Game Master S's "Dead Suns" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |STRATEGIC MAPS
HANDOUