GM Tyranius Dead Suns AP (Starfinder) (Inactive)

Game Master Tyranius

Tactical Map
Starship Combat Cheatsheet
Sunrise Maiden
Space Loot


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Vetch doesn't have a shot as the Necroglider is out of the forward arc and no weapons are equipped on the starboard arc.

Vetch loses sight of the Necroglider as Dash tries to get better control of the coil gun but can't seem to as Kcectic jerks the ship all around.

Necroglider piloting check for Helm Phase: 1d20 + 14 ⇒ (3) + 14 = 17

Kcectic finally gains the upper hand as he outmaneuvers the agile necroglider.

Necroglider Evade check DC 12: 1d20 + 14 ⇒ (15) + 14 = 29

Necroglider already moved so Helm and gunners can go.

Round 3
Captain (Soryn)-May act on any Phase
Engineering Phase (Abe)

Helm Phase (Kcectic- pilot)- Rnd 3 -26
Gunnery Phase (Dash-turret / Vetch-Fwd)

Status
Hippocampus (Starboard shield -4)
Necroglider Stiletto (+2 AC/TL | Fwd Shield Down | -4 HP )


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 steers the ship in a tight circle right around the nose of the necroglider, circling entirely around it and pulling their weapons up, point blank at the exposed forward section of the enemy ship.

"Shoot now while their shields are down!"

Evasive Manuevers vs DC 12: 1d20 + 7 + 3 ⇒ (9) + 7 + 3 = 19
+2 AC/TL

Piloting: Round 4 Initiative: 1d20 + 7 + 3 ⇒ (17) + 7 + 3 = 27


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 swings the turret around again, but his aim is not improving. His only consolation is that Vetch hasn't landed another shot.

"Oh, c'mon!!"

Gunnery Piloting + Dex: 1d20 + 1 + 3 ⇒ (6) + 1 + 3 = 10
4d4 ⇒ (3, 4, 2, 1) = 10


Abe quickly shifts to the Science Officer chair (Seems like I can switch positions without losing any actions. pp322)

He tries to rebalance the shields to protect their nearly open starboard flank. He calls on the computer to help him as the bonuses have been going unused by the rest of the party. (1 of 3 +1 bonuses used)

Computers: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 (computer) vs DC 17 (Balance the shields to be 4 everywhere)

"The shields are balanced to protect our ship Kcectic, Vetch, take him out!"

Shield Balancing:
I wanted to set the shields 5 front, 4 starboard and port, 3 rear, but I don't think I can do that in one round. As I read the rule (pp 324) I can move from one side to another OR I can evenly balance them everywhere. So to do what I wanted would have been a two round fix - to risky.
- - -


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

Vetch tries again to blast the bad ship out of the...uh...'sky'.

1d20 + 4 ⇒ (12) + 4 = 16 to hit; (piloting,dex)
2d4 ⇒ (1, 3) = 4 damage

Wayfinders

Male Korasha Lashunta Xenoseeker Solarion 1 St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

Captain's can go at any phase, but do we get to see the roles first? I am not sure if I should be guessing where I am needed or just jumping in when I see something just missing...

Soryn tries to encourage Vetch to aim true.

Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

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Scenario and AP Tracker

Normally not supposed to know the result of the roll. Though I think waiting for Captain to give go / no go on each phase would slow things way down on starship combat.

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Yes- you can switch positions. the only stipulation is that it has to be at the top of the round.

@Abe- Correct, it is one or the other which would make it 2 actions.

Soryn helps Vetch line up a shot with a bit of inspiration as Kcectic spins the ship around in a circle until the pair face each other at point blank range. Though his words of encouragement ring true, it is just not enough to get Vetch's attack to pierce the shields. Missed it by 1.

Abe rushes over to the the science bay and sets to re-balancing the shields all around the ship as power flickers.

Dash and Vetch both can't seem to land a shot as they weren't expecting the Stilleto to be so close.

