GM Tyranius Dead Suns AP (Starfinder)

Game Master Tyranius

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Sunrise Maiden
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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 steps forward before any Captain has a chance to create false impressions of the party's abilities or aims.

"No, we're not with them. We're definitely against them. Who are you and how can you help us stop them?" Vetch squeaks politely.


"Well, they know we're here. But I think they knew that already." he grins as the alarms fade.

When the figure appears, he grasps his rifle, as the last one attacked them. He's displeased with the mind probe, but shrugs, What can you do?

When he continues in common, Abe's impressed. That was quick.

"Slow down there computer-man. Who's 'he'?"


Zane's gonna block their bullets and lasers!

Zane replies in a mix of common and kish. His brain not exactly knowing that he knows Kish and not exactly being able to handle the magic of the audio filter.

The Zane's here. Kish icon and while it's only been 2 weeks since benig there, already a legend in Kishland.
Sounds like you need saving. If there's a person to save. The Zane's the one to make it happen!


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

”Hold the f@#%ing holo-phone..”

Dash watched the Kish-computer-projection with interest. At first he thought it was just a programmed response, but this is something new. He wonders if the ancient Kish dabbled in artificial intelligence.

”What are you? He asks the projection. ”Computer program or ghost?”

Dark Archive

“My name is Osteth. I was once one of the many kishalee scientists who monitored this entire system, protecting its secret. Long ago, I had a physical form, but in order to maintain these computers past our civilization’s fall, another engineer and I created digital versions of our consciousnesses to serve as custodians for eternity."

Osteth seems to visibly relax in his posture. “His name is Eltreth. We have operated here for millennia, keeping this place functional and its terrible secret hidden, until a couple of centuries ago. Without warning, he began to display signs of instability and critical errors. He became convinced that he was the tool of some being called the Devourer. I believed it to be just some sort of manifestation of degradation in his core programming, and I sequestered him to these servers before he could cause any damage. I had hoped he could be repaired, but recent events have changed my mind.”


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

"Well that doesn't sound good," Vetch reflects. "Is Eltreth still a threat? Does he have influence outside his matrix? Can we just unplug him?"


Stats:
HP 73/73 Stam 67/67 Resolve 11/11 | EAC 23 (+4 if provoking) | KAC 26 (+4 if provoking) | BAB +9 | Fort +12 Ref +7 Will +8 (+2 Fear) | Init +6 | Speed 35 | Acro +14 | Athletics +18 | Intim +13 | Prof +13
Neutral Vesk Solider/9

The vesk stands politely to the side listening and nodding. "Draka and Draka friends help."


"That's quite a sacrifice." Abe has thought about 'digitizing', but he didn't think it would work. And look. It did, in a manner of speaking. But what an existence! He may be into tech in a big way, but there's a line, and this bloke crossed it. He wonders at his sanity, living so long. Clearly his friend didn't make it.

He nods at Vetch's questions and Draka's statement. "Sure we'll help. What can you tell us?"

Dark Archive

Abe wrote:
"Sure we'll help. What can you tell us?"

Abe's questioning sets the AI off into a very long winded history. “Millennia ago, my people were locked in a war with a race called the sivvs. After decades of fighting, the sivvs fashioned a device of cosmic destruction known as the Stellar Degenerator and sought to use it to bring the kishalee to extinction. We captured the weapon before it could be activated and won the war. We then studied our spoils, learning much from its dreaded power. We fired the Stellar Degenerator once... in self-defense, mind you! But the result was an atrocity could barely live with. We created the Gate of Twelve Suns—the star system in which you find yourself—to house and protect the weapon so that none might use it ever again.”

His tale of woe continues for some duration, as the computer screens begin to flicker through a full on history lesson of the Kish-Sivv war.

Background of Kish-Sivv War:

Millions of years ago, two advanced civilizations—the kishalee and the sivvs—clashed in an interstellar war that lasted for centuries. In a desperate bid to bring the conflict to a quick end, the sivv government funneled much of its wealth into the creation of a massive superweapon. Known as the Stellar Degenerator, the device was designed to vastly accelerate the rate of nuclear fusion in a star, quickly turning it into a cold, lightless, black dwarf star. Before the Stellar Degenerator could be tested, kishalee spies learned of its existence, providing enough intel for the kishalee military to launch a surprise attack on the sivvs and seize control of the weapon. Demoralized by the loss, and their economy in shambles with nothing to show for it, the sivvs were swiftly defeated and their territories annexed by the kishalee.

The kishalee took possession of the Stellar Degenerator, and though they fought many of other societies over the following centuries, they never felt endangered enough to use it... until they came into contact with a powerful and aggressive race that threatened to strike at the heart of kishalee civilization and destroy it utterly. After much deliberation, kishalee leaders authorized the use of the superweapon against the star of their enemy’s home system.

As the system cooled and darkened, the dead sun’s weakened gravitational pull was no longer able to hold the planets, which went flying off into space. While the resulting destruction and loss of life won the war for the kishalee, they were, as a society, horrified about what they had done. They concluded that the Stellar Degenerator should never be used again, but when many in the military raised the specter of another unwinnable war, the government decided to hide the superweapon instead of destroying it.

Using the immense amount of energy siphoned off during the Stellar Degenerator’s one and only firing, the kishalee were able to create a pocket demiplane in which to store the superweapon and wrangle a dozen nearby stars to demarcate its location while maintaining its stability. Dubbed the Gate of Twelve Suns, this megastructure was a feat of magic and engineering that took decades to build. Once it was completed, kishalee military and scientific staff were placed in bases on each of the “controller moons” orbiting the twelve suns to monitor the demiplane and prevent anyone else from opening it. Though these personnel were swapped out regularly, the kishalee government foresaw the eventual need for automation should their civilization ever fall.

