GM Tyranius Dead Suns AP (Starfinder) (Inactive)

Game Master Tyranius

Tactical Map
Starship Combat Cheatsheet
Sunrise Maiden
Space Loot


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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

"I think humans attempting math is obscene, but what do I know." Dash shrugs at the Zane.

To Malakar, "So here's a plan - I can disguise myself as a zombie or ghoul assistant, and I suggest we pretend you have brought the rest of my crew here as properly interrogated captives to the Captain for a direct report. After the handoff, they will mysteriously get free and cause a scene. If you can prevent or redirect reinforcements, then the Captain will suffer the humiliating consequences live on video."

Dash will program his holoskin to change his appearance to appear pale and undead.

Disguise: 1d20 + 10 ⇒ (5) + 10 = 15

Undead rarely sport sh!t-eating grins, so it's a pretty crappy disguise.

Might need some help with this.


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
Dash Arcbright wrote:
Might need some help with this.

How can we help with this?

Vetche nods along with Dash's plan, but still needs to know how he can best help.


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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
Vetch No-Toes wrote:
How can we help with this?

I suppose you could say it’s a bad disguise and should try again, but then Dash would ignore Vetch’s advice, so probably never 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
Dash Arcbright wrote:
I suppose you could say it’s a bad disguise and should try again, but then Dash would ignore Vetch’s advice, so probably never mind.

LOL! A+ response.

Vetch does mention that the disguise wouldn't fool a goblin (a *severe* insult in his mind) and isn't surprised when his opinion is ignored.

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Attempting to disguise the android Malakar leads the way to the Grav-Station. "This way, we should hurry. If this mutiny fails we are all dead." The Zane gets a message with a big green thumb's up from Draka. 'Editing now.'

At the fore end of this massive chamber, two shallow channels run from port to starboard, disappearing at both ends into open tunnels. Glowing tracks run along the channels, and a four-car tram sits on the aft set of tracks. A hefty cargo crane can be seen on the fore side of the tracks near the port tunnels, with a pile of crates not far from it. Low walls demarcate a 25-foot-square area in the middle of the room, and five computerized workstations line the interior of the aft wall. A large column descends from the ceiling above the square, reaching to within 10 feet of the floor; it’s covered in displays showing arrival and departure times along various routes within the ship. Three rows of hard benches line an area to the starboard of the walled off area. Two large cargo doors, each 30 feet wide and 30 feet tall, occupy the port and starboard walls. A large metal trapdoor sits in the floor between the walled area and the portside cargo door. An observation post 50 feet from the floor and accessed by a metal ladder is in the port aft corner of the room. Three sets of 20-foot-wide bulkhead doors are evenly spaced along the aft wall; three large Xs have been painted on the floor in front of these doors.


Zane enjoys the presence of his friends
Dash wrote:


"I think humans attempting math is obscene, but what do I know."

Zane nods in agreement. Him being human doesn't mean he disagrees.

Yup. Math sucks. Unless it's used to keep score. THAT is an obvious exception.

When he gets the Green thumbs up from Draka, he's a bit surprised that the communications work so far out from Absalom Station, but he makes certain to send a Flexed Bicept muscle emoji, a first, second, and third place podium emoji, along with a First place Gold Cup Emoji back to Draka.

What spot do you Want The Zane to be in to go along with this trick play?


"Dash, you look less undead and more, uh, like a drug addict. Close to death, but not quite there yet. Give it another try." he suggests, trying to aid.

Disguise: 1d20 + 0 ⇒ (4) + 0 = 4 vs DC 10 to aid another

Though he tries, he really isn't much help. He shrugs and says, "It's time to try our ruse, ready or not."

He takes the roll of prisoner, clapping some manacles around his wrists, though they're not actually locked. He has only one set of manacles or he'd share with The Zane. He has Messalina take up like she's a sentry, aiding the undead in guiding the prisoners to the grav-lift.

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Commander Malakar uses her datapad and quickly snaps a picture of each of you. "Let me get you all in the system. This way the cameras and systems won't pick us up or track us." She opens up her viral program Wraith 2.0 and initiates it.

The Empire of Bones’s concealed security cameras are located every 100 feet along each transit corridor and inside every grav-train car. A section security offocer is just inside the doors. He quickly snaps to attention as he notices Commander Malakar "Taking some prisoners to speak with Captain Nashal, prepare a train immediately."

A single Grav-Train silently glides in above the tracks, opening the doors you pile in where Commander Malakar continues with the ruse. She points her pistols at each of you. "On the bench!" She points it again at the undead dwarf. "You too!" On the train is a full squad of bone trooper commandos as well as a couple Baykoks. Some of the Troopers lean over, looking at Dash. "She's a looker." His buddy elbows him and he quiets down nodding to Commander Malakar.