Gyrolaser vs Hippocampus AC 17: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 ⇒ 6

At so close range the Hippocampus' forward shields flicker out as the enemies gyro laser distrupts them and burns a small hole in the shuttle's hull.

Round 4 Necroglider Piloting check for Helm Phase: 1d20 + 14 ⇒ (9) + 14 = 23

Back Off Piloting Check DC 12: 1d20 + 14 ⇒ (13) + 14 = 27

Setting it's thrusters in reverse the necroglider jets backwards,keeping the shuttle within sight.

Necroglider is moved so gunners may go.

Round 4
Captain (Soryn)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot / Abe- Science Officer)- Rnd 4 -27
Gunnery Phase (Dash-turret / Vetch-Fwd)

Status
Hippocampus (+2 AC/TL | Shields; Starboard -1 | Fwd down | Port -1 | Aft -1 | HP -2)
Necroglider Stiletto (Fwd Shield Down | -4 HP )


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 finds his shot lined up almost perfectly as the necroglider backs off.

"Keep it steady Kcectic... keep it steady..."

Dash squeezes the trigger and the coilgun flashes in the darkness of space.

Gunnery Piloting + Dex: 1d20 + 1 + 3 ⇒ (14) + 1 + 3 = 18
4d4 ⇒ (4, 4, 2, 1) = 11


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 follows the retreating glider.

"Stay on target Dash! Abe I'm following them, keep an eye on the starboard shields and bring the forward ones up if you can."

He keeps evasive maneuvers up while trailing their target.

Evasive Maneuver vs DC 12: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15

Round 5 init: 1d20 + 7 + 3 ⇒ (6) + 7 + 3 = 16


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Abe tries to shift the shields again, but this time he simply switches the aft shields to forward. ”Watch our rear there Kcectic, it’s exposed for now to protect our front!”

He again uses the computer because no one else is, even though it cost us a hit. He eyes Vetch frustratingly but says nothing, hoping his gamble will pay off...
Computers: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 (computer) vs DC 17 (Balance aft shields to the front)

Shield placement planning:
So without a science officer scanning the ship, our opponent shouldn't know the state of our shields. So all he knows is his pierced the front shields, and damaged the starboard some time ago.

He shouldn't know that our aft is exposed. Likewise, we don't know for sure that his front shields are still gone - though we can find it likely as there's only the pilot and he's shooting back and flying.

GM Tyranius, is that your understanding as well?
- - -


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 tries again to blast the enemy, trying to keep his aim despite the evasive maneuvers by the pilot.

1d20 + 4 ⇒ (8) + 4 = 12 to hit; (piloting,dex)
2d4 ⇒ (1, 4) = 5 damage

Wayfinders

Male Korasha Lashunta Xenoseeker Solarion 1 St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

Soryn tries a different tactic with Vetch, to see if it helps.

"If you're going to fire a gun, you have to hit what you're aiming at! Now get back on that target and get us a hit!"

Intimidate: 1d20 + 9 ⇒ (14) + 9 = 23

Being demanding gives +4 instead of just +2

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As Kcectic said. Looks like Gunners are going to use the computers along with Abe this round.

@Abe- That is the way I would take the ruling as well. Without scanning you would not know which shields are lacking.

Soryn pushes Vetch to his limits, which seems to cause the Ysoki to perform.

While Kcectic follows the bony necroglider move for move Abe is able to re-position the shields so that the forward section is not left wide open to attack.

Dash and Vetch pull it out in a clench though. As the necroglider was put on the defensive it wasn't able to perform evasive measures and feels the wraith of the shuttles cannons.

Vetch just made it with computer and Soryn's bonus.

The laser cannon and coilgun wreck havok across the necrogliders consoles as plating is torn away. From a short distance you are able to see several sparks flying from the interior's computers.