“Several days ago we were invaded by a group of raiders. Some of them looked much like yourselves, but others were like figments, strange dark apparitions with no true form. The raiders call themselves the Desperate Hunger and are led by an android woman named Null-9—I discovered this as they blasted their way into this facility spouting paeans to this Devourer and caught me offguard. Before I knew it, they had freed Eltreth and forced me into his prison. Luckily, I was able to place some roadblocks in their path to slow them down, but they cannot be allowed to access the Stellar Degenerator.”

“The many maintenance robots that perform the physical tasks of this system have always been semiautonomous, but ever since I locked Eltreth away, I have been striving to uplift the robots to full sentience so that they might continue should something happen to me. When it looked as though Eltreth would be freed, I uploaded as much independent programming as I could to their processors. It will take Eltreth some time to regain full control over those robots. In addition, I generated a pulse of electricity throughout the terminals in the operations room, making sure the demiplane containing the Stellar Degenerator could not be easily accessed.”

Vanyan wrote:
"Is Eltreth still a threat? Does he have influence outside his matrix? Can we just unplug him?"

“Truthfully, I fear the Desperate Hunger will be stopped by nothing short of death. Then, though it pains me to say so, I must trap Eltreth again and destroy his programming for good. What I thought was a mere degradation was but utter corruption borne from powers I do not understand. If you know of any other way, please tell me.”

“You cannot do it from here. You must access the sequestering subprogram from the main operations room.” At this point, Osteth brings up a map of control center and points out the room. “This should initiate an exchange of my core programming and Eltreth’s. Beware, though. Eltreth has probably installed countermeasures.”

Red dot on Control center room.


"Why didn't you just destroy it?! You can't just go around blowing up the suns of anyone you disagree with. My god!"

Abe can't believe these creatures. He had thought them advanced, but he was having his doubts.

"OK. OK. I guess we need to get tot he main operations room then."

He looks to the group, "Do we want to clear the other areas first? That way no one will be creeping up our backsides while we're unplugging this bastard. I think that's a good idea, but I can see the urgency of making our move before they have too much time to prepare countermeasures too." He shrugs uneasily.


Zane's gonna block their bullets and lasers!
ABE wrote:
That way no one will be creeping up our backsides

.

To which Zane shudders. Yes, let's clear out the other stuff first. The Zane doesn't like anything creeping up a backside. It's bad to get buggered.

Zane looks at the map, trying to see if he should use Bubba or Boingo. Is it going to be close combat or cover fire from distance.
Vetch and Coach. Sounds like it's time to make a move on. If no one has a suggestion. The Zane always goes right.

Do the remnants of the Sivv civilization still exist? What roll is needed for that? Culture check?
culture: 1d20 + 4 ⇒ (11) + 4 = 15


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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 completely agrees with Abe’s assessment. The Kishalee may have possessed incredible technology a millennia ago, but they sure didn’t know what to do with it.

”It is generally thought that the third eye represents wisdom and foresight,” Dash comments and rolls his eyes. Looking at Vetch, the only other crew member with mystical experience he adds, ”but I’m starting to think that was a sarcastic joke of cosmic f@#%ing proportions.”

Though he holds little hope for helpful answers, he Dash asks a few questions of Osteth.

”Does Eltreth have a physical form now? Should we encounter your maintenance robots - how do we convince them we aren’t their enemies? Last thing, why shouldn’t we just go back to our ship and blast this command station into into microscopic f@#%ing pieces?”

With a couple quick gestures on his iComm, Dash brings up some action tunes.

~Soundtrack~

After checking his batteries and adjusting his armor, he places a hand on the Zane’s shoulder and gives his best at a pep talk. ”I’m counting on you to make amends for the mistakes of your genetic ancestors.” Drawing his antique disruption pistol, he points it at the control room on the map. ”That’s the goal. Two points if we score.”

To Draka, ”Roll up, Blood and Fury. Time for a kick-a$$ season finale.”


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Zane's gonna block their bullets and lasers!

Zane is pumped up from the coach's speech!
Okay, right door then!

He then proceeds to go through the door in front of him. The left most door in this complex.
He pulls out Boingo as he anticipates more close quarter combat.


3 people marked this as a favorite.
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

"Does anyone know if it's possible to target the Destroyer to just target goblins? Abe? You think you could rig that up?" Vetch asks. "Or do you need to see the device first? Maybe we should wait until we get a look at the programming before we see if it can be put to any good use."

The Zane wrote:
The Zane always goes right.

Vetch tries to figure out how to go right when all the potential places to go are mostly to the left, or across. Maybe Zane means his other right.

Vetch silently pads down the long hallway, listening at the double doors then comes back to help Zane with the 'always go other right' plan.

1d20 + 20 ⇒ (15) + 20 = 35 Perception
1d20 + 20 ⇒ (19) + 20 = 39 Stealth


2 people marked this as a favorite.

Abe lines up behind The Zane, and makes ready to take control of this complex. When Vetch spouts his racism, Abe is having none of it. "No! No, we're not using this thing, you're as bad as they are..."

He does however send Messalina to cover Vetch as he goes searching. She stays 20' back and floats along the ceiling as she covers him (and sends video back to Abe).

Stealth: 1d20 + 14 ⇒ (10) + 14 = 24

Dark Archive

Abe wrote:
"Why didn't you just destroy it?! You can't just go around blowing up the suns of anyone you disagree with. My god!"

Osteth grows somber. "At the time it seems like the right thing to do. It was too much to destroy it and it needed to remain hidden."

The Zane does a search on anything Sivv related through the computers and from the sounds of it the entire civilization was made extinct.