With Wraith 2.0 active, you are invisible to security cameras. For security reasons, the grav-train system has only a single transfer point into the command and control decks, where the command section is located. Nearly every route to the nerve center of the ship requires invaders to move through this grav-train station, creating a defensible choke point in the event the Empire of Bones is boarded. This also allows security forces from anywhere in the ship to use grav-trains to rapidly redeploy to protect the command and control decks.

The doors open as the train reaches the Command Center. Hovering in the air are a trio of Ellicoth's. Malakar leans over. Captain Nashal's prized pets. You have a way to get around them?"[/b]


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 follows along, trying to do what Dash wants and what might help the plan. He poses cheekily and cheezily for the photograph as only a rat can.

Trooper wrote:
”She’s a looker.”

Vetch avoids both vomiting and crying at the same time.

”I can sneak by the Ellicoths, probably. But not sure how that helps you all. We can ambush of course,” Vetch mutters.


"I can throw up a hologram if that would help. Maybe hide us from their sight until we're out of sight if that will work." he says uneasily. "I don't want to have to fight everyone here though if we can avoid it," he adds counting heads and weapons.

"Maybe we can use the holograph to draw them away, down a side passage. That might be better, make it look like a small group has infiltrated and let them chase while we saunter by..."

If the party agrees, he'll setup an Holographic Image (2) with his gear. He'll walk slowly, constantly adjusting and repositioning the holograph.


Zane enjoys the presence of his friends

Well, what to the prized pets do? Do they like chocolate? Are the allergic to chocolate?

Zane doesn't have solutions, but doesn't want an alarm raised. He's also not certain a hologram that doesn't give off a scent will fool them.
Are they the TrampleRam that we fought on EOX? That give off insane radiation?


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 Tyranius wrote:
Some of the Troopers lean over, looking at Dash. "She's a looker." His buddy elbows him and he quiets down nodding to Commander Malakar.

"Yeah. Gives everyone boners." Dash jokes.

***

Upon encountering the Ellicoths, Dash wonders aloud. "Do they like dwarf jerky?"

To the dwarf, "Think you can lead these three on a little chase?"

Can Malakar order the Ellicoths to capture a runaway prisoner? To give the poor little guy a sporting chance, Dash will space-haste him if they take the bait.

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"Not much you can do. Nashal has these beasts so starved that they attack even the undead around them. He must be on guard."

Using Messalina Abe sets up a holographic image that makes it's way down the side corridor. The hungry orbs follow eagerly, not much caring for smell or sound but rather the visual meal before them. Once out of earshot you are able to reach the double doors of the command center. It seems to be securely locked. Behind you the Grav-Train screeches loudly as it takes off, continuing to its next destination to drop off the Commandos. Each cart creaking and moaning on it's way.

Engineering to unlock.


Amazed that, you know, it actually worked, Abe is grinning from ear to ear as he approaches the command center doors. Trying to act as nonchalantly as he can, he tries to pop open the doors. First he checks for traps, then opens/untraps as required.

If he can, he'll use his 'remote hack' ability to open the door from a distance, so he's not standing in front of them when they open looking all guilty. He can be up to 20' away if it's possible to use this ability here.

Perception: 1d20 + 19 ⇒ (9) + 19 = 28
Engineering: 1d20 + 22 ⇒ (9) + 22 = 31 (+4 vs traps if applicable)

If at first he fails, he try again, and again, and again...
Engineering: 1d20 + 22 ⇒ (7) + 22 = 29 (+4 vs traps if applicable)
Engineering: 1d20 + 22 ⇒ (3) + 22 = 25 (+4 vs traps if applicable)
Engineering: 1d20 + 22 ⇒ (20) + 22 = 42 (+4 vs traps if applicable)

"Still working the kinks out of this remote work. I'm used to being right there. It's a different 'feel' if you know what I mean."


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 keeps watch while Abe works, guarding the man’s back.

”Take your time there, Abe. Just get it right,” Vetch coaxes, trying to stay vigilant.


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

Engineering to aid: 1d20 + 11 ⇒ (15) + 11 = 26

"Try 1 2 3 4 5..."

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The first few attempts are failures as the locking mechanism on the door seems to hold tight. Just as Abe gets the lock to open a voice comes across Commander Malakar's radio. A husky vesk voice growls through the audio. "Commander Malakar," The voice pauses in thought. "I see you are attempting to enter the Command Center. Who might those with you be?" Malakar covers the mouthpiece. "That's Nashal, you must have triggered an alarm. Say something." She holds the radio out to you.


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 told you these aren’t the ones.” Dash explains to Malakar with the mouthpiece open for Nashal to hear. ”Whoever hacked security before was more skilled. We should take these back to Lieutenant Kreth for further interrogation for a few more days before bothering Captain Nashal.”

Bluff: 1d20 + 20 ⇒ (3) + 20 = 23
Cr@p..


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
Dash Arcbright wrote:
”Whoever hacked security before was more skilled.”