Necroglider Critical Threshold 1: 1d100 ⇒ 74 Engines
Necroglider Critical Threshold 2: 1d100 ⇒ 51 Weapons Array
Necroglider Critical Threshold 3: 1d100 ⇒ 1 Life Support

Gyrolaser vs Hippocampus AC 17: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 ⇒ 4

The necroglider's gyro laser continues to hold the weapon system steady as it further damages the shuttles forward shields and leaving scorch marks on the side of the vessel.

Necroglider Pilot check for Helm Phase; Glitching: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30

Round 5
Captain (Soryn)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot / Abe- Science Officer)

Gunnery Phase (Dash-turret / Vetch-Fwd)

Status
Hippocampus (| Shields; Starboard -1 | Fwd Gone | Port -1 | Aft -4 | HP -3)
Necroglider Stiletto (Fwd Shield Down | -20 HP | Glitching (-2)- Engines (Pilot); Weapons Fwd; Life Support (Captain) )


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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

Evasive Maneuvers vs DC 12: 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18

Kcectic keeps up evasive maneuvers as he circles around behind the stiletto.

"Good shots! A few more like that and we'll be done."

Worried about their shield situation Kcetic keeps close to the enemy ship trying not to expose their more vulnerable areas.

Round 6 Initiative: 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26


Abe worries, ”We’re running out of shields!” He shifts the port shields to the front, or tries to…
Computers: 1d20 + 8 ⇒ (2) + 8 = 10 vs DC 17 (Move 4 shields from port to forward)

"Try to trick him into attacking our Starboard Kcectic as he did before. Forward shields and aft shields are down!"

Wayfinders

Male Korasha Lashunta Xenoseeker Solarion 1 St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

"Nice shot there, Ketch! Now, don't let it go to your head - I want to see you do it again."

Intimidate: 1d20 + 9 ⇒ (3) + 9 = 12

It seems weird to be barking demands, but Diplo and Intimidate are both +9 fro me, so we might as well get the +4, right?


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

Activating the computer's targeting protocols, Dash keeps pulling the trigger. Unfortunately, his timing is way off.

Gunnery Piloting + Dex + Comp: 1d20 + 1 + 3 + 1 ⇒ (5) + 1 + 3 + 1 = 10
4d4 ⇒ (2, 1, 1, 2) = 6

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Shifted us back towards center of map as we really just tack on more maps as movement progresses.

@Soryn. I agree. especially if it doesn't necessarily fit the characters demeanor. Though the way I am guessing is that the diplomacy (+2) is asking nicely and the Demand (+4) is things are going bad and you are in a pinch.

Soryn isn't able to connect with Vetch as the Ysoki isn't able to hear over Dash's coilgun firing round after round.

Kcectic gets back to the evasive maneuvers, but Abe isn't able to adjust the shields in time as the Necroglider swings around turning and burning, even with the engines glitching out.

Flip and Burn piloting check DC 17; glitching: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23

Dash misses his coilgun as the agile necroglider flips throughout space and Vetch is left without a shot.

The necroglider fires back as the gyro laser remains ever steady in the flight.

Gyro laser vs Hippocampus AC 17; distance; glitching: 1d20 + 6 - 2 - 2 ⇒ (16) + 6 - 2 - 2 = 18
Damage: 1d8 ⇒ 3

The Stiletto simply gets luck as sparks fly from the laser, causing it to jerk on it's base, striking a lucky blow against the starboard side of the Shuttle.

Though the starboard takes a small beating it still remains intact, though barely.

Stiletto Piloting for Helm Phase 6; glitching: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13

Trying to read Kcectic's piloting the necroglider moves in for the kill.

Enemy moved so gunners may go.

Round 6
Captain (Soryn)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot / Abe- Science Officer)
Gunnery Phase (Dash-turret / Vetch-Fwd)

Status
Hippocampus (| Shields; Starboard 1/5 | Fwd 0/5 | Port 4/5 | Aft 1/5 | HP -3)
Necroglider Stiletto (Fwd Shield Down | -20 HP | Glitching (-2)- Engines (Pilot); Weapons Fwd; Life Support (Captain) )


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

Kcetic swears telepathically to everyone as the damaged ship still manages to lock on to their position. When the stiletto appears in front of them he actually turns on the forward thrusters and moves directly into the enemy ships space.