Dash wrote:
”Does Eltreth have a physical form now? Should we encounter your maintenance robots - how do we convince them we aren’t their enemies? Last thing, why shouldn’t we just go back to our ship and blast this command station into into microscopic f@#%ing pieces?”

"Eltreth does not have a physical form the last I saw of him. The maintenance bots were also under my control and should pose no trouble to you." Osteth explains as the screens go through the programming code he placed on the maintenance robots.

Lining up at the door to the east of the chamber the AI circles to watch. "Good luck. You will need it." The Zane opens the door

A single, oddly shaped desk is all that remains of the furniture in this room. Piles of dust have collected in the corners, and pieces of random detritus are scattered across the floor. Standing in the back of the room are four cultists in an inattentive state, throwing pieces of sharp metal at the far wall.

"UuuuGH! This is BORING!" One yells. CLANG A chunk of metal falls into the pile. "We came clear out here for a circuit board?" Another speaks up, looking to a large grimacing half-orc standing near the pile. "Yo Sisyrus? How 'bout we jest leave and head back to something we can kill? Serve an actual f*%!ing purpose to the cause."

The half orc stands from her crouched position and draws her knife. Calmly she walks to the man and places it at his through. "So eager to visit the Blood Gate? Maybe I'll send you right now. Along with any of you others that speak of a mutiny again. Now keep looking for that board. NOW!" The cultists scramble as the continue looking through the heap of metal.


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
Aerav Brack Elijea wrote:
"No! No, we're not using this thing, you're as bad as they are..."

Vetch shakes his head, certain that we wasn't heard correctly.

"No no no, listen! I'm just talking about killing the goblins. No real people are going to die. Just goblins," Vetch explains clearly. "And we *just* want to use it once, to get rid of the goblins, you see?"

"I think it's a good plan. And I think I speak for the rest of the team when they back it as well. We'll destroy the device after that."

* * *

At the first moment he can, Vetch slinks forward to cast slow on the foursome. DC 19 Will vs Staggered.


Stats:
HP 73/73 Stam 67/67 Resolve 11/11 | EAC 23 (+4 if provoking) | KAC 26 (+4 if provoking) | BAB +9 | Fort +12 Ref +7 Will +8 (+2 Fear) | Init +6 | Speed 35 | Acro +14 | Athletics +18 | Intim +13 | Prof +13
Neutral Vesk Solider/9

Draka only approaches but not too close because she's not the most stealthy of adventurers. She narrows her yellow, reptilian eyes at the yoski as he promises "just goblins" will die. Draka wasn't very familiar with the anatomy of other species, but she gets the feeling the creatures on the other side aren't goblins.


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"Uh huh." Abe mutters as Vetch goes on like that uncle at Thanksgiving.

When their opponents come into view, he wonders what board they're looking for, but he's generally glad they haven't yet found it.

(I'm a little confused by the map. Vetch looks like he's in a closet that doesn't go through. Are we at the double doors?)

Abe moves into position to provide cover fire, as does Messalina.

Dark Archive

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@Abe- The room is little more than a storage room and not blocked. Though that picture can be a bit misleading. Also the circuit board they are looking for is the replacement for the broken one to open the demiplane containing the Stellar Degenerator. This recording you found on the Singularity may make more sense now. Link

Green Cultist: 1d20 + 8 ⇒ (5) + 8 = 13
Purple Cultist: 1d20 + 8 ⇒ (17) + 8 = 25
Orange Cultist: 1d20 + 8 ⇒ (15) + 8 = 23
Sisyrus Coldblood Will save: 1d20 + 11 ⇒ (1) + 11 = 12

Init:

Abe: 1d20 + 3 ⇒ (13) + 3 = 16
Dash: 1d20 + 11 ⇒ (10) + 11 = 21
Vetch: 1d20 + 10 ⇒ (8) + 10 = 18
Zane: 1d20 + 12 ⇒ (11) + 12 = 23
Draka: 1d20 + 6 ⇒ (4) + 6 = 10
Desperate Hunger Cultist: 1d20 + 6 ⇒ (18) + 6 = 24
Sisyrus Coldblood: 1d20 + 9 ⇒ (5) + 9 = 14

One of the cultists and their leader slows to a bit of a crawl as they quickly realize that they are not alone.

Surprise Round
Zane
Dash
Abe
Draka

Round 1
--------------------------------------------------------------------
Cultists (Green Slowed)
--------------------------------------------------------------------
Zane (SP 59/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 55/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 59/63; HP 58/58; RP 6/8; DR/6 Kinetic)(Messalina 79/90)
--------------------------------------------------------------------
Sisyrus Coldblood (Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)


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Zane's gonna block their bullets and lasers!
GM wrote:
The Zane does a search on anything Sivv related through the computers

Zane has a couple spare minutes. Maybe it's while the HoloKish is talking and recounting history. But something really odd happens. Someway, somehow, and inexplicably: Zane opens up a computer-- to do research-for the first time in forever. No one that's a part of this crew has ever seen him "work" on a computer. Of course the crew of The Maiden have seen him as he connects and browses the HoloNet. Zane's always ordering sports equipment from AbsalomPrime, clicking "Like" on anything and everything Blood and Fury related... you know... the simple everyday stuff.

This odd moment is very special, because Zane clicks on the "Research app" and it pops into life. Asking The Zane for his User Name and Password. The Zane wants to know more about The Sivv.

