalina: 1d20 - 1 ⇒ (16) - 1 = 15

Abe is befuddled a moment frightened by the creature that now faces them, a creature he had not even conceived of in this space.

Confusion: 1d100 ⇒ 32

”Bah, bah, bah. What?” he bleats, mumbling to himself. Messalina flies nearby, hovering, waiting for commands (not that her bullets will do anything).


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 3, Init 17

Vetch cocks his ears, then recoils in pain as he is hurt by something.

1d20 + 5 ⇒ (20) + 5 = 25 Will vs. DC 11

Vetch withdraws fully, willing to engage with something so startling.

K'Vetchings:

S: 9/12 HP: 14/14 R: 4/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing, Frag Grenade
Spells cast: 1/3

Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 17/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Will: 1d20 + 4 ⇒ (18) + 4 = 22
Mysticism: 1d20 + 6 ⇒ (1) + 6 = 7

”A ghost? Here? What the f@$%?” Dash doesn’t know that he doesn’t actually know something. Not that he would admit it if did know he didn’t know something. What he really knows is that mystics are good with restless dead, and so he waits to see how they handle it. Kcectic’s missiles seem effective, as does Vetch’s retreat. He decides to do a little of both, pushing away and grabbing a magic missile spellgem from one of his pockets.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Dash pushes away a bit, drawing a gem from his bag as Abe begins to mutter incoherent words to himself while rocking in the corner.

Using his magical flight in space vetch is able to retreat away as the undead offers no quarter, glaring at the Ysoki. A woman's face shimmers in the form as your mics crackles once more, becoming almost useless to use. A stream of blood begins to pool and flow freely from what looks to be a bullet wound in the undead's head. "AAAARRRGGHHHHHH"

Drift Rip vs Vetch EAC 15: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Crit Damage: 1d4 + 2 ⇒ (2) + 2 = 4

A deep tear splits open on Vetch's leg. One so deep that he can see a small piece of bone beneath the torn muscle as flecks of fur and flesh float away like some sort of dust in the wind.

With the scream the undead lurches back into the wall, disappearing from sight, though the group can still feel the extreme hatred all around them.

Round 2
Dash
Kcectic
Abe (SP 14/14; HP 14/16; -4 Str; Confusion 1 rnd remaining)
Vetch (SP 2/12; HP 14/14)

-------------------------------------
Diftdead (-10)
-------------------------------------


Round: 2

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made), Confused (1/2r)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 17/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Abe continues to be befuddled, still frightened by the creature that now faces them.

Confusion: 1d100 ⇒ 91

Abe tries to take a guarded step away from Dash, as he raises his arc pistol to shoot him!
Athletics: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 (boots, str drain)

He then shoots!

static arc pistol: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14 (off kilter) damage(E): 1d6 ⇒ 5


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

"Vetch, are you okay?" The Shirren asks, concerned even as he waits for the ghost to reveal itself again. He keeps a concerned eye on Abe as well hoping the man calms down soon and takes the opportunity to explain the driftdeads strengths and weaknesses.

Delay, would ready my last magic missile but I'd rather have 3 shots vs 2.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Can't take guarded step in zero-G without flight.


Oops, sorry. I guess I provoke then. :)

1 to 50 of 4,356 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Tyranius Dead Suns AP (Starfinder) All Messageboards

Want to post a reply? Sign in.