GM Valen's SFS Quests - Into the Unknown (PbP) (Inactive)

Game Master Lysle

Uncover the fate of a lost Starfinder crew.
Slides
Starship Role Sheets
Starship FAQ


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Second Seekers (Luwazi Elsebo)

Female Gnome Mech 1| SP 7/7; HP 8/10 | RP 0/4 | EAC 13; KAC 14 | Fort +3; Ref +4; Will +0 | Init: +6 | Perc: +4
Drone:
Drone 1| DR/1- | HP 10/10 | EAC 11; KAC 17 | Fort +2; Ref +1; Will +0 | Petrol 15/20

Engineering (Weapons) DC 11: 1d20 + 6 ⇒ (6) + 6 = 12

The weapons systems continue to hum with pure power poured into them. The capacitors are at their limits with stored energy.

Wayfinders

CN Male Ysoki | Operative 1 | Specialty (Hacker) | SP 7/7 | HP 8/8 | RP 5/5 | EAC 15; KAC 16 | Fort +1; Ref +6; Will +2 | Init: +5 | Darkvision; Perc: +5, SM: +5 | Speed 30ft | Active conditions: None.

Piloting initiative: 1d20 + 9 ⇒ (18) + 9 = 27

Piloting move back half speed : 1d20 + 9 ⇒ (4) + 9 = 13

GM, the map is not enough. Can you please move us back 4 hexes. Thanks! ;-)


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

"Time for some evasive pursuit! Ar, Ar, Ar!" cries the pirate pilot.

Pirate, Pilot, Evade: 1d20 + 9 ⇒ (2) + 9 = 11

Map Updated!

@ All - with Mother's Day this weekend in US, I am not likely to get in another post over the weekend.

Exo-Guardians

Female Castrovelian Lashunta (Korasha) Bounty Hunter Solarian/1 (SP 8/8 HP 11/11 RP 3/3 | EAC:13 KAC:15 | F:+3 R:+2 W:+1 | Init:+2 | Perc:+3 Darkvision | Move:30ft) | VoidMaw +3 (d6+2 P), Pistol +3 (d6) 30ft
Skills:
Acrobatics +1 Athletics +1 Bluff +2 Computers +0 Culture +4* Diplomacy +2 Disguise +2 Engineering +0 Intimidate +6 LifeSci +0 Medicine +0 Mysticism +3 Perc +3 PhysSci +0 Piloting +2 Prof BH +2* SM -1 SoH +1 Stealth +1
Starship Pilot +2 Engineer +0 Science +0 Gunner +3 Captain I+6/D+2/B+2

Ozei continues firing the Forward Coilgun.

Coilgun, Trinode: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 Damage: 4d4 ⇒ (4, 3, 1, 3) = 11

Wayfinders

CN Male Ysoki | Operative 1 | Specialty (Hacker) | SP 7/7 | HP 8/8 | RP 5/5 | EAC 15; KAC 16 | Fort +1; Ref +6; Will +2 | Init: +5 | Darkvision; Perc: +5, SM: +5 | Speed 30ft | Active conditions: None.

"Guys, guys, guys!! This is the end of our mission! Full power to all weapons and engines and whatever and then blow them out of the sky. Blow a hole into something. I am going crazyyyyyyyyyyy! I want to go home!" Harqen says in an almost delusional state of anxious battle fever.

A little more time now so sorry for the absence! Back with some RP now! ;-)

Wayfinders

NG Male Human | Solarian 1 | SP 6/8 | HP 11/11 | RP 1/3 | EAC 14, KAC 17 | Fort +3, Ref +1, Will +2 | Init +1 | Darkvision, Perception +0 | Speed 25ft | Conditions: none
Skills:
Athletics +4, Computers +4, Culture +5, Diplomacy +6, Profession [Live-streamer] +7
Attacks:
Solsword +4 [KAC], 1d6+2 S

"Agreed. This booty ain't for plunderin'!" Neon does his tech-wizard stuff and reticulates some splines.

Computers (Target System: Weapons): 1d20 + 6 ⇒ (17) + 6 = 23

"Go for their weapons arrays, Team Neon!"

Exo-Guardians

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

Not sure where the explosive missile I fired in round 1 is, but it should be close enough to intercept the Lawblight.

Tracking check with Round 1 missile (+ mk 1 computer) vs. Forward Arc: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Damage with Turret Missile Launcher: 4d8 ⇒ (2, 7, 8, 4) = 21
4/5 missiles remaining.

Vchk frowns. {"It's hard to guide in the tracking missiles from so far away. Switching to coil-propulsed slugs."}

Vchk takes the Shoot action with the turret-mounted coilgun, leaving the third trinode bonus for someone else to enjoy.

Attack with Turret Coilgun vs. Forward Arc: 1d20 + 4 ⇒ (16) + 4 = 20

Damage with Turret Coilgun: 4d4 ⇒ (1, 4, 1, 1) = 7

Exo-Guardians

Male Human Envoy 2 | SP 10/14 | HP 16/16 | RP 4/4 | EAC 12, KAC 13, CMD 21 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +5 | Conditions:

Quick post!

Zapp tries to assist Ozei in aiming the forward gun, but doesn't quite get through.

Encourage Ozei: 1d20 + 1d6 + 7 ⇒ (2) + (4) + 7 = 13


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Round Two Summary

Engineering Phase
Aboard both of the ships, the engineers attempt to divert power to the weapon systems, but only Wats is successful in doing so.

”’D’Arrrn!” the pirate engineer laments.

Helm Phase
The pirate at the science station aboard the Lawblight tries to hone in on the engines of the Starfinder ship. Pirate, Target engines(DC 11): 1d20 + 8 ⇒ (5) + 8 = 13

Aboard the Odyssey, Neon Punk targets thep irates’ weapons array.