So, he types in what he thinks is his UserName: Greatest247 and his password: 4Touchdowns!
*ACCESS DENIED. Incorrect combination of Username and Password*
So he tries again. Greatest247. Password: 4Scoresinonegame!
*ACCESS DENIED. Incorrect combination of Username and Password*
And again. Greatest247. Password: Benchpress350!
*ACCESS DENIED. Incorrect combination of Username and Password*
*** Your account is locked***
Frustrated. Zane closes the app and the computer.
Useless f$&*ing computers. Ahhh.. Those Sivv F~~*s must be long gone. Pooof. Dust in the wind.
***********
Zane enacts his special new armor upgrade. He is quite happy about this, not fully realizing that he's darting right in and not allowing the others to get in their laser fire. Of course Abe mentioned "cover fire" just seconds before, so Zane assumes it means fire that gives him cover to rush in.

Like a bolt of lightening, Zane is upon the cultists. Swinging his sword.
Not certain if I get the Hasted movement in a surprise round and an attack. Rolling just in case I do. If not, I am cool with only the single movement.
Boingo: 1d20 + 14 ⇒ (2) + 14 = 16
damage: 4d8 + 14 ⇒ (3, 6, 6, 5) + 14 = 34


Round: Surprise

Status:
EAC: 26 KAC: 27 CM: 35
Resolve: 6/8 Stamina: 59/63 HP: 58/58 (DR 6)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 9)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/17hp)
Miracle Worker = 1/1
Haste Circuit = 8/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +6, Dex +4 (weapon focus longarm +1) Damage: +9
Melee/Thrown: Attack: BAB +6, Str +1 Damage: +4
Messalina (5’ up)
EAC: 23 KAC: 23 CM: 31 HP: 79/90
Weapon Equipped = Frostbite zero rifle
Conditions = None
Invisibility Field = 1/1 (10m)
Ranged: Attack: BAB +7, Dex +4 (weapon focus: longarms +1) Damage: +9

(Gotcha - thanks for the link!)

Abe follows The Zane into the room and takes up a firing position. Messalina meanwhile, moves to the double doors and opens them (ahhh, nice to have the claws back!).


Stats:
HP 73/73 Stam 67/67 Resolve 11/11 | EAC 23 (+4 if provoking) | KAC 26 (+4 if provoking) | BAB +9 | Fort +12 Ref +7 Will +8 (+2 Fear) | Init +6 | Speed 35 | Acro +14 | Athletics +18 | Intim +13 | Prof +13
Neutral Vesk Solider/9

Surprise Round:

Draka, seeing that her companions are going in, moves her full 35 feet speed towards the room. "RAAAAAAUGH!" She is not quiet.

Can't run in Surprise Rounds, right?

Dark Archive

@Draka- Correct, run is a full action.

Zane rushes the room as Boingo slams into the pile of scrap metal in the room. The cultists leap to their feet in surprise. Dash, seeing the small closet storage room quite congested takes the scenic route.

The cultists each draw similar swords as the group prior as they surround The star blitzball player.

Orange sintered longsword vs Zane KAC 27: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 2d8 + 14 ⇒ (6, 3) + 14 = 23

The Zane gets cut across his arm as a bright red blood flows down along his palms.

Round 1
--------------------------------------------------------------------
Cultists (Green Slowed)
--------------------------------------------------------------------
Zane (SP 45/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 55/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 59/63; HP 58/58; RP 6/8; DR/6 Kinetic)(Messalina 79/90)

--------------------------------------------------------------------
Sisyrus Coldblood (Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)


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

Vetch fires his new gun at orange, moving into the room. (Will move on map when I get home.)

Corona Laser Ranged:1d20 + 14 ⇒ (11) + 14 = 25 to hit;
(F): 1d20 + 4 ⇒ (3) + 4 = 7 damage
Charge 18/20

K'Vetchings:

S: 63/63 HP: 56/56 R: 9/9
EAC: 22 KAC: 22 CMD: 27
Fort: +4 Ref: +9 Will: +11
Resist cold 5, electricity 5, fire 5

Right Hand: Empty
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 0/7 used (MM*4,Identify*0,RLCond*0,MT1*0)
2: 0/5 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)
3: 1/4 used (haste*0,slow*0,irradiate*0,tongues*0,mindthrust*0)

Melee: [ dice=Club]1d20+5[/dice] to hit;
[ dice=(B)]1d6+3[/dice] damage

Corona Laser Ranged:[ dice]1d20+14[/dice] to hit;
(F): 2d4 + 4 ⇒ (3, 4) + 4 = 11 damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+14[/dice] to hit;
(A): 1d10 + 4 ⇒ (6) + 4 = 10 damage
Charge 12/20

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


Round: 1

Status:
EAC: 26 KAC: 27 CM: 35
Resolve: 6/8 Stamina: 59/63 HP: 58/58 (DR 6)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 9)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/17hp)
Miracle Worker = 1/1
Haste Circuit = 7/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +6, Dex +4 (weapon focus longarm +1) Damage: +9
Melee/Thrown: Attack: BAB +6, Str +1 Damage: +4
Messalina (5’ up)
EAC: 23 KAC: 23 CM: 31 HP: 79/90
Weapon Equipped = Frostbite zero rifle
Conditions = None
Invisibility Field = 1/1 (10m)
Ranged: Attack: BAB +7, Dex +4 (weapon focus: longarms +1) Damage: +9

Abe triggers his haste circuit (swift) so he can make his full attack after crossing the room to line up a shot. He shoots at purple, while Messalina, from her spot near the door, shoots just over Vetch’s shoulder at orange.

Abe corona laser rifle: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 (extra attack) damage(F): 2d6 + 9 ⇒ (4, 2) + 9 = 15
Abe corona laser rifle: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18 (extra attack) damage(F): 2d6 + 9 ⇒ (5, 4) + 9 = 18

Messalina frostbite zero rifle: 1d20 + 12 ⇒ (19) + 12 = 31 damage(C): 1d8 + 9 ⇒ (4) + 9 = 13


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

Unable to see past Draka’s big frame, Dash takes the hallway. Arriving next to Abe, he leans casually against the door. He gives a nod at Zane. ”I see he has them right where he wants them... or is it the other way around. Hmm, four on one. I think he needs another eye.”