"I'm giving you an opening Vetch!" He broadcasts, though there's an undercurrent of uncertainty in his "voice".

I'm burning a computer use for this.
Flyby vs DC 22: 1d20 + 7 + 3 + 1 ⇒ (14) + 7 + 3 + 1 = 25
Designating our forward gun (Vetch) to fire on their forward quadrant as if in close range (treated as 1 hex).

Kcectic manages to narrowly fly beneath the necroglider, positioning the forward gun for a brief shot at the enemies exposed front before flying passed and pulling up ahead of it, starboard side facing it's gyro laser and giving Dash an opening as well.

Round 7 Pilot: 1d20 + 7 + 3 ⇒ (6) + 7 + 3 = 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 5

"Roger!Roger!" Vetch tries again to blast the bad ship.

1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 to hit; (piloting,dex)
2d4 ⇒ (3, 3) = 6 damage

I think there is a floating +1 someplace.


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

"Stupid computer!" Dash blames one of his distant cousins for his missed shot, and gives it a good smack to get it to do better. Somehow, it works and he gets a brief target lock.

Using computer
Gunnery Piloting + Dex + Comp: 1d20 + 1 + 3 + 1 ⇒ (19) + 1 + 3 + 1 = 24
4d4 ⇒ (2, 4, 2, 4) = 12

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Kcectic feints the necroglider's pilot as he sets in for the kill and performs a flyby attack, allowing dash and Vetch to disable the undead vessel.

The necroglider continues to limp through space as it rushes towards the Drift Rock, crashing into its surface. A small cloud of dust rises from the surface.

The battle took place beyond the range of Absalom Station’s automated defenses, and any Steward ships currently on patrol were too distant to reach you in time.

With no more enemies rushing from the Armada you are now free to head to the Acreon undisturbed. The Acreon is an old prospecting and mining ship that has seen years of hard use in the asteroid fields and hard vacuum of the Pact Worlds and beyond. It’s a boxy and ungainly ship, and its patched and repatched outer hull bears the scars of countless micrometeorite impacts and is faded from exposure to the radiation of space. The Acreon floats alone in space, far from Absalom Station, its only companion the misshapen asteroid called the Drift Rock (see area D), which is tethered behind the ship on long tow cables. The Acreon’s transponder broadcasts a repeating message that the ship is under quarantine by order of Absalom Station security, warning away any curious onlookers and would be explorers.

Scan the Acreon Computers DC 15:
identify the ship as a Medium transport that can carry a full crew complement of six. The sensors are unable to get a good reading on any life signs that might be present on the ship, however. The ship’s aft airlock is open, exposing the interior of the ship to vacuum. The Acreon is armed, though none of its weapons are currently active, and its power core is outputting minimal energy—enough for life support, gravity and basic ship functions, but little else.

Scan Drift Rock Computers DC 15:
The asteroid has no atmosphere and is primarily composed of rock and metal. Strangely, the sensors can pick up no additional information, as if the Drift Rock itself is interfering with the sensor readings.

If pass the Computers check above for the Drift Rock; DC 10 Physical Science:
You notice one unusual feature: one side of the Drift Rock seems to have been sheared cleanly off, as if it was once part of a larger planetoid or celestial body.

If pass the Computers check above for the Drift Rock; DC 15 Physical Science:
You glean another odd detail: unlike on most asteroids, no impact craters mar the Drift Rock’s surface, as if it had been somehow protected from the ravages of space for millions of years.

It looks as if you can dock the Hippocampus with the Acreon directly or park the shuttle nearby in a matching orbit and spacewalk to the quarantined ship. You are able to gain entry through any one of the Acreon’s three airlocks. Emergency lighting within flickers on an d off with the minimal power.