"Duuuh, yeah, you're right, uh huh," Vetch says dumbly, trying to blend in and help as if he were a goblin or cyborg.

1d20 + 5 ⇒ (5) + 5 = 10 Bluff to aid


Abe shuffles closer to the door, as if to pick something up. Knowing it to be unlocked, he readies to open it as this ruse seems to have run its course...

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Sense Motive: 1d20 ⇒ 4

The doors slide open as Abe's hacking completes. Narshal responds back on the mic. "Kreth is back near your post Malakar..." The voice is filled with obvious annoyance. "Come to my office as you need to be reminded of your insolence it seems. We are on the cusp of victory and you bother me with prisoners. The Gate of the Twelve Suns defenses are down."

This large room has double doors centered in the fore and aft walls. Two large computer consoles flank the fore door. Ten-foot-wide raised platforms with metal railings run along the port and starboard walls, each with an exit out of the room. Four large display cases made of a clear material stand evenly spaced in the center of the room. Each case contains a different item under a harsh white spotlight: a red-and-gold spear, a humanoid skull and spine, a desiccated severed hand with a gem embedded in the palm, and a spacesuit helmet with swirling red mist within it and blood spattered on the inside of the visor.

A pair of cowled figures stand guard here in this Trophy room. They have empty, black eye sockets and leathery husks of skin. They don't seem to turn their attention to you as you have guidance from Captain Nashal.


Zane enjoys the presence of his friends

Zane doesn't exactly know what is going in. He's some sort of VIP prisoner, but then Coach says they aren't the smartasses the Captain was looking for, but then they are going into the Control Room.

It's kinda like things were working out..... but that never happened for Team Blood and Fury.
Zane shrugs. Walks into the room. Gives the cowled figures the stink eye.
..........
He opens his mouth to talk with the others, interact somehow, but closes his mouth.


Thinking they shouldn't leave folks behind them who could attack their rear, he moves in casually, but readying to open fire as soon as the others are in position.

When everyone is ready:
Abe and Messalina open fire on the one on the left.

Abe aphelion laser rifle (magic): 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21 (*) damage(F): 3d6 + 11 ⇒ (5, 4, 1) + 11 = 21
Messalina frostbite zero rifle: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 (*) damage(C): 3d8 + 11 ⇒ (1, 6, 3) + 11 = 21

* +1 attacks when Abe and Messalina attack the same target

Once again Messalina proves to be the more accurate shot.
- - -

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Once everyone is prepared Abe knows that it is time to give up the facade and focuses all of his fire into the western most undead. The Marooned one dwarf laughs. "Bout time!" Commander Malakar pulls dual pistols out from her harnesses and takes aim. Fire and Ice scorch the robes of the undead guard, tearing large holes through the fabric. Underneath is one of the most contorted and horrifying undead you have seen thus far. Picture in slides

Init:

Abe: 1d20 + 4 ⇒ (1) + 4 = 5
Dash: 1d20 + 11 ⇒ (20) + 11 = 31
Vetch: 1d20 + 10 ⇒ (17) + 10 = 27
Zane: 1d20 + 12 ⇒ (11) + 12 = 23
Undead: 1d20 + 6 ⇒ (20) + 6 = 26
Commander Malakar: 1d20 + 12 ⇒ (2) + 12 = 14
Marooned One: 1d20 + 4 ⇒ (9) + 4 = 13

Round 1
Dash (SP 77/77; HP 51/51; RP 11/11)
Vetch (SP 80/80; HP 62/62; RP 10/10; Elec/Fire/Cold Res 5; DR/10 Kinetic)

--------------------------------------------------------------------------- -
Undead (Green -32)
--------------------------------------------------------------------------- -
Zane (SP 82/110; HP 74/74; RP 10/10; DR/5-Cold/Fire; DR/10 Kinetic)
Commander Malakar
Marooned Dwarf
Abe (SP 52/70; HP 64/64; RP 9/9; DR/6 Kinetic)(Messalina 100/100)


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

Vetch scurries closer to see what is going on. He takes cover out of sight and casts Starfinder Haste which is mostly crappy, but will allow you all to get a full move in before your full attack.

Round 1/10 Starfinder Haste

K'Vetchings:

S: 80/80 HP: 62/62 R: 10/10
EAC: 22 KAC: 22 CMD: 27
Fort: +5 Ref: +9 Will: +12
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: 2/4 used (haste*2,slow*0,irradiate*0,tongues*0,mindthrust*0) DC18
4: 1/3 used (dismissal;mindthrust*0,remove irradiate,resistantarmor*1)

Melee: [ dice=Club]1d20+7[/dice] to hit;
[ dice=(B)]1d6+5[/dice] damage

Corona Laser Ranged:[ dice]1d20+15[/dice] to hit;
(F): 2d4 + 5 ⇒ (4, 3) + 5 = 12 damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+15[/dice] to hit;
(A): 1d20 + 5 ⇒ (10) + 5 = 15 damage
Charge 16/20

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

Whipping out his blaster, Dash steps into the room and looks to the Dwarf.