Double move. Talk sh!t.

Dark Archive

Boingo: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21
damage: 4d8 + 14 ⇒ (7, 2, 5, 5) + 14 = 33

Boingo: 1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12
damage: 4d8 + 14 ⇒ (1, 4, 6, 5) + 14 = 30

The Zane slides his ultrathin longsword right through the cultists armor plating and into his abdomen. "Ugh!" He grabs his gut, raising his hand up, it is filled with blood. The cultists rises it to his face, imprinting lines of bloody fingers on his forehead. "My life shall have purpose!" The cultists laughs.

Dash shuffles in next to Abe and Vetch. Vetch blasts another of the cultists. Sparks and fire singe the cultists arm as he jerks back. Abe's pair of shots miss by a narrow margin, Messalina freezes vetch's target as the drones targeting reticle locks on.

Sisyrus slowly draws a red star plasma pistol and takes aim. vetch's spell greatly hindering her movement.

Round 1
--------------------------------------------------------------------
Cultists (Green -33; Slowed)(Orange -20)
--------------------------------------------------------------------
Zane (SP 45/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 55/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 59/63; HP 58/58; RP 6/8; DR/6 Kinetic)(Messalina 79/90)
--------------------------------------------------------------------
Sisyrus Coldblood (Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)


Zane's gonna block their bullets and lasers!
gm wrote:
"My life shall have purpose!" The cultists laughs.

Zane sees the guy laughing as he slices into him with his blade.

Dude, you can be a fan sitting in the stadium, but you will never be a playa on the field.
Meet Draka. Now SHE'S A PLAYA.

He also moves back 5 feet as he takes a large step to the side.
Quasi retcon. I have haste circuit on, so I get full attacks and a move. Zane wants to use the hasted to take a guarded step.


Stats:
HP 73/73 Stam 67/67 Resolve 11/11 | EAC 23 (+4 if provoking) | KAC 26 (+4 if provoking) | BAB +9 | Fort +12 Ref +7 Will +8 (+2 Fear) | Init +6 | Speed 35 | Acro +14 | Athletics +18 | Intim +13 | Prof +13
Neutral Vesk Solider/9

Round 1:

Draka stomps through the doorway and turns to swing her hammer on the red enemy. "RAAAAUGH!" Her yellow reptilian eyes shine with the anticipation of battle as her Swoop Hammer cuts through the air.

To Hit (Swoop Hammer): 1d20 + 15 ⇒ (17) + 15 = 32
Damage (Swoop Hammer): 1d10 + 16 ⇒ (4) + 16 = 20

Dark Archive

Draka's rage and power catches even the insane cultists by surprise as she slams he hammer into one's chest.

All three cultists draw incendiary grenades as the group before did. Unphased at their own mortality the trio tosses the grenades near the back of the room. Orange will provoke from Draka and purple will provoke from The Zane.

Orange Incendiary Grenade II (Draka, Abe, Dash, Messalina, Vetch); distance: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28
Fire Damage: 2d6 ⇒ (5, 3) = 8 + 1d6 Burn at the beginning of your turn
DC 15 Reflex for half damage. If pass negate the burn effect as well.

Purple Incendiary Grenade II (Draka, Abe, Dash, Messalina, Vetch); distance: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Fire Damage: 2d6 ⇒ (1, 1) = 2 + 1d6 Burn at the beginning of your turn
DC 15 Reflex for half damage. If pass negate the burn effect as well.

Flames envelop the entire southern end of the room as the walls buckle from the symphony of explosions.

Round 2
--------------------------------------------------------------------
Cultists (Green -33; Slowed)(Orange -40)
--------------------------------------------------------------------
Zane (SP 45/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 55/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 59/63; HP 58/58; RP 6/8; DR/6 Kinetic)(Messalina 79/90)

--------------------------------------------------------------------
Sisyrus Coldblood (Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)


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

1d20 + 9 ⇒ (17) + 9 = 26 Reflex vs. DC15
1d20 + 9 ⇒ (7) + 9 = 16 Reflex vs. DC15
With DR 5 fire, not sure he takes any damage from the grenades.

Vetch fires his new gun at orange twice.

Corona Laser Ranged:1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13 to hit;
(F): 1d20 + 4 ⇒ (14) + 4 = 18 damage

Corona Laser Ranged:1d20 + 14 - 4 ⇒ (16) + 14 - 4 = 26 to hit;
(F): 1d20 + 4 ⇒ (13) + 4 = 17 damage
Charge 14/20

K'Vetchings:

S: 63/63 HP: 56/56 R: 9/9
EAC: 22 KAC: 22 CMD: 27
Fort: +4 Ref: +9 Will: +11
Resist cold 5, electricity 5, fire 5

Right Hand: Empty
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 0/7 used (MM*4,Identify*0,RLCond*0,MT1*0)
2: 0/5 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)
3: 1/4 used (haste*0,slow*1,irradiate*0,tongues*0,mindthrust*0)

Melee: [ dice=Club]1d20+5[/dice] to hit;
[ dice=(B)]1d6+3[/dice] damage

Corona Laser Ranged:[ dice]1d20+14[/dice] to hit;
(F): 2d4 + 4 ⇒ (3, 1) + 4 = 8 damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+14[/dice] to hit;
(A): 1d10 + 4 ⇒ (4) + 4 = 8 damage
Charge 12/20