Congrats you are now lvl 2! Picture of the space battle is in the tactical maps link. Acreon map is up as well with the three airlocks to choose from. 1 on each side as well as 1 aft.


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Abe scans the ship and drift rock from the safety of their shuttle.

Scan the Acreon (take 10): 10 + 9 = 19
Scan the Drift Rock (take 10): 10 + 9 = 19

He considers what he knows.
Understand the Drift Rock (take 10): 10 + 9 = 19

"The ship is smaller than I imagined, only a medium transport for a crew of 6. I can't get a lock on any lifesigns though, so there may yet be survivors. That said, the aft airlock is open to vacuum, so unless there's an internal bulkhead, they're cooked. Powercore is ticking over so we'll have gravity and life support once we close that rear airlock."

He turns his attention to the Drift Rock and continues, "Well, uh." he bangs on the console a couple times, "Well, our equipment seems to be functioning OK, but I can't get a reading on the rock. There's some metal, no atmosphere, but that's it. I think the rock itself might be interfering with the sensor readings, which in itself is kinda cool."

He concentrates as their ship circles the rock. "Hey, check that out. Kcectic, bring us around a bit won't you?" he points to the side of the rock, which seems to be sheared cleanly off - as if it was once a part of a larger planetoid or celestial body.

"That in itself is also cool, but take a look at the surface of the rock as well. No pitting. No impact craters. It's as if the thing has been protected from the ravages of space for millions of years. Interesting right?"

Abe can't help be be excited. He wants to get down to the rock and check it out for himself, but first things first.

"Let's dock at the aft airlock and get the life support in good order, that'll make everything else easier I think."

He zips up his suit, checks his gear, makes sure he's loaded and ready, and gets Messalina in the air.

Nice art! Thanks for sharing.


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 takes 10 on stuff too.

Aerav Brack Elijea wrote:
"...take a look at the surface of the rock as well. No pitting. No impact craters. It's as if the thing has been protected from the ravages of space for millions of years. Interesting right?"

Dash checks Abe's homework, nodding in agreement with all but one thing.

"No way to tell when that surface was sheared off. Or how. Or by who..."

Dash lets that hang for a beat, then shrugs. "Guess we'll just have to get a closer look after we loot, I mean explore, the Acreon."

As Kcectic guides the Hippocampus in to dock, he reflects for a few moments on his present situation. He joined the Starfinders because they were hiring. He expected to be stuffed in a library somewhere doing research, taking a modest paycheck. He didn't expect it would lead to an adventure like this and a mystery of galactic proportions.

The excitement had ignited some of the old passion he had as a younger android. Adrenaline nanites in his synthetic blood were awakening reflexes long dormant. Old memories, buried deep in his neuralware for the last century, were starting to surface.

With a laugh he smacks Vetch and Soryn on the arms and heads toward the airlock.

"Let's go search this b!tch!"

Wayfinders

Male Korasha Lashunta Xenoseeker Solarion 1 St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

"You are one colorful droid. Yes, let's go take a look."

I will probably not get a chance to level up for a day or so, but I will get there.

Dark Archive

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Kcectic docks the Hippocampus alongside the aft airlock of the Acreon. Setting the locks in place the group dons their suits for the hazardous environment. most of your suits will only protect you for a single day.

The airlocks are mostly identical, though the auxiliary aft airlock (area C1a) is crammed between the ship’s main thrusters and is therefore smaller than the two main airlocks.

Flickering emergency lights do little to dispel the darkness inside the derelict ship, and the sense of abandonment is only heightened by the apparent lack of any movement or life inside its airless corridors. Artificial gravity is still functional, however, so there’s likely still power to run essential systems and possibly restore life support and atmosphere to the ship. Unfortunately, there are still no obvious clues as to the fate of the Acreon’s vanished crew.