Harqen pulls the Odyssey back, but miscalculates the power on the reverse thrusters. The ship fails to go the desired distance and the miscalculation makes the Starfinder vessel more vulnerable to attack. CORRECTED MOVEMENT – Odyssey is a Tier 4 ship, so Back Off requires DC 18 =10+1.5(4); failure means ship moves back only 1 hex and failure by 5 or more means -4 to the ship’s AC and TL for the round.

The pirate vessel moves closer with reckless abandon!

Gunnery Phase
Ozei continues firing the forward coilgun, but her shot goes wide, and the Nameless Man shrugs.

The heavy missile that had been pursuing the pirate vessel fails to connect, colliding with an asteroid.

Fortunately Vchk does manage to connect with the turret-coil gun, which, fortunately, has been given considerably more punching power due to Wat’s diversion of power!

Unfortunately, the shields of the Lawblight dissipate all of that punching power.

“Ar!” cries the pirate captain, “Shoots until yee can’t shoots no more!”
Captain to encourage gunner (DC 10): 1d20 + 8 ⇒ (12) + 8 = 20
”Aye, aye, Captain!” the gunner responds.
Gunner, Fire-at-Will (turreted coilgun) with encouragement: 1d20 + 8 - 4 + 2 ⇒ (9) + 8 - 4 + 2 = 15
Gunner, Fire-at-Will (turreted coilgun) with encouragement: 1d20 + 8 - 4 + 2 ⇒ (5) + 8 - 4 + 2 = 11
Gunner, Fire-at-Will (forward coilgun) with encouragement: 1d20 + 8 - 4 + 2 ⇒ (18) + 8 - 4 + 2 = 24
Gunner, Fire-at-Will (forward coilgun) with encouragement: 1d20 + 8 - 4 + 2 ⇒ (6) + 8 - 4 + 2 = 12

The pirate coilgun shells fail to hit their mark.

“Man the torpedoes, Torpedo Man!” cries the Captain.

“Aye, aye, Captain!” the torpedo man responds and fires upon the Oydssey with another heavy torpedo!

Gunner, Torpedo: 1d20 + 8 ⇒ (1) + 8 = 9

But he only manages to strike an asteroid.

Starship Status After Round 2
Lawblight -10 HP | Shields basic 20 (forward 5, port 5, starboard 5, aft 5); glitching after weapons array
Odyssey - unscathed

Round 3 Begins
Pirate, Pilot, Initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Pirate, Engineer divert power to shields: 1d20 + 8 ⇒ (18) + 8 = 26
Pirate, Pilot, Evade: 1d20 + 9 ⇒ (14) + 9 = 23

PCs win Initiative.

As additional power is added to its shields, the pirate ship continues on its ominous heading--straight towards the Starfinder vessel.

PCs may all act

Exo-Guardians

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

{"Harqen! Can you get around these damn pirates? We might have better luck if we strike them from behind!"}

Wayfinders

CN Male Ysoki | Operative 1 | Specialty (Hacker) | SP 7/7 | HP 8/8 | RP 5/5 | EAC 15; KAC 16 | Fort +1; Ref +6; Will +2 | Init: +5 | Darkvision; Perc: +5, SM: +5 | Speed 30ft | Active conditions: None.

"This thing has not the best maneuverability and our shield and cannons are best in the forward arc. Their weapons are going to be better as soon as they are nearer then 5 hexes to us. Better to keep our distance and not risk being shot."

Piloting initiative: 1d20 + 9 ⇒ (15) + 9 = 24

Piloting move back half speed : 1d20 + 9 ⇒ (16) + 9 = 25

Wayfinders

NG Male Human | Solarian 1 | SP 6/8 | HP 11/11 | RP 1/3 | EAC 14, KAC 17 | Fort +3, Ref +1, Will +2 | Init +1 | Darkvision, Perception +0 | Speed 25ft | Conditions: none
Skills:
Athletics +4, Computers +4, Culture +5, Diplomacy +6, Profession [Live-streamer] +7
Attacks:
Solsword +4 [KAC], 1d6+2 S

"Five hexes? What's this guy talking about?" Neon raises his eyebrow as his train of thought is derailed by the fourth wall.

Computers (Target System: Weapons): 1d20 + 6 ⇒ (11) + 6 = 17

Exo-Guardians

Female Castrovelian Lashunta (Korasha) Bounty Hunter Solarian/1 (SP 8/8 HP 11/11 RP 3/3 | EAC:13 KAC:15 | F:+3 R:+2 W:+1 | Init:+2 | Perc:+3 Darkvision | Move:30ft) | VoidMaw +3 (d6+2 P), Pistol +3 (d6) 30ft
Skills:
Acrobatics +1 Athletics +1 Bluff +2 Computers +0 Culture +4* Diplomacy +2 Disguise +2 Engineering +0 Intimidate +6 LifeSci +0 Medicine +0 Mysticism +3 Perc +3 PhysSci +0 Piloting +2 Prof BH +2* SM -1 SoH +1 Stealth +1
Starship Pilot +2 Engineer +0 Science +0 Gunner +3 Captain I+6/D+2/B+2

Take this, boneheads!

Forward Coilgun, Trinode: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Damage: 4d4 ⇒ (3, 3, 3, 2) = 11

Or, you know, don't. It's cool. Whatever.

Exo-Guardians

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

{"Long-distance, eh? Let's see how far out I can land this shot!"}

Vchk shifts HUDs from the turret controls to the heavy laser cannon mounted in the Odyssey's bow. Using the ship's computer to extrapolate beyond the weapon's designed range, he squeezes off a barrage in the direction of the encroaching pirate ship.