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


Round: 2

Status:
EAC: 26 KAC: 27 CM: 35
Resolve: 6/8 Stamina: 49/63 HP: 58/58 (DR 6)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 9)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/17hp)
Miracle Worker = 1/1
Haste Circuit = 7/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +6, Dex +4 (weapon focus longarm +1) Damage: +9
Melee/Thrown: Attack: BAB +6, Str +1 Damage: +4
Messalina (5’ up)
EAC: 23 KAC: 23 CM: 31 HP: 74/90
Weapon Equipped = Frostbite zero rifle
Conditions = None
Invisibility Field = 1/1 (10m)
Ranged: Attack: BAB +7, Dex +4 (weapon focus: longarms +1) Damage: +9

Abe Reflex: 1d20 + 9 ⇒ (1) + 9 = 10 vs DC 15 for half of 8
Abe Reflex: 1d20 + 9 ⇒ (4) + 9 = 13 vs DC 15 for half of 2
Abe = 10hp and on fire

Messalina Reflex: 1d20 + 9 ⇒ (13) + 9 = 22 vs DC 15 for half of 8
Messalina Reflex: 1d20 + 9 ⇒ (17) + 9 = 26 vs DC 15 for half of 2
Messalina = 5hp and not on fire.

Abe does his best to put himself out (not sure what that means - another reflex save?).
Abe Reflex: 1d20 + 9 ⇒ (2) + 9 = 11

Messalina lines up on orange and opens fire.
Messalina frostbite zero rifle: 1d20 + 12 ⇒ (3) + 12 = 15 damage(C): 1d8 + 9 ⇒ (2) + 9 = 11


Zane's gonna block their bullets and lasers!

Zane eyeballs the dead man walking that's in front of him. Taunting him.
come into the office
... Why? You ask?
Be-Kaus-e Your F-I-R-E-D!

and he proceeds to hack the limbs off the man.
attack: 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13 purple
damage: 4d8 + 14 ⇒ (3, 8, 2, 1) + 14 = 28

attack: 1d20 + 14 - 4 ⇒ (19) + 14 - 4 = 29 purple
damage: 4d8 + 14 ⇒ (8, 4, 3, 3) + 14 = 32

AoO: 1d20 + 14 ⇒ (10) + 14 = 24 - Purple
damage: 4d8 + 14 ⇒ (8, 6, 1, 4) + 14 = 33

He then moves to another opponent...
Guarded 5 foot step as hasted move action.He moves even if he doesn't kill purple.

Dark Archive

Burning Condition:

BURNING
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.

You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.

The Zane gives a hard lesson to the grenade tossing cultist as he lops the cultists hand right off.

Grabbing ahold of a spent battery Dash rolls it out into the back of the room near Sisyrus's feet. the battery overloads with magic as it bulges. The outer casing breaks down as the battery begins to cook off. It explodes erupting in a chemical fire for 20 feet.

Damage (Fire: 9d6 ⇒ (4, 3, 5, 1, 6, 3, 5, 4, 2) = 33
Sisyrus Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Green Cultist Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Purple Cultist Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
Orange Cultist Reflex: 1d20 + 7 ⇒ (9) + 7 = 16

The battery severely burns all of the cultists. This gives Vetch just enough of a moment to land a placed shot into the cultists ribs. The room looks near ready to collapse as their breathing becomes ragged.

The flames clinging to Abe don't seem to want to go out as the chemical soak into his clothing. Messalina's sensor seem to be off slightly as all of the heat melts a bit of the wiring.

Dash Reflex 1 DC 15: 1d20 + 9 ⇒ (2) + 9 = 11
Dash Reflex 2 DC 15: 1d20 + 9 ⇒ (5) + 9 = 14
Abe Burning: 1d6 ⇒ 5
Dash Burning: 1d6 ⇒ 3
Dash reflex to end Burning: 1d20 + 9 ⇒ (6) + 9 = 15

Dash's body grows quite cold as it sucks the oxygen out from around him, snuffing the flames out on his arms.

Oof, this slow effect really shuts down the Operative trick attack class that Sisyrus is built around.

Sisyrus slowly raises her pistol and fires it at The Zane.

Red star plasma pistol vs Zane EAC 24: 1d20 + 17 ⇒ (5) + 17 = 22

Vetch's spell makes the half-orc much to slow and The Zane quickly avoids the plasma blast to the floor.

Round 2/
--------------------------------------------------------------------
Cultists (Green -49; Slowed)(Orange -90) (Purple -81)
--------------------------------------------------------------------
Zane (SP 45/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 42/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 44/63; HP 58/58; RP 6/8; DR/6 Kinetic; Burning)(Messalina 74/90)
--------------------------------------------------------------------
Sisyrus Coldblood (-33; Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)


Stats:
HP 73/73 Stam 67/67 Resolve 11/11 | EAC 23 (+4 if provoking) | KAC 26 (+4 if provoking) | BAB +9 | Fort +12 Ref +7 Will +8 (+2 Fear) | Init +6 | Speed 35 | Acro +14 | Athletics +18 | Intim +13 | Prof +13
Neutral Vesk Solider/9

Round 2:

Draka snarls and swings at the orange cultist. "RAAAAUGH!"

To Hit (Swoop Hammer): 1d20 + 15 ⇒ (12) + 15 = 27
Damage (Swoop Hammer): 1d10 + 16 ⇒ (2) + 16 = 18

Dark Archive

Draka's swoop hammer breaks the cultist's neck as his head flops around at a fatal angle.

The cultists move around the heap to block your path to Sisyrus. "Boss is gonna be pissed. How did they even find us out here?"

Purple Sintered longsword vs Zane KAC 27: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 2d8 + 14 ⇒ (8, 6) + 14 = 28

The Zane feels another slice go through his armor as the metal fibers puncture his skin.