If you so desire, you can easily close the aft airlock using the controls in any of the airlocks or on the bridge, though they’ll need to go to the bridge to repressurize the ship with a breathable atmosphere, a process which takes a few minutes. In addition, tow cables are attached to the ship’s hull near the aft airlock, mooring the Drift Rock to the Acreon.

Lighting is dim

Dim Light:
Dim Light
In dim light, you can somewhat make out shapes, but
you can’t see precise details well at all. Dim light includes
moonlight outside at night and bright starlight, or a starship’s
emergency backup lights. An area just beyond the range of
a light source has dim light. Creatures within an area of dim
light have concealment (20% miss chance; see page 253)
from creatures without darkvision or the ability to see in
darkness. Because dim light is not ideal for observation, if
you’re in an area of dim light, you can attempt a Stealth check
to conceal yourself from creatures without low-light vision,
darkvision, or blindsight. Dim light does not affect creatures
with low-light vision, which can see in dim light as if it were
normal light.


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

"I dig the mood lightning." Dash transmits over the comm. "Let's make for the bridge so you guys can breathe."


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

Sorry for the delay in posting. Vetch doesn't have any relevant skills to offer, but hopes to after the next level up.

Vetch thinks about the situation and the best way to proceed, trying to find fault or fruition in Dash's words.

"I think we need to establish life support systems first, like Dash suggests."

Vetch gears up to enter the vessel.


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

As his maneuver works Kcectic lets out loud buzzing noise from between his mandibles, the Shirren equivalent of "Woohooo!".

Not having anything handy to assess the Drift Rock or the Acreon, Kcectic just pulls the ship into dock and as they prepare to move from ship to ship he activates his armors environmental controls.

In case anyone was unaware, per Page 196 all armor has environmental protection that lasts 1 Day/ Item Level, that time must be used in 1 hour increments.

Not knowing what to prepare for, Kcectic attempts to sense any vibrations in range that may be from any humanoids before nodding to Soryn or anyone else who intends to step onto the ship first.

Perception (Blindsense Vibration 30ft): 1d20 + 8 ⇒ (15) + 8 = 23


Abe flips down his infrared sensors even as he instructs Messalina to dig out her flashlight (20' cone) and turn it on (I knew those extra arms would come in handy!).

Remember too, comms have a 15' flashlight (A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone)...).

He replies through the comm, "I agree, let's head to the bridge first and get things more ship-shape for our comfort. Can we lock the door to our ship so no one gets in and takes it away?" he worries a little about who, or what, might be here, lurking in the dimness.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16 (listening)


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: totally did not know that about armor. Lol. Thanks for pointing that out.

Vetch, with low light vision, is happy to scamper in and scout once he is sure his armor can support life for a while.

When the party is ready, Vetch will take a look as he limps in, trying to be quiet. He limps, but does not bang his walking stick into the ground as he does.

1d20 + 7 ⇒ (15) + 7 = 22 Perception
1d20 + 9 ⇒ (19) + 9 = 28 Stealth

Will move on map when he sees more. Likely moving to cover as he explores.

Dark Archive

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

GM Roll: 2d20 ⇒ (9, 15) = 24

Listening to the doors leading into the ship, Kcectic's antennae twitch as he feels for the most minuscule vibrations. The slightest tremor happens and Kcectic feels vibrations from something moving around in the room just on the otherside of the door.

Vetch and Abe both hear the sound of a small, dull thud of something metal striking the floor followed by an otherworldly growl.


Abe says through the comm, "Guys, we're not alone here. Something growled."

If he hadn't already, he now takes out his laser rifle and double checks the ammo on Messalina. When the group is ready, he'll open the door.


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 draws his pistol, but not before hiding see roll above, as the door opens.


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

"Yes, I can feel it moving." Kcectic agrees, drawing his own pistol as well. "It seems like it may already know we are here."