Vchk will take the Shoot action with the Forward heavy laser cannon, using one of the trinode bonuses to partially compensate for the range penalty.

Attack with Forward Heavy Laser Cannon vs. Forward Arc (+ mk 1 computer, - range): 1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 14

Damage with Heavy Laser Cannon: 4d8 ⇒ (3, 1, 1, 6) = 11

Second Seekers (Luwazi Elsebo)

Female Gnome Mech 1| SP 7/7; HP 8/10 | RP 0/4 | EAC 13; KAC 14 | Fort +3; Ref +4; Will +0 | Init: +6 | Perc: +4
Drone:
Drone 1| DR/1- | HP 10/10 | EAC 11; KAC 17 | Fort +2; Ref +1; Will +0 | Petrol 15/20

Engineering (Weapons) DC 11: 1d20 + 6 ⇒ (9) + 6 = 15

One of the circuits gets overloaded near the weapons but power seems to reroute in the failsafe.

Exo-Guardians

Male Human Envoy 2 | SP 10/14 | HP 16/16 | RP 4/4 | EAC 12, KAC 13, CMD 21 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +5 | Conditions:

"Stop insulting their intelligence, Ozei! That crosses a line!" Zapp seems to feel very personal about this topic for some reason. "And they aren't even undead. See how V blows them to kingdom come, leaving their families destitute and lost. Not insulting, like a professional!"

Encourage Vchk: 1d20 + 1d6 + 7 ⇒ (5) + (1) + 7 = 13

Something about this inspiring speech falls out at the bottom.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Round Three Summary

Engineering Phase
Aboard the Odyssey, a failsafe diverts power to weapons for Wats in apparent anticipation of another weapon barrage striking against the pirate ship.

Aboard the Lawblight, a pirate diverts power to the shields in apparent anticipation of another weapon barrage striking against the pirate ship.

Helm Phase
Harqen continues to back off the Oydssey from the approaching pirate ship. While Neon Punk targets the pirate ship’s weapon systems and scans for a breach in the fourth wall.

The pirate ship continues to approach the backing off Oydssey, though the helmsman adds in a little evasive “pizzazz, hoping that the captain will notice.

At the science station, seeing the Starfinders constantly trying to fly away, another pirate attempts to target the engine of the crews’ intended prize!Pirate, target (engines)(DC 11): 1d20 + 8 ⇒ (1) + 8 = 9

But he fails and begins to wonder if he might find a similar post aboard a Corpse Fleet freighter.

Gunnery Phase
Aboard the Odyssey, Vchk shifts HUDs from the turret controls to the heavy laser cannon mounted in the Odyssey's bow. Using the ship's computer to extrapolate beyond the weapon's designed range, he squeezes off a barrage in the direction of the encroaching pirate ship.

However, even with the Nameless Man’s attempt at providing some words of encouragement, the shirren’s shot misses, being just shy of the evasive pirate vessel.

Ozei too fires! And misses, both with her words and projectiles.

Seeing an opportunity, the crew of the Lawblight presses its all-out offensive.

“Tarr-pedo man! Yee missed every prior shot yarr made tharr!” cries the captain of the Lawblight. “Now, I wants yee to concentrate. Let go of yarr bad en-arr=gy. Focus on yafr objective. And then, put a hole in that tharr ship, the likes of which yee’ve never seen!”
Captain to encourage torpedo man (DC 10): 1d20 + 8 ⇒ (9) + 8 = 17

“Aye, aye, Captain!” the torpedo man responds. He sends a heavy torpedo in the direction of the Oydssey!
Gunner, Torpedo with encouragement: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Damage (torpedo): 5d8 ⇒ (1, 3, 3, 7, 3) = 17

The powerful weapons strikes the forward shields of the Odyssey, weakening them considerably. Nevertheless, they hold!

“And thee rest of you!” cries the pirate captain at the one other gunner. “Keep firin’!”
”Aye, aye, Captain!” the gunner responds.
Gunner, Fire-at-Will (turreted coilgun): 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Gunner, Fire-at-Will (turreted coilgun): 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11
Gunner, Fire-at-Will (forward coilgun): 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Gunner, Fire-at-Will (forward coilgun): 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
Lawblight Evasion - must roll twice for each gunnery check with coilguns and take the worse result

The pirate behind the coilgun controls begins to question is over eagerness.

Starship Status After Round 3

Lawblight:

-10 HP | Shields basic 26 (forward 11, port 5, starboard 5, aft 5); glitching aft weapons array

Odyssey –0 HP Shields basic 53 (forward 3, port 15, starboard 15, aft 20);

Round Four Begins!
Piloting initiative: 1d20 + 9 ⇒ (6) + 9 = 15

PCs win Initiative! Pirates must move first.

Second Seekers (Luwazi Elsebo)

Female Gnome Mech 1| SP 7/7; HP 8/10 | RP 0/4 | EAC 13; KAC 14 | Fort +3; Ref +4; Will +0 | Init: +6 | Perc: +4
Drone:
Drone 1| DR/1- | HP 10/10 | EAC 11; KAC 17 | Fort +2; Ref +1; Will +0 | Petrol 15/20

Engineering (Shields) DC 11: 1d20 + 6 ⇒ (18) + 6 = 24

Seeing the shields falter Watdems wraps her sticky hand around the dial and gives it a turn towards the forward shields.

Restore 7 shield to Fwd.

Exo-Guardians

Male Human Envoy 2 | SP 10/14 | HP 16/16 | RP 4/4 | EAC 12, KAC 13, CMD 21 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +5 | Conditions:

Zapp shudders as the shield rocks from the torpedo hit. "They're annoyed, sure. But Ozei, see if you can make these pirates..." he continues reading the prompter on his comm, then devolves into a fit of chuckles for several seconds too many. "...irate!"