Round 2
--------------------------------------------------------------------
Cultists (Green -49; Slowed) (Purple -81)
--------------------------------------------------------------------
Zane (SP 26/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 42/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 44/63; HP 58/58; RP 6/8; DR/6 Kinetic; Burning)(Messalina 74/90)

--------------------------------------------------------------------
Sisyrus Coldblood (-33; Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)


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

Patting out the last of the flames, Dash gripes at the situation.

”Crazy cultist c@#%s!”

Slipping past Abe, he takes cover in another doorway and aims at the cultist in green.

Speaking or trick attacks, Dash now has a decent pistol with which to use his own skill!
Trick attack - bluff: 1d20 + 20 ⇒ (6) + 20 = 26

”Pew!” He calls, distracting the cultist to get a better shot.

Disruption Pistol: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Trick damage: 1d4 ⇒ 1


Round: 4

Status:
EAC: 26 KAC: 27 CM: 35
Resolve: 6/8 Stamina: 44/63 HP: 58/58 (DR 6)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 9)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/17hp)
Miracle Worker = 1/1
Haste Circuit = 7/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +6, Dex +4 (weapon focus longarm +1) Damage: +9
Melee/Thrown: Attack: BAB +6, Str +1 Damage: +4
Messalina (5’ up)
EAC: 23 KAC: 23 CM: 31 HP: 74/90
Weapon Equipped = Frostbite zero rifle
Conditions = None
Invisibility Field = 1/1 (10m)
Ranged: Attack: BAB +7, Dex +4 (weapon focus: longarms +1) Damage: +9

Abe takes a guarded step back, lays down a field of fire on purple, and switches off the haste circuit (swift).
Abe corona laser rifle: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 (cover) damage(F): 2d6 + 9 ⇒ (2, 4) + 9 = 15

Messalina switches to red and opens fire.
Messalina frostbite zero rifle: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9 (cover) damage(C): 1d8 + 9 ⇒ (7) + 9 = 16


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 4

Vetch fires his new gun at green twice.

Corona Laser Ranged:1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17 to hit;
(F): 1d20 + 4 ⇒ (17) + 4 = 21 damage

Corona Laser Ranged:1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27 to hit;
(F): 1d20 + 4 ⇒ (16) + 4 = 20 damage
Charge 10/20

K'Vetchings:

S: 63/63 HP: 56/56 R: 9/9
EAC: 22 KAC: 22 CMD: 27
Fort: +4 Ref: +9 Will: +11
Resist cold 5, electricity 5, fire 5

Right Hand: Empty
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 0/7 used (MM*4,Identify*0,RLCond*0,MT1*0)
2: 0/5 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)
3: 1/4 used (haste*0,slow*1,irradiate*0,tongues*0,mindthrust*0)

Melee: [ dice=Club]1d20+5[/dice] to hit;
[ dice=(B)]1d6+3[/dice] damage

Corona Laser Ranged:[ dice]1d20+14[/dice] to hit;
(F): 2d4 + 4 ⇒ (4, 3) + 4 = 11 damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+14[/dice] to hit;
(A): 1d10 + 4 ⇒ (7) + 4 = 11 damage
Charge 12/20

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


Zane's gonna block their bullets and lasers!

Zane advances. He sees the end goal. The leader boss. But, there's still the defensive guards blocking the way.
Keeping his sword between him and his enemies, he gracefully slides forward and unleashes doom.
Stranger Things happen when The Zane gets attacked. Others Bleed!

He takes his pound of flesh collecting swings.
attack: 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13 attack green
damage: 4d8 + 14 ⇒ (7, 8, 5, 2) + 14 = 36

attack: 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13 attack green
damage: 4d8 + 14 ⇒ (3, 2, 8, 6) + 14 = 33

...and two terrible rolls in a row.... It helps when talking trash to actually be able to back the trash talking up!

My action: Circuit guarded step movement. and using full attack action to swing twice.

Dark Archive

The Zane swings wide, trying to keep the cultists at bay. Dash attempts to trick one of them but the cultist doesn't seem to be paying much attention. Missed the trick attack by 1

Vetch continues to harass and burn the cultists as a sharp painful beam burns into his shoulder.

meanwhile Abe continues to ignore the burn sensation as he will look to taken care of it once his life isn't in immediate danger.

Abe Burning: 1d6 ⇒ 2
Abe Reflex DC 12: 1d20 + 9 ⇒ (20) + 9 = 29

Luckily for Abe the embers flicker out on their own. Abe's own laser rifle blasts right into the other cultist's neck, leaving a burned hole through the back end. It is amazing he is even still standing, if ever so barely.

Sisyrus curses. "This isn't good."

Red star plasma pistol vs Zane EAC 24: 1d20 + 17 ⇒ (16) + 17 = 33
Damage E&F: 1d8 + 8 ⇒ (2) + 8 = 10

The Zane feels hot plasma strike his armor as it sizzles and pops. Electricity crawling along the exterior.

Round 2
--------------------------------------------------------------------
Cultists (Green -69; Slowed) (Purple -96)
--------------------------------------------------------------------
Zane (SP 21/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 42/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 42/63; HP 58/58; RP 6/8; DR/6 Kinetic)(Messalina 74/90)
--------------------------------------------------------------------
Sisyrus Coldblood (-33; Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)


Stats:
HP 73/73 Stam 67/67 Resolve 11/11 | EAC 23 (+4 if provoking) | KAC 26 (+4 if provoking) | BAB +9 | Fort +12 Ref +7 Will +8 (+2 Fear) | Init +6 | Speed 35 | Acro +14 | Athletics +18 | Intim +13 | Prof +13
Neutral Vesk Solider/9

Round 3:

Draka bares her teeth, takes a step to the right, and swings at the purple enemy. (See map.) "Why move around?" The vesk is aware the cultists are trying to flank her Blood and Fury companion, but she needs a certain amount of space to swing her hammer. She brings the blunt end down, hoping to crush the last of the purple cultist's morale.