"Close the door behind us."

He then fires off two shots.

Major Disruption Pistol: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
Damage: 3d6 + 5 ⇒ (4, 5, 3) + 5 = 17
Major Disruption Pistol: 1d20 + 13 - 4 ⇒ (17) + 13 - 4 = 26
Damage: 3d6 + 5 ⇒ (4, 1, 1) + 5 = 11


Zane enjoys the presence of his friends

Zane's handcuffs just fall off his wrists, with super speed, he zooms next to the funky undead. The ugliest of the uglies.

Boingo springs into his his hand and swings with an onslaught only a Soldier has the experience to muster.

Boingo Onslaught: 1d20 + 17 - 6 ⇒ (7) + 17 - 6 = 18
damage: 4d8 + 20 ⇒ (3, 1, 3, 1) + 20 = 28

Boingo Onslaught: 1d20 + 17 - 6 ⇒ (4) + 17 - 6 = 15
damage: 4d8 + 20 ⇒ (7, 2, 7, 5) + 20 = 41

Boingo Onslaught: 1d20 + 17 - 6 ⇒ (1) + 17 - 6 = 12
damage: 4d8 + 20 ⇒ (5, 2, 5, 1) + 20 = 33

Yuck, all bad rolls.
Dang! Gotsta get my dance fighting music going!

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Dash sends a sonic pulse into the undead's direction. Its body contorts and snaps further than it should as bones realign in pain. Vetch allows everyone to well, move.

With bones contorting and moving one of the guards snaps a forearm around and right into Zane's throat.

Red Multiattack 1 vs Zane KAC 27: 1d20 + 14 ⇒ (8) + 14 = 22
Red Multiattack 2 vs Zane KAC 27: 1d20 + 14 ⇒ (12) + 14 = 26
Red Multiattack 3 vs Zane KAC 27: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 13 ⇒ (5) + 13 = 18

Red Multiattack 4 vs Zane KAC 27: 1d20 + 14 ⇒ (2) + 14 = 16

@Zane- DC 18 Fort Save or gain the flat-footed and off-target conditions, as well as be rendered unable to use any Wisdom-based skills or communicate through any means for 1d4 minutes.

The second guard rushes Dash, leaping in the air as it kicks the android in the chest with blazing speed.

Green Unarmed Strike vs Dash KAC 28: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 13 ⇒ (4) + 13 = 17

@Dash- DC 18 Fort Save or gain the flat-footed and off-target conditions, as well as be rendered unable to use any Wisdom-based skills or communicate through any means for 1d4 minutes.

The Zane is caught off guard with how fast these monk-like undead are that he can't stay caught up with them at all.

Round 2
Dash (SP 60/77; HP 51/51; RP 11/11)
Vetch (SP 80/80; HP 62/62; RP 10/10; Elec/Fire/Cold Res 5; DR/10 Kinetic)

---------------------------------------------------------------------------
Undead (Green -60)
---------------------------------------------------------------------------
Zane (SP 74/110; HP 74/74; RP 10/10; DR/5-Cold/Fire; DR/10 Kinetic)
Commander Malakar
Marooned Dwarf
Abe (SP 52/70; HP 64/64; RP 9/9; DR/6 Kinetic)(Messalina 100/100)


Round: 2

Status:
EAC: 28 KAC: 29 CM: 37
Resolve: 9/9 Stamina: 69/77 HP: 70/70 (DR 6, resistance 5 cold and fire)
Weapon Equipped = Laser Rifle
Conditions = Haste
Spells (caster level 10)
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%/25hp)
Miracle Worker = 2/2
Haste Circuit = 10/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +8, Dex +6 (weapon focus longarm +1) Damage: +10
Melee/Thrown: Attack: BAB +8, Str +1 Damage: +5
Messalina (5’ up)
EAC: 24 KAC: 24 CM: 32 HP: 110/110 (DR 2) Resolve 5/5 (-4 full attack)
Weapon Equipped = Geld Ice Carbine
Conditions = Haste
Invisibility Field = 0/1 (10m)
Ranged: Attack: BAB +9, Dex +4 (weapon focus: longarms +1) Damage: +10 (crit 19-20)

Abe moves, thanks to the haste, and lays down a field of fire on green, if its still up on my initiative, as does Messalina (resolve point)!
Abe aphelion laser rifle (magic): 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25 (extra, *) damage(F): 3d6 + 11 ⇒ (1, 6, 6) + 11 = 24
Abe aphelion laser rifle (magic): 1d20 + 15 - 3 ⇒ (5) + 15 - 3 = 17 (extra, *) damage(F): 3d6 + 11 ⇒ (4, 2, 3) + 11 = 20

Messalina frostbite zero rifle: 1d20 + 14 - 3 ⇒ (20) + 14 - 3 = 31 (extra, *) damage(C): 6d8 + 22 ⇒ (3, 7, 5, 7, 7, 7) + 22 = 58 *crit*
Messalina frostbite zero rifle: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27 (extra, *) damage(C): 3d8 + 11 ⇒ (8, 1, 8) + 11 = 28

As usual, with a crit and probably another hit, Messalina has a better round.