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 steps away from the door. "I'm not sure whether to be impressed or terrified of something can f@#%ing growl in a vacuum. Abe, how about we send the drone in first?"

Dark Archive

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

Surrounded by machinery, this long chamber stretches across the width of the ship. All of the Acreon’s main engineering functions can be operated from this room, which also contains a tech workshop expansion bay. The ship’s power core can be accessed through maintenance panels in the forward wall.

As the door slides open two sets of bright yellow eyes glow out from the flickering darkness. A pair of hairless blue lions with twin tentacular tails twitch. Dozens more thick tentacles quiver and twitch where their manes should be. DC 11 Life Science to identify

the creatures hunker down, ready to pounce as they bear rows of sharp teeth with a throat as black as the void of space.

besides the airlocks doors you quickly notice that all interior doors, unless otherwise noted, are stuck open. They look to be able to be closed manually as they still function, just simply low on power requirements.

Don't forget Dim lighting is in effect if you don't have low-light or darkvision if the creatures are out of your flashlights range.

Init:

Abe: 1d20 + 4 ⇒ (10) + 4 = 14
Dash: 1d20 + 7 ⇒ (5) + 7 = 12
Vetch: 1d20 + 3 ⇒ (11) + 3 = 14
Soryn: 1d20 + 0 ⇒ (13) + 0 = 13
Kcectic: 1d20 + 7 ⇒ (19) + 7 = 26
Monsters: 1d20 + 6 ⇒ (19) + 6 = 25

Round 1
Kcectic
--------------------------------
Monsters (DC 11 Life science)
--------------------------------
Abe
Vetch
Soryn
Dash

Wayfinders

Male Korasha Lashunta Xenoseeker Solarion 1 St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

A chance to try out a new skill already! Assuming I can see it...
Life Science: 1d20 + 5 ⇒ (8) + 5 = 13

Dark Archive

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

Soryn recognizes these creatures as Akatas. Soryn recalls that they are susceptible to salt water.

Terrifying predators that dwell in the vast void of space, akatas make their homes on asteroids, comets, and dying planets, hibernating in cocoons for countless centuries. When a meteorite carrying an akata colony crashes onto a planet or another astronomical object that can support life, the akatas awake from their cocoons to seek out suitable hosts for their young. A typical akata stands 3-1/2 feet tall and weighs 400 pounds.

Akatas reproduce by implanting their parasitic larval offspring in humanoid hosts; this infection they cause, known as void death, functions as a disease and transforms its victims into undead void zombies .

The cocoon an akata can create around itself is composed primarily of the starmetal noqual. One bulk of noqual worth 500 credits can be harvested from the remnants of an akata cocoon.


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 looks at the Akatas and concentrates for a moment. He tries to remember the feeling back in the club on Absalom Station when he lashed out with his mind. He chitters quietly while his antennae twitch and suddenly he sees it again, the black void of space in his mind's eye.

Tapping into that feeling, Kcectic raises a single finger at the Akata he can see farther ahead and fires three bolts of shimmering starlight from his finger tip at the beast.

Shooting Stars (Magic Missile) vs Red: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10


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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

Oh yeah...ships are a new type of dungeons, huh? Neat.

1d20 + 5 ⇒ (4) + 5 = 9 Know (LS)

Dark Archive

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

Peeking through the darkness Kcectic releases a trio of magical missiles, through the derelict vessel and into the reddish Akata. As the orbs flitter through they momentarily light the walls of the Acreon in a ghostly glow.

The aberrations rush in, biting at Soryn as they block of the doors.

Red Bite vs Soryn KAC FF 11: 1d20 + 8 ⇒ (14) + 8 = 22
Damage (Piercing): 1d6 + 2 ⇒ (1) + 2 = 3 + Void Bite
Void Bite- DC 10 Fort Save vs Disease.

Green Bite vs Soryn KAC FF 11: 1d20 + 8 ⇒ (2) + 8 = 10

The red Akata bites into Soryn's armor plating in his forearm. he certainly wasn't expecting them to be this fast.