To Hit (Swoop Hammer): 1d20 + 15 ⇒ (6) + 15 = 21
Damage (Swoop Hammer): 1d10 + 16 ⇒ (6) + 16 = 22

Dark Archive

Draka caves in the cultist's face, sending him to the Blood Gate for good.

Sintered longsword vs Zane KAC 27: 1d20 + 17 ⇒ (5) + 17 = 22

It truly does break their morale as the pair of slowed cultists can't seem to find their target.

Round 2
--------------------------------------------------------------------
Cultists (Green -69; Slowed)
--------------------------------------------------------------------
Zane (SP 21/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 42/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 42/63; HP 58/58; RP 6/8; DR/6 Kinetic)(Messalina 74/90)

--------------------------------------------------------------------
Sisyrus Coldblood (-33; Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)


Round: 5

Status:
EAC: 26 KAC: 27 CM: 35
Resolve: 6/8 Stamina: 42/63 HP: 58/58 (DR 6)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 9)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/17hp)
Miracle Worker = 1/1
Haste Circuit = 7/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +6, Dex +4 (weapon focus longarm +1) Damage: +9
Melee/Thrown: Attack: BAB +6, Str +1 Damage: +4
Messalina (5’ up)
EAC: 23 KAC: 23 CM: 31 HP: 74/90
Weapon Equipped = Frostbite zero rifle
Conditions = None
Invisibility Field = 1/1 (10m)
Ranged: Attack: BAB +7, Dex +4 (weapon focus: longarms +1) Damage: +9

Abe, with a straight shot on green, takes it.
Abe corona laser rifle: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 (extra attack) damage(F): 2d6 + 9 ⇒ (1, 3) + 9 = 13
Abe corona laser rifle: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8 (extra attack) damage(F): 2d6 + 9 ⇒ (1, 6) + 9 = 16

Messalina stays on the leader (red) and continues to fire.
Messalina frostbite zero rifle: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10 (cover) damage(C): 1d8 + 9 ⇒ (3) + 9 = 12

(Great rolls there dice bot!)


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 6

Incredulous that the foe is still standing, Vetch fires his new gun at green twice.

Corona Laser Ranged:1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23 to hit;
(F): 1d20 + 4 ⇒ (12) + 4 = 16 damage

Corona Laser Ranged:1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17 to hit;
(F): 1d20 + 4 ⇒ (4) + 4 = 8 damage
Charge 6/20

K'Vetchings:

S: 63/63 HP: 56/56 R: 9/9
EAC: 22 KAC: 22 CMD: 27
Fort: +4 Ref: +9 Will: +11
Resist cold 5, electricity 5, fire 5

Right Hand: Empty
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 0/7 used (MM*4,Identify*0,RLCond*0,MT1*0)
2: 0/5 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)
3: 1/4 used (haste*0,slow*1,irradiate*0,tongues*0,mindthrust*0)

Melee: [ dice=Club]1d20+5[/dice] to hit;
[ dice=(B)]1d6+3[/dice] damage

Corona Laser Ranged:[ dice]1d20+14[/dice] to hit;
(F): 2d4 + 4 ⇒ (3, 1) + 4 = 8 damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+14[/dice] to hit;
(A): 1d10 + 4 ⇒ (7) + 4 = 11 damage
Charge 12/20

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


Zane's gonna block their bullets and lasers!

Zane sees the foe and knows it's end is also near.

The Zane spies with three eyes - a dead cultist.
attack: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 4d8 + 14 ⇒ (5, 5, 5, 1) + 14 = 30

but instead hits the ground with such force. The ground doesn't give... only Zane's weapon and his quivering hand.

Dark Archive

Dash is up.


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

”Hey green-shirt! You’re goin down!” Dash calls to the cultist in green. However, at the last second he pans his pistol left and takes a pot shot at Sisyrus.

Trick attack - bluff: 1d20 + 20 ⇒ (16) + 20 = 36
Disruption Pistol: 1d20 + 12 ⇒ (1) + 12 = 13

He gives the useless pistol a betrayed look.
”Aw, c’mon you piece of sh!t!”

Dark Archive

The Zane's blade skates off the ground as Dash's pistol betrays him worse that a hungry space goblin. Vetch manages to further wound the cultists, who seems to revel in the intense pain. "YES!, It feels so good. Do it again!"

Abe attempts to come to the cultists wishes but isn't able to follow through.

Red star plasma pistol vs Zane EAC 24: 1d20 + 17 ⇒ (19) + 17 = 36
Damage E&F: 1d8 + 8 ⇒ (7) + 8 = 15

The Zane, well in the path of destruction is hit with another small ball of plasma.

Round 2
--------------------------------------------------------------------
Cultists (Green -85; Slowed)
--------------------------------------------------------------------
Zane (SP 11/90; HP 59/67; RP 3/8; DR/5-Cold/Fire; DR/9 Kinetic)
Dash (SP 42/59; HP 45/45; RP 9/10)
Vetch (SP 59/63; HP 56/56; RP 8/9; Elec/Fire/Cold Res 5)
Abe (SP 42/63; HP 58/58; RP 6/8; DR/6 Kinetic)(Messalina 74/90)
--------------------------------------------------------------------
Sisyrus Coldblood (-33; Slowed)
--------------------------------------------------------------------
Draka (SP 30/67; HP 73/73; RP 8/11)

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