"Remember, the better you do, the less jokes I have to tell." Unintentional, perhaps, but that's encouragement!

Encourage Ozei: 1d20 + 1d6 + 7 ⇒ (9) + (5) + 7 = 21

Wayfinders

NG Male Human | Solarian 1 | SP 6/8 | HP 11/11 | RP 1/3 | EAC 14, KAC 17 | Fort +3, Ref +1, Will +2 | Init +1 | Darkvision, Perception +0 | Speed 25ft | Conditions: none
Skills:
Athletics +4, Computers +4, Culture +5, Diplomacy +6, Profession [Live-streamer] +7
Attacks:
Solsword +4 [KAC], 1d6+2 S

"...or we could blow up their guns so they stop shooting us. That might work." Having thoroughly scoured the fourth wall for breaches and finding none, he settles back in his chair with a relieved look on his face.

Computers (Target System: Weapons): 1d20 + 6 ⇒ (10) + 6 = 16


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

A message is being broadcast from the Lawblight, ”This be Captain Huttington speaking. I be the gGen-arr-al Manage-arr and President of Op-arr-ations aboard this here ship! We be noticin’ that yarr keep runnin’ away from arr vessel. Well, I got new for yarr! Yee had bett-arr stop flyin’ all h-arr-izontal, and surrend-arr! Arr else, yee arr in for some Maj-arr League trouble!”
Pirate, Captain taunt of Pilot (DC 21=15+1.5x4): 1d20 + 8 ⇒ (10) + 8 = 18

The transmission breaks off. Aboard the pirate vessel, the man at the engineering station decides to divert power to the weapons and the helmsman proceeds toward the Starfinder ship, evasively.
Pirate, Engineer divert to weapons (DC 13=10+1.5x2): 1d20 + 8 ⇒ (12) + 8 = 20
Pirate, Pilot evade (DC 13=10+1.5x2): 1d20 + 9 ⇒ (1) + 9 = 10

Pirate ship movement updated on Map on Slides

Wayfinders

CN Male Ysoki | Operative 1 | Specialty (Hacker) | SP 7/7 | HP 8/8 | RP 5/5 | EAC 15; KAC 16 | Fort +1; Ref +6; Will +2 | Init: +5 | Darkvision; Perc: +5, SM: +5 | Speed 30ft | Active conditions: None.

"I will continue to move back!"

Piloting initiative: 1d20 + 9 ⇒ (8) + 9 = 17

Piloting move back half speed : 1d20 + 9 ⇒ (11) + 9 = 20


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Harqen Taabestuun wrote:
"I will continue to move back!"

"But, I thought I w-arr-ned yee not to!?" broadcasts a second transmission from the pirate vessel.

Exo-Guardians

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

{"You call that a warning? This is a warning."}

Attack with Forward Heavy Laser Cannon vs. Forward Arc (+ mk 1 computer, - range): 1d20 + 4 + 1 - 2 ⇒ (12) + 4 + 1 - 2 = 15

Damage with Heavy Laser Cannon: 4d8 ⇒ (1, 1, 1, 7) = 10

Wow, you'd think I could roll some decent damage with four d8s, but you would be wrong.

Exo-Guardians

Female Castrovelian Lashunta (Korasha) Bounty Hunter Solarian/1 (SP 8/8 HP 11/11 RP 3/3 | EAC:13 KAC:15 | F:+3 R:+2 W:+1 | Init:+2 | Perc:+3 Darkvision | Move:30ft) | VoidMaw +3 (d6+2 P), Pistol +3 (d6) 30ft
Skills:
Acrobatics +1 Athletics +1 Bluff +2 Computers +0 Culture +4* Diplomacy +2 Disguise +2 Engineering +0 Intimidate +6 LifeSci +0 Medicine +0 Mysticism +3 Perc +3 PhysSci +0 Piloting +2 Prof BH +2* SM -1 SoH +1 Stealth +1
Starship Pilot +2 Engineer +0 Science +0 Gunner +3 Captain I+6/D+2/B+2

Maybe this will take the wind out of your solar sails!

Forward Coilgun, Trinode, Encouraged: 1d20 + 3 + 1 + 2 ⇒ (15) + 3 + 1 + 2 = 21 Damage: 4d4 ⇒ (2, 1, 2, 2) = 7


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Round Four Summary

Engineering Phase
Watdems’ sticky hand restores energy to the shields, while a pirate, who really probably should have done more with his degree, diverts power to the weapons.

Helm Phase
The sending off of a taunting message from Captain Huttington is not enough to convince Harqen from backing off of the idea of backing off, so when Huttington’s transmission breaks off, Harqen backs off. The pirate ship goes off after the Starfinders.
Meanwhile, Neon is off targeting the pirates’ weapon systems as the man off manning the science station off-handedly offers to divert power to weapons, but is off put by the gunner’s offensive failures and, thus opts to officially balance the shields instead as he does, often.
Pirate, Computer to balance shields (DC 13): 1d20 + 8 ⇒ (5) + 8 = 13

Gunnery Phase
Vchk responds to the taunt of Captain Huttington with a warning from the heavy laser cannon, while Ozei, encouraged by the Nameless Man, deflates some sails with a blow through the pirates’ shields and into the hull!

In response, at the order of Captain Huttington, the gunner, Patrick Gunnarr, prepares to fire the coilgun, this time, concentrating on getting off a single, well-placed shot.
Gunner, Fire (turreted coilgun): 1d20 + 8 ⇒ (4) + 8 = 12
Gunner, Fire (turreted coilgun): 1d20 + 8 ⇒ (2) + 8 = 10
Lawblight Evasion - must roll twice for each gunnery check with coilguns and take the worse result

While the torpedo man, Tarr Pedo, first fires upon the Oydssey one of the remaining heavy torpedoes!
Gunner, Torpedo: 1d20 + 8 ⇒ (2) + 8 = 10

The RNL does NOT like the pirates!

Starship Status After Round 4
Odyssey –0 HP Shields basic 60 (forward 10, port 15, starboard 15, aft 20);

Lawblight:
-12 HP | Shields basic 15 (forward 0, port 4, starboard 4, aft 3); glitching aft weapons array

Round Five Begins!
Pirate, Piloting initiative vs. PC’s 17: 1d20 + 9 ⇒ (4) + 9 = 13

PCs win Initiative!

Pirate, Engineering to divert to shields (DC 13=10+1.5x2): 1d20 + 8 ⇒ (3) + 8 = 11
Uh, oh pirates!
Pirate, Piloting to Evade: 1d20 + 9 ⇒ (18) + 9 = 27

Pirate ship moved on Map. PCs move!

Wayfinders

CN Male Ysoki | Operative 1 | Specialty (Hacker) | SP 7/7 | HP 8/8 | RP 5/5 | EAC 15; KAC 16 | Fort +1; Ref +6; Will +2 | Init: +5 | Darkvision; Perc: +5, SM: +5 | Speed 30ft | Active conditions: None.

"OK guys, they are finally in range for a flyby to finish them off! Everybody who can man a weapon station please now do that! Forget the shields, forget everything! Just shoot, shoot, shoot with everything we have ... well, if I do not f*** up! We all want to see holes, right? Holes!!!"

Piloting initiative: 1d20 + 9 ⇒ (14) + 9 = 23

Piloting flyby : 1d20 + 9 ⇒ (9) + 9 = 18

Exo-Guardians

Female Castrovelian Lashunta (Korasha) Bounty Hunter Solarian/1 (SP 8/8 HP 11/11 RP 3/3 | EAC:13 KAC:15 | F:+3 R:+2 W:+1 | Init:+2 | Perc:+3 Darkvision | Move:30ft) | VoidMaw +3 (d6+2 P), Pistol +3 (d6) 30ft
Skills:
Acrobatics +1 Athletics +1 Bluff +2 Computers +0 Culture +4* Diplomacy +2 Disguise +2 Engineering +0 Intimidate +6 LifeSci +0 Medicine +0 Mysticism +3 Perc +3 PhysSci +0 Piloting +2 Prof BH +2* SM -1 SoH +1 Stealth +1
Starship Pilot +2 Engineer +0 Science +0 Gunner +3 Captain I+6/D+2/B+2

Yaaaaaaaaa!

Forward Coilgun, Trinode: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 Damage: 4d4 ⇒ (2, 2, 3, 4) = 11

Exo-Guardians

Male Human Envoy 2 | SP 10/14 | HP 16/16 | RP 4/4 | EAC 12, KAC 13, CMD 21 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +5 | Conditions:

Not sure how good this idea is (mostly considering my track record), but it could do more than an occasional +2. I'll shoot twice to fish for a high number.

Eager to do as bidden (for once), Zapp slides into the chair for the aft gun and fires wildly.

Aft Coilgun: 1d20 + 1 - 4 ⇒ (8) + 1 - 4 = 5

Aft Coilgun: 1d20 + 1 - 4 ⇒ (4) + 1 - 4 = 1

Yes! Positive numbers! Ah well.

Second Seekers (Luwazi Elsebo)

Female Gnome Mech 1| SP 7/7; HP 8/10 | RP 0/4 | EAC 13; KAC 14 | Fort +3; Ref +4; Will +0 | Init: +6 | Perc: +4
Drone:
Drone 1| DR/1- | HP 10/10 | EAC 11; KAC 17 | Fort +2; Ref +1; Will +0 | Petrol 15/20

Engineering (Shields) DC 11: 1d20 + 6 ⇒ (20) + 6 = 26

Watdems holds the dial in position, letting power surge into the shields for rapid recovery. Even if it does mean blowing a breaker or two.

Restore 7 shield to Fwd.

Exo-Guardians

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

{"What, did you think I was baking a cake?"}

Attack with Forward Heavy Laser Cannon vs. Forward Arc (+ mk 1 computer): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Damage with Heavy Laser Cannon: 4d8 ⇒ (1, 4, 7, 2) = 14

Mmm, cake. I could really go for some- oh, darn. There went the flyby.

Wayfinders

NG Male Human | Solarian 1 | SP 6/8 | HP 11/11 | RP 1/3 | EAC 14, KAC 17 | Fort +3, Ref +1, Will +2 | Init +1 | Darkvision, Perception +0 | Speed 25ft | Conditions: none
Skills:
Athletics +4, Computers +4, Culture +5, Diplomacy +6, Profession [Live-streamer] +7
Attacks:
Solsword +4 [KAC], 1d6+2 S

"If anybody needs me to jump on a gun so we can waste these space-lubbers faster, just say the word!" In the meantime, Neon turns on some smooth jazz to relax and focus on the task at hand.

Computers (Target System: Core): 1d20 + 6 ⇒ (8) + 6 = 14

"You should maybe try shooting at their core now," he says hesitantly, not entirely sure if his macro worked properly.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Round Five Summary

Engineering Phase

Aboard the Odyssey Watdems blows a few breakers as she causes power to surge to the ship’s shields.

Aboard the Lawblight, the acting engineer, N. Jen Arr, blows his future as he causes anger to surge within the ship’s crew!