* +1 attacks when Abe and Messalina attack the same target


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 takes a moment to see what he might know of the undead: 1d20 + 18 ⇒ (3) + 18 = 21 Mysticism.

Vetch can't help but want to fire a green as it's so close and probably needs to die again.

Disinitigrator Ranged:1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 27 to hit;
(A): 1d20 + 5 ⇒ (10) + 5 = 15 damage

Disinitigrator Ranged:1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20 to hit;
(A): 1d20 + 5 ⇒ (2) + 5 = 7 damage
Charge 16/20

Round 2/10 Starfinder Haste

K'Vetchings:

S: 80/80  HP: 62/62 R: 10/10
EAC: 22 KAC: 22 CMD: 27
Fort: +5 Ref: +9 Will: +12
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: 2/4 used (haste*2,slow*0,irradiate*0,tongues*0,mindthrust*0) DC18
4: 1/3 used (dismissal;mindthrust*0,remove irradiate,resistantarmor*1)

Melee: [ dice=Club]1d20+7[/dice] to hit;
[ dice=(B)]1d6+5[/dice] damage

Corona Laser Ranged:[ dice]1d20+15[/dice] to hit;
(F): 2d4 + 5 ⇒ (4, 3) + 5 = 12 damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+15[/dice] to hit;
(A): 1d20 + 5 ⇒ (8) + 5 = 13 damage
Charge 16/20

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


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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

Fort: 1d20 + 5 ⇒ (18) + 5 = 23

”Ackk!!” Dash recoils from the malformed undead. ”Sh!t sh!t sh!t! F@##ing thing tried to stick a rotting finger in my mouth!”

Disturbed by the attack, he takes a couple wild shots as he tries to retreat and hand off his ugly dance partner to his dwarf lackey.

Major Disruption Pistol: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13
Damage: 3d6 + 5 ⇒ (5, 6, 5) + 5 = 21
Major Disruption Pistol: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
Damage: 3d6 + 5 ⇒ (2, 1, 1) + 5 = 9

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elite semi-auto pistol: 1d20 + 21 - 4 ⇒ (1) + 21 - 4 = 18
elite semi-auto pistol: 1d20 + 21 - 4 ⇒ (6) + 21 - 4 = 23

Commander Malakar fires off two quick shots at point blank range but misses as the undead contorts around the bullets to kick Dash. "Damn they are fast." The marooned dwarf hurries up and shuts the door just as an announcement comes over the speakers of the radio. It is Captain Nashal. "This is curious indeed Commander Malakar. I must ask. What are their names?"

Abe and Messalina completely destroy one of the undead monks as it shatters mid-kick. Dash's shots go wild as the acoustics in the room seem to cause the disruption pulse to rebound harmlessly off of them.

Vetch may not recall much on the undead but he burns it nonetheless.

Zane Fort Save DC 18: 1d20 + 12 ⇒ (11) + 12 = 23

Red Multiattack 1 vs Zane KAC 27: 1d20 + 14 ⇒ (9) + 14 = 23
Red Multiattack 2 vs Zane KAC 27: 1d20 + 14 ⇒ (4) + 14 = 18
Red Multiattack 3 vs Zane KAC 27: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 1d6 + 13 ⇒ (5) + 13 = 18

Red Multiattack 4 vs Zane KAC 27: 1d20 + 14 ⇒ (7) + 14 = 21

The Zane takes another love tap to the gut.

Round 3
Dash (SP 60/77; HP 51/51; RP 11/11)
Vetch (SP 80/80; HP 62/62; RP 10/10; Elec/Fire/Cold Res 5; DR/10 Kinetic)

---------------------------------------------------------------------------
Undead (Red -10)
---------------------------------------------------------------------------
Zane (SP 66/110; HP 74/74; RP 10/10; DR/5-Cold/Fire; DR/10 Kinetic)
Commander Malakar
Marooned Dwarf
Abe (SP 52/70; HP 64/64; RP 9/9; DR/6 Kinetic)(Messalina 100/100)


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 fires twice at red, freely moving up for a clear shot.