Round 2
Kcectic (ST 12/15; HP 17/17)
--------------------------------
Akata (Red -10)
--------------------------------
Round 1
Abe
Vetch
Soryn
Dash


Round: 1, Initiative: 14

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 14/14 HP: 16/16
Weapon Equipped = Azmuth Laser Rifle
Conditions = None
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Battery: 12/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina (5’ up)
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: 8/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Life Science: 1d20 + 4 ⇒ (20) + 4 = 24

"Don't let it bite you!" Abe calls out too late...

He takes a shot at the injured red one trying to drop it before it gets any closer!
azmuth laser rifle: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16 (cover) damage(F): 1d8 ⇒ 2

Messalina, on command, takes a guarded step back over Abe’s head and shoots the same one. Remember Messalina is shining a light in her arc of fire so both creatures should be well lit.
semi-auto pistol: 1d20 + 6 ⇒ (17) + 6 = 23 damage(P): 1d6 ⇒ 6


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 assume the damage next to my name is intended for Soryn, yes?

Dark Archive

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

Yes, it was. Sorry

Abe knows a bit more about these Akatas. For one he knows that they have a scent that goes some distance and are able to detect life around them. With no need to breath they are perfect predators to live in the vacuum of space. Also being immune to cold, disease, starvation and poison.

Abe recalls that Akatas are resistant to fire and that their bites hold hundreds of microscopic larval young within their mouths, spreading their parasitic offspring to hosts through their bite. Only humanoids make suitable hosts for akata young—all other creature types are immune to this parasitic infection. The disease makes the host a latent carrier. If the host dies from any cause it will quickly rise as a Void Zombie hours later.

Messilina's bullet is able to pierce the Akata's flesh, though Abe's laser doesn't seem to have any effect.

Round 2
Kcectic
--------------------------------
Akata (Red -16)
--------------------------------
Round 1
Abe
Vetch
Soryn (ST 12/15; HP 17/17; Need Dc 10 Fort save)
Dash


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 14

Vetch considers firing at the creature, but seeing that Abe's blast was less effective, reconsiders his tactics. Instead, he follows the lead of Kcectic, casting Not-Magic-Missile, sending computer cables of force at the wounded Akata.

3d4 + 3 ⇒ (3, 4, 1) + 3 = 11 force damage

K'Vetchings:

S: 6/6 HP: 8/8 R: 4/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +5
Spells cast: 1/5

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing, Frag Grenade

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

Ranged: [ dice]1d20+3-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 18/20


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

Life Science: 1d20 + 10 ⇒ (10) + 10 = 20

"Akatas! Dash blurts out upon seeing the creatures. "Well, that explains the growling." He adds, as if that nugget of useless information explains everything.

Manipulating photons in the area he arranged them in the form of two large red hounds with flaming teeth behind the akatas.

Holographic Image DC 14

Holographic Image:

Level 1
School illusion
Casting Time 1 standard action
Range see text
Area see text
Duration see text
Saving Throw Will disbelief; Spell Resistance no
You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.
1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

Dark Archive

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

Computer cables of force lurch out and shock the wounded Akata, dropping the aberration to the deck.

Dash manipulates the reality just beyond the Akata's, forming a pair of large red, flaming hounds behind the remaining Akata. Seeing a flicker the aberration turns to see what snuck up on it.

Round 2
Kcectic
--------------------------------
Akata
--------------------------------
Round 1
Abe
Vetch
Soryn (ST 12/15; HP 17/17; Need Dc 10 Fort save)
Dash


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

Seeing Soryn in trouble Kcectic forgets about his abilities for a moment and steps up beside the Lashunta, then attacks with the small battle glove he keeps on his right hand, hoping to distract the beast long enough for the others to finish it.

Battle Glove: 1d20 + 1 ⇒ (15) + 1 = 161d4 ⇒ 3

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