Helm Phase
Realizing that the ship that he is flying has no forward shields at present, the pirate, Pi “Aye, Aye” Lit, starts to flying an evasive pattern.

But, Harqen has a daring plan—to execute a fly-by attack! He directs the Odyssey toward the pirate vessel, but since vessel is far heavier and more cumbersome than the swift Pegasus that he had flown days earlier, the ysoki just can’t manage to pull the maneuver off and leaves the Starfinders open to a potentially devastating torpedo attack! Unlike Pegasus, which is Tier 2, Odyssey is Tier 4, so a fly-by attack is a DC 21 =15+(1.5x4).

Watching the Starfinder vessel buzz over his ship, the pirate sitting at the science station, Sense Arr, attempts to re-balance the shields, directing all available shield energy from the starboard array to the aft array. Computers to rebalance shields (DC 13): 1d20 + 8 ⇒ (18) + 8 = 26

As the pirate, Gunnar, prepares to take advantage of the piloting error with the coil gun aboard the Lawblight, Neon Punk’s macros easily target the pirate ship. Lawblight is Tier 2, so targeting its systems is a DC 8.

Gunnery Phase
Failed fly-by attempt results in a “free attack” by enemy by any direct-fire weapon against the aft quadrant of the moving starship. CRB, pg. 319-320.

The pirate, Gunnar, seizes the day!
Gunner, (forward coilgun): 1d20 + 8 ⇒ (11) + 8 = 19
Gunner, (forward coilgun): 1d20 + 8 ⇒ (8) + 8 = 16
Damage, coilgun (first shot): 4d4 ⇒ (2, 2, 3, 4) = 11
Lawblight Evasion - must roll twice for each gunnery check with coilguns and take the worse result
He scores a powerful hit against the Odyssey's shields.

Then, as the Starfinder vessels flies past, Gunnar continues to rapidly fill the surrounding space with shells.
Gunner, Fire-at-Will (forward coilgun)(first shot: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Gunner, Fire-at-Will (forward coilgun)(first shot): 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Damage, coilgun (first shot): 4d4 ⇒ (4, 3, 3, 4) = 14
Gunner, Fire-at-Will (forward coilgun)(second shot): 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Gunner, Fire-at-Will (forward coilgun)(second shot): 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Damage, coilgun (second shot): 4d4 ⇒ (1, 4, 4, 4) = 13
Lawblight Evasion - must roll twice for each gunnery check with coilguns and take the worse result

His reckless fire finds no target.

With the Starfinder vessel behind him, the pirate torpedo man has no target.

Ozei fires the forward aft coil gun and hits with ease, dropping the remaining shield energy from the enemy ship and striking the hull and damaging the targeted core systems of the Lawblight!

Vchk’s shot from the turret never had a chance to hit, too distracted by cake to have been helped by encouraging words.

Thus, any attempt by the Nameless Man to shoot from the rear results only in hot, unpleasant air.

Starship Status After Round 5
Odyssey –0 HP Shields basic 56 (forward 17, port 15, starboard 15, aft 9)

Lawblight:

-16 HP | Shields basic 4 (forward 0, port 4, starboard 0, aft 0); glitching aft weapons array, glitching power core


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Round Six Begins!

Pirate, Piloting initiative vs. PC’s 23: 1d20 + 9 ⇒ (7) + 9 = 16

PCs win Initiative!

Pirate, Engineering to divert to shields (DC 13=10+1.5x2): 1d20 + 8 ⇒ (16) + 8 = 24

Pirate, Pilot to Evade(DC 13=10+1.5x2): 1d20 + 9 ⇒ (19) + 9 = 28

The Lawblight flies forward, hoping to find protection among the asteroids.

Pirate ship movement reflected on Map in Slides. PCs are up!

Second Seekers (Luwazi Elsebo)

Female Gnome Mech 1| SP 7/7; HP 8/10 | RP 0/4 | EAC 13; KAC 14 | Fort +3; Ref +4; Will +0 | Init: +6 | Perc: +4
Drone:
Drone 1| DR/1- | HP 10/10 | EAC 11; KAC 17 | Fort +2; Ref +1; Will +0 | Petrol 15/20

Engineering (Shields) DC 11: 1d20 + 6 ⇒ (11) + 6 = 17

Watdems begins work on the aft shields as the forward ones look a tad bit healthier.

Restore 7 shield to Aft.


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Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

With shield power restored to the forward shields array aboard the Lawblight, Sense Arr takes a swig of rum in celebration! He then attempts to evenly balance the shields.

Pirate, Computers: 1d20 + 8 ⇒ (1) + 8 = 9

But, the old adage is true, rum dulls the Sense, and so Sense, distracted by the rum's scent, fails to sense that the energy was not sent where he wished them to be sent. But the sensors also did not sense that the energy was not sent where it should have be sent, so don't get too incensed because Sense Arr is innocent (at least that's my two cents!)

Sense Arr takes another swig of rum.

Exo-Guardians

Female Castrovelian Lashunta (Korasha) Bounty Hunter Solarian/1 (SP 8/8 HP 11/11 RP 3/3 | EAC:13 KAC:15 | F:+3 R:+2 W:+1 | Init:+2 | Perc:+3 Darkvision | Move:30ft) | VoidMaw +3 (d6+2 P), Pistol +3 (d6) 30ft
Skills:
Acrobatics +1 Athletics +1 Bluff +2 Computers +0 Culture +4* Diplomacy +2 Disguise +2 Engineering +0 Intimidate +6 LifeSci +0 Medicine +0 Mysticism +3 Perc +3 PhysSci +0 Piloting +2 Prof BH +2* SM -1 SoH +1 Stealth +1
Starship Pilot +2 Engineer +0 Science +0 Gunner +3 Captain I+6/D+2/B+2

GM Valen's valorious verbiage is very vvitty. Vell done!

Ozei lines up and fires again.

Coilgun, Trinode: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 Damage: 4d4 ⇒ (4, 4, 4, 3) = 15

Exo-Guardians

Male Human Envoy 2 | SP 10/14 | HP 16/16 | RP 4/4 | EAC 12, KAC 13, CMD 21 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +5 | Conditions:

"We'll have cake later, V - but you've got to hit this shot first!"

Encourage Vchk: 1d20 + 1d6 + 7 ⇒ (3) + (5) + 7 = 15

Wayfinders

NG Male Human | Solarian 1 | SP 6/8 | HP 11/11 | RP 1/3 | EAC 14, KAC 17 | Fort +3, Ref +1, Will +2 | Init +1 | Darkvision, Perception +0 | Speed 25ft | Conditions: none
Skills:
Athletics +4, Computers +4, Culture +5, Diplomacy +6, Profession [Live-streamer] +7
Attacks:
Solsword +4 [KAC], 1d6+2 S

"You know, I think my work here is done! Time to ramp up the firepower." Firing off his macro one last time, Neon pulls up a remote gunnery station and links up one of the unused weapons.

Computers (Target System: Core): 1d20 + 6 ⇒ (2) + 6 = 8

Which weapon is currently not in use?

Exo-Guardians

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

I'll bot Harqen.

After a tight flyby of the pirate vessel, Harqen pulls back on the control yoke with all his little ysoki might while he slams the retro-rockets to full thrust.

Attempting the 'Flip and Burn' Pilot Stunt.

Harqen's Piloting check: 1d20 + 14 ⇒ (2) + 14 = 16

Unfortunately, his little arms aren't strong enough to turn the heavy ship so quickly, and the Odyssey trundles forward, away from the pirates.

Exo-Guardians

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

Banishing all thoughts of cake, Vchk switches back to the turret controls and fires a tracking missile at the rapidly shrinking piratical target. Somehow, the effort of ignoring the Nameless Man's prattle actually help him steady his shot.

{"What a sightline! It's like shooting a very large fish in a somewhat constrictive barrel!"}

Attack with Turret High Explosive Missile Launcher vs. Rear Arc (+ mk 1 computer, encourage): 1d20 + 4 + 1 + 2 ⇒ (20) + 4 + 1 + 2 = 27
Critical Hit!
High Explosive Missile Launcher Damage: 4d8 ⇒ (4, 5, 5, 5) = 19
Remaining missiles: 3/5

Neon Punk wrote:
Which weapon is currently not in use?

I've been bouncing between the heavy laser cannon and the missile launcher, depending on our position and range, and Ozei has been using whichever coilgun is more convenient. If we can keep the Lawblight within our front arc and < 10 hexes away, all four guns can target without penalty. You could take the other coil gun, or you can grab the forward heavy laser while Ozei goes crit fishing with both coilguns at once.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Round Six Summary

Engineering Phase
Watdems, after admiring the forward shield array monitors, decides the Odyssey should work on its rear. She restores shield power there.

Aboard the Lawblight, N. Jen Arr manages to divert some power to shields, despite a pronounced glitch in the power core.

Helm Phase
The Lawblight flies forward in an evasive pattern, hoping to find protection among the asteroids.

At the science station aboard the Lawblight Sensar swigs aboard the Lawblight

After a tight flyby of the pirate vessel, Harqen pulls back on the control yoke with all his little ysoki might while he slams the retro-rockets to full thrust. Unfortunately, his little arms aren't strong enough to turn the heavy ship so quickly, and the Odyssey trundles forward, away from the pirates.

Neon fires off his macro one last time, targeting the power core of the pirate vessel.

Gunnery Phase
Captain Huttington shouts to Gunnar. ”They be behind us! Fire at ‘em at will. And do it that arr way!?
Captain to encourage gunner (DC 10): 1d20 + 8 ⇒ (10) + 8 = 18
”Aye, aye, Captain!” Gunnar responds.
Gunner, Fire-at-Will 1st (turreted coilgun) with encouragement: 1d20 + 8 - 4 + 2 ⇒ (19) + 8 - 4 + 2 = 25
Gunner, Fire-at-Will 1st (turreted coilgun) with encouragement: 1d20 + 8 - 4 + 2 ⇒ (9) + 8 - 4 + 2 = 15
Gunner, Fire-at-Will 2nd (forward coilgun) with encouragement: 1d20 + 8 - 4 + 2 ⇒ (5) + 8 - 4 + 2 = 11
Gunner, Fire-at-Will 2nd (forward coilgun) with encouragement: 1d20 + 8 - 4 + 2 ⇒ (20) + 8 - 4 + 2 = 26
Lawblight Evasion - must roll twice for each gunnery check with coilguns and take the worse result

Coil gun Damage: 4d4 ⇒ (2, 4, 1, 4) = 11

One of the coil gun shells manages to slam into the Odyssey's newly restored rear shields, but they manage to hold.

Tar Pedo, realizing he has no shot, races to the gunnery station at the rear of the ship to man the aft gyrolaser.
Gunnery (Gyrolaser), glitching with short two range increments: 1d20 + 8 - 2 - 2 - 2 ⇒ (15) + 8 - 2 - 2 - 2 = 17 Damage, gyrolaser: 1d8 ⇒ 4

The laser finds its mark, further reducing the rear shields of the Starfinder vessel, but leaving the vessel otherwise unharmed.

Aboard Oydssey, Ozei lines up a shot that easily penetrates the remaining shields on the pirate vessel, striking the hull and damaging the power core of the Lawblight.