Disinitigrator Ranged:1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19 to hit;
(A): 1d20 + 5 ⇒ (14) + 5 = 19 damage

Disinitigrator Ranged:1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20 to hit;
(A): 1d20 + 5 ⇒ (7) + 5 = 12 damage
Charge 12/20

Round 3/10 Starfinder Haste

K'Vetchings:

S: 80/80  HP: 62/62 R: 10/10
EAC: 22 KAC: 22 CMD: 27
Fort: +5 Ref: +9 Will: +12
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: 2/4 used (haste*2,slow*0,irradiate*0,tongues*0,mindthrust*0) DC18
4: 1/3 used (dismissal;mindthrust*0,remove irradiate,resistantarmor*1)

Melee: [ dice=Club]1d20+7[/dice] to hit;
[ dice=(B)]1d6+5[/dice] damage

Corona Laser Ranged:[ dice]1d20+15[/dice] to hit;
(F): 2d4 + 5 ⇒ (3, 2) + 5 = 10 damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+15[/dice] to hit;
(A): 1d20 + 5 ⇒ (8) + 5 = 13 damage
Charge 16/20

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


Round: 3

Status:
EAC: 28 KAC: 29 CM: 37
Resolve: 9/9 Stamina: 69/77 HP: 70/70 (DR 6, resistance 5 cold and fire)
Weapon Equipped = Laser Rifle
Conditions = Haste
Spells (caster level 11)
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%/25hp)
Miracle Worker = 2/2
Haste Circuit = 10/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +8, Dex +6 (weapon focus longarm +1) Damage: +10
Melee/Thrown: Attack: BAB +8, Str +1 Damage: +5
Messalina (5’ up)
EAC: 24 KAC: 24 CM: 32 HP: 110/110 (DR 2) Resolve 4/5 (-4 full attack)
Weapon Equipped = Geld Ice Carbine
Conditions = Haste
Invisibility Field = 0/1 (10m)
Ranged: Attack: BAB +9, Dex +4 (weapon focus: longarms +1) Damage: +10 (crit 19-20)

Abe moves again, thanks to the haste, and lays down a field of fire on red, as does Messalina, though she only takes one shot.
Abe aphelion laser rifle (magic): 1d20 + 15 - 3 ⇒ (16) + 15 - 3 = 28 (extra, *) damage(F): 3d6 + 11 ⇒ (4, 5, 6) + 11 = 26
Abe aphelion laser rifle (magic): 1d20 + 15 - 3 ⇒ (5) + 15 - 3 = 17 (extra, *) damage(F): 3d6 + 11 ⇒ (6, 1, 1) + 11 = 19

Messalina frostbite zero rifle: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28 (*) damage(C): 3d8 + 11 ⇒ (2, 7, 3) + 11 = 23

* +1 attacks when Abe and Messalina attack the same target

Dark Archive

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elite semi-auto pistol: 1d20 + 21 - 4 ⇒ (2) + 21 - 4 = 19
elite semi-auto pistol: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37
Damage: 3d6 + 10 ⇒ (3, 6, 1) + 10 = 20
Crit Damage: 3d6 + 10 ⇒ (5, 4, 3) + 10 = 22

Commander Malakar puts a well aimed shot into the contorting undead's face. The impact gruesomely splits it open. Abe and Vetch move into positiona nd quickly take the undead down before it can do anymore lasting damage.

Combat Over.

Commander Malakar's comm device squawks again. "I am waiting for a reply Commander. Or are your companions shy?"

The trophy cases contain objects of significant power that were won by Serovox. The eyes of Rhean float serenely within the space helmet, the skull and spine are wired together with the runeworm, the spear is the spear of fates, and the desiccated hand has the warlord stone embedded in it. All clearly labeled out on engraved plates.

EYES OF RHEAN LEVEL 13:

HYBRID ITEM PRICE 55,000 BULK L

Serovox pried this pair of pale sapphire gems from the head of an inevitable they destroyed in a duel. When you hold one of the eyes in one hand, you can control the other as a spy drone that can’t be upgraded. You see what the flying eye sees through the eye you hold. However, if you place the gems over your own eyes, they burrow into your skull and replace two of your eyes (destroying the optic nerves of any additional eyes if you have more than two eyes), functioning as a long-range darkvision capacitors augmentation. You can still send out one eye as a spy drone, during which time the eyes do not grant you darkvision. When the eyes aren’t embedded in a skull and aren’t in use, a reddish mist slowly coalesces around them.

RUNEWORM LEVEL 12:

HYBRID ITEM PRICE 37,000 BULK —

Currently interlaced with the skull and spine of one of Serovox’s defeated foes, this hybrid item appears to be a 24-inch-long metallic centipede covered in runes. When it is placed near your ear (or a similar orifice), it animates and enters your body. Once inside you, the runeworm intertwines with your internal anatomy and releases an arcane virus that rewrites and improves some part of your body’s function. It functions as a mk 2 synergizing symbiote, which is able to increase an ability score by 4. However, it is so advanced that it can instead upgrade any mk 2 personal upgrade already in your system to a mk 3 personal upgrade, increasing the ability score bonus from +4 to +6.

SPEAR OF FATES LEVEL 13:

TECHNOLOGICAL ITEM PRICE 102,300 BULK 2

This unique weapon belonged to a Knight of Golarion who attempted to kill Serovox a few years before the signing of the Absalom Pact and the creation of the Corpse Fleet. It is a golden spear with a ruby blade and functions as both an inferno flame doshko and a white star plasma caster. It holds one ultra-capacity battery, which powers all uses of the weapon. Switching the weapon from melee functionality to ranged functionality (or vice versa) is a swift action.

WARLORD STONE LEVEL 14:

MAGIC ITEM PRICE 75,000 BULK —

This stone holds the collected memories, philosophies, and tactics of an ancient alien warlord, and is currently set in the palm of its original owner. This mk 3 ability crystal can increase any one ability score by 6 if you spend 1 hour communing with the item, as fragments of the ancient
alien warlord’s psyche flood your mind and body. Its magic is then forever spent.

Player Status:

Dash (SP 60/77; HP 51/51; RP 11/11)
Vetch (SP 80/80; HP 62/62; RP 10/10; Elec/Fire/Cold Res 5; DR/10 Kinetic)
Zane (SP 66/110; HP 74/74; RP 10/10; DR/5-Cold/Fire; DR/10 Kinetic)
Commander Malakar
Marooned Dwarf
Abe (SP 52/70; HP 64/64; RP 9/9; DR/6 Kinetic)(Messalina 100/100)


Zane enjoys the presence of his friends

Is the Spear okay to grab? It might be time to switch Boingo out for Fate.

he hears the intercomm.

Oh, and voice guy, You have the pleasure of talking with The Zane. Yup, Yup. The Zane knows that is a household name. When on Absalom Station, even Eoxian's were using a new word in the dictionary: Zawesome.
So, Team Blood and Fury is going to open that door and show you how Awesome has really replaced with a Z.


It's all yours Zane." Abe murmurs, realizing their cover is blown. He figures he might as well get under the guys skin, if he has any. "Nice spear there Malakar. It looks good on The Zane here. You just sit tight, we'll be there shortly."

Chuckling, he moves up to the next doors, and tries to open them. He again does it from a distance.

Engineering: 1d20 + 22 ⇒ (6) + 22 = 28
Engineering: 1d20 + 22 ⇒ (17) + 22 = 39
Engineering: 1d20 + 22 ⇒ (16) + 22 = 38


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 pockets the Warlord Stone, hoping to find time to use it before they all die in some goblin related crash or accident.

”Yeah, let’s get ready and move on,” Vetch moves go cover Abe again.

Dark Archive

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@Abe- which doors are you working on? East, west or north?"


Sorry - North.

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The voice calls back gruffly. "Zane, I am Captain Nashal. What is it you hope to accomplish here?"

Abe sets to work on the door. It flashes red each attempt as he can't seem to get through.


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 looks at Abe, listening to the voice, then he shifts his gaze to Dash.

He says nothing, really wishing that Abe could have gotten the party in.

If you couldn’t get in, then Vetch’s +14 won’t either.


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 ignores Nashal on the comm for now and looks at Malakar, sending telepathic messages.

"How much further?" He then gestures to the door. "And can you open this, or what?"


Abe swears under his breath and redoubles his efforts while the others chat.

Engineering: 1d20 + 22 ⇒ (6) + 22 = 28
Engineering: 1d20 + 22 ⇒ (16) + 22 = 38
Engineering: 1d20 + 22 ⇒ (16) + 22 = 38
Engineering: 1d20 + 22 ⇒ (9) + 22 = 31

Engineering: 1d20 + 22 ⇒ (2) + 22 = 24
Engineering: 1d20 + 22 ⇒ (14) + 22 = 36
Engineering: 1d20 + 22 ⇒ (8) + 22 = 30
Engineering: 1d20 + 22 ⇒ (5) + 22 = 27

Engineering: 1d20 + 22 ⇒ (8) + 22 = 30
Engineering: 1d20 + 22 ⇒ (7) + 22 = 29
Engineering: 1d20 + 22 ⇒ (11) + 22 = 33
Engineering: 1d20 + 22 ⇒ (13) + 22 = 35

Engineering: 1d20 + 22 ⇒ (20) + 22 = 42

...lucky 13! I doubt Abe will have that much time to work, but it's what he's doing... as fast as he can.


Zane enjoys the presence of his friends

The Zane wants the future people to adore The Zane. To make up words and phrases that go into the dictionary because The Zane said them.
Merchandise made with The Zane logo, Zane's Jersey gets retired across all sports. There's LOTS that's hoped to be accomplished here.
For example, Castrovel has a 65% spike in tourism to their elven jungle just because the Epic wonder called *The Zane Warden* statue.
That's the kinda stuff Zane wants to accomplish.

Dark Archive

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Captain Nashal continues to speak through Commander Malakar's comm unit as she looks nervous. "Surely you understand it is impossible for you to defeat the ship’s crew of thousands."

Commander Malakar looks to Abe. "You need to hurry. We need to get to Nashal soon or we are all dead." Just then Abe finds a way through the security lock and the doors slide open. DC was 40

Abe seems to have opened the doorway to the Bridge. A dais in the center of this large room supports an imposing throne-like chair with a computer console just in reach. Fivefoot- deep recesses are located to the port and starboard of the dais, and walls of holoprojectors that stretch down from the ceiling surround each. The projectors fill the pits with three-dimensional holograms of the local space, including the Gate of Twelve Suns, the ships of the Corpse Fleet armada, and a massive cone-shaped megastructure sitting in a section of nonstandard space beyond the Gate. Three floor-to-ceiling windows show the stretch of space in front the vessel. Rows of chains sit in front of bank of controls adjacent to the windows and most of the port and starboard walls. Curved walls cut off the port and starboard corners of the fore walls; each has a door set in it. Three more doors are spaced along the aft wall.

This is the main bridge, used to command the Empire of Bones and communicate with other Corpse Fleet ships in the armada. The control panels across the front of the room are the primary navigational and gunnery controls (all currently manned by cybernetic zombies), and those on the aft and on the port and starboard walls can be configured to transmit orders to or from any section of the ship.

Turning in the throne-like chair is not Captain Nashal but rather Admiral Serovox. The elebrian steeples his fingers on the arms of the chair. "It surprises me that you have made it this far. I figured Captain Nashal to at least slow you down." Commander Malakar pales and quickly kneels down, bowing deep. Admiral Serovox frowns. "Cut the facade Malakar. I am well aware of your so called mutiny. Honestly, I was looking forward to the struggle between you and Captain Nashal. A senior officer does need to encourage ambition in subordinates, after all. You were making real progress, too. Ironically, I was going to offer you command of her own ship at the completion of this mission.”

Behind Admiral Serovox's throne sit sixteen cybernetic zombies running all of the ships controls. Near each corner of what appear to be elevators are another pair of those contorting undead as well as a massive hulking mass of undead flesh and metal.

"I had a tracker placed on your ship back at Absalom Station and on the ship of those Devourer buffoons. Though I imagine we would have found you sooner or later, given that you all make so much noise.” Admiral Serovox turns back towards all of the screens and the Gate of the Twelve Suns as he seems to go deep into thought. "Life is the source of all foibles, all weaknesses, and ultimately all conflict. Only the whispered perfection of undeath can be allowed to exist.”


Status:
EAC: 28 KAC: 29 CM: 37
Resolve: 9/9 Stamina: 69/77 HP: 70/70 (DR 6, resistance 5 cold and fire)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 11)
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%/25hp)
Miracle Worker = 2/2
Haste Circuit = 10/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +8, Dex +6 (weapon focus longarm +1) Damage: +10
Melee/Thrown: Attack: BAB +8, Str +1 Damage: +5
Messalina (5’ up)
EAC: 24 KAC: 24 CM: 32 HP: 110/110 (DR 2) Resolve 4/5 (-4 full attack)
Weapon Equipped = Geld Ice Carbine
Conditions = None
Invisibility Field = 0/1 (10m)
Ranged: Attack: BAB +9, Dex +4 (weapon focus: longarms +1) Damage: +10 (crit 19-20)

Seeing their dominated undead has gotten them as far as he’s going to, he takes a page out of The Zane’s playbook, ”Admiral Serovox, we haven’t come this far to fail now! You’re done. You just don’t know it yet.”

He opens fire on the poor figure immediately on the other side of the door hoping to blow a hole for The Zane to enter with his new spear.
Abe aphelion laser rifle (magic): 1d20 + 15 ⇒ (7) + 15 = 22 damage(F): 3d6 + 11 ⇒ (1, 2, 2) + 11 = 16
Messalina frostbite zero rifle: 1d20 + 14 ⇒ (11) + 14 = 25 damage(C): 3d8 + 11 ⇒ (6, 5, 6) + 11 = 28

Dark Archive

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@Abe- Shooting Commander Malakar? (Yellow)


Zane enjoys the presence of his friends

Slight rewind if available by GM. I didn't have my character with me the past 2 days. I wanted to do this while ABE was opening the locks.
I'd like to use two resolve to regain some stamina.
Field Fix and Keep fighting.
11 stamina - Field Fix
keep fight: 1d6 + 11 ⇒ (1) + 11 = 12
total of 23 stamina back. 8/10 resolve.

Just one question. Is that Vile Waneda part of the Bone Fleet?
Then ABE starts shooting.
Guess The Zane will get the answer some other time and place!
He moves into action!

attack: 1d20 + 12 ⇒ (17) + 12 = 29 Spear of Fate. Ranged. Swift Action.
damage: 3d10 + 11 ⇒ (7, 4, 3) + 11 = 25

attack: 1d20 + 12 ⇒ (10) + 12 = 22 Spear of Fate. Ranged.
damage: 3d10 + 11 ⇒ (5, 10, 9) + 11 = 35

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