As the Nameless Man speaks in an Aimless Manner, Vchk fires the missile launcher.

Like shooting a very large fish in a somewhat constrictive barrel, Vchk’s missile barrels at the pirate vessel and penetrates deep into the ship’s hull, barrel-ly! Crit damage from nat crit: 1d100 ⇒ 96 Crit damage from exceeding CT: 1d100 ⇒ 46 arc 1 forward 2 starboard 3 port 4 aft: 1d4 ⇒ 3

The resulting explosion wrecks the pirate's power core and takes out part of the ship's port weapons array.

Starship Status After Round 6
Odyssey –0 HP Shields basic 48 (forward 17, port 15, starboard 15, aft 1)

Lawblight:
-49 HP | Shields basic 9 (forward 3, port 5, starboard 1, aft 0); glitching aft and port weapons arrays, wrecked power core


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Round Seven Begins!

Pirate, Initiative with wrecked power core: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Harqen, Initiative: 1d20 + 9 ⇒ (11) + 9 = 20

Amazingly, the pirates manage to move just a little quicker than the Starfinders.

Aboard the Lawblight, N. Jen Arr, now facing more than just a glitching power core, attempts to hold it together--emotionally and engineeringly!

Pirate, Engineering to Hold it Together, Power Core(DC 23): 1d20 + 8 ⇒ (2) + 8 = 10

But, he loses it!

PCs move first!

Wayfinders

CN Male Ysoki | Operative 1 | Specialty (Hacker) | SP 7/7 | HP 8/8 | RP 5/5 | EAC 15; KAC 16 | Fort +1; Ref +6; Will +2 | Init: +5 | Darkvision; Perc: +5, SM: +5 | Speed 30ft | Active conditions: None.

"Damn it, we need to turn!"

'Flip and Burn' Pilot Stunt: 1d20 + 9 ⇒ (18) + 9 = 27

Pilot Initiative: 1d20 + 9 ⇒ (9) + 9 = 18

So sorry guys, but somehow the firewall is preventing me to open google slides. Could you please move the ship!


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Seeking protection and to buy time to repair badly damaged systems and restore sorely missed shields, the pirates head behind an asteroid and the Starfinders loose visual on the pirates.

Pirate, Captain to encourage science (DC 10): 1d20 + 8 ⇒ (11) + 8 = 19
Pirate, Computers to Balance shields with encourage and wrecked power core(DC 8): 1d20 + 8 + 2 - 4 ⇒ (2) + 8 + 2 - 4 = 8

Ship locations updated on the Map on Slides.

Neither vessel can fire on the other.

Starship Status After Round Seven

Odyssey - TBD post actions for Round Seven per below

Lawblight:

-49 HP | Shields basic 9 (forward 3, port 2, starboard 2, aft 2); glitching aft and port weapons arrays, wrecked power core

Moving on then...

Round Eight Begins!

Pirate, Initiative with wrecked power core: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13

Engineering and Science can post their Round Seven and Round Eight Actions at the same time.

Exo-Guardians

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

{"Damn, we've lost visuals! Firing by sensors..."}

Just as Harqen flips the Odyssey, Vchk looses another missile from the turret, which streaks in the direction of the obscured Lawblight.

Attack with Turret High Explosive Missile Launcher vs. ? (+ mk 1 computer): 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
2/5 missiles remaining.

Tracking missile placed on map. Sorry, other gunners.

EDIT - aw shoot, ninja'd by GM. I assumed tracking weapons could fly around obstacles. This can be my round 8 action instead.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Captain Huttington calls, "All stop!" and the Lawblight remains in its protective position.

"Fix the darrr-n engines!" He demands.
Pirate, Demand: 1d20 + 8 ⇒ (14) + 8 = 22
Pirate, Engineer Patch Power Core with Demand: 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Vchk wrote:

{"Damn, we've lost visuals! Firing by sensors..."}

Just as Harqen flips the Odyssey, Vchk looses another missile from the turret, which streaks in the direction of the obscured Lawblight.

[dice=Attack with Turret High Explosive Missile Launcher vs. ? (+ mk 1 computer)]1d20 + 4 + 1
2/5 missiles remaining.

Tracking missile placed on map. Sorry, other gunners.

EDIT - aw shoot, ninja'd by GM. I assumed tracking weapons could fly around obstacles. This can be my round 8 action instead.

Vchk's action in Round Seven stands. I reread the hazard text regarding asteroid effect. It says they block "line of fire" so tracking weapons should still work.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Round Eight (and Seven-ish) Cont'd

Pirate, Computers to Balance Shields: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10

Although Captain Huttington makes demands, his crew is unable to fulfill them.

PCs can move ship, move missile, and take all other actions for Round 8 (and 7-ish)

Second Seekers (Luwazi Elsebo)

Female Gnome Mech 1| SP 7/7; HP 8/10 | RP 0/4 | EAC 13; KAC 14 | Fort +3; Ref +4; Will +0 | Init: +6 | Perc: +4
Drone:
Drone 1| DR/1- | HP 10/10 | EAC 11; KAC 17 | Fort +2; Ref +1; Will +0 | Petrol 15/20

Round 7

Engineering (Shields) DC 11: 1d20 + 6 ⇒ (14) + 6 = 20
+7 to Aft Shields

Round 8

Engineering (Shields) DC 11: 1d20 + 6 ⇒ (11) + 6 = 17
+7 to Aft Shields

Watdems stays laser focused on the shields as numerous blares, warning and alarms sound from the aft shields getting dangerously low. The blaring and whooping alarm hurts her ears and drowns out the sound of her soap opera's sound. "GAH! Dr. Drake Ramoray is back!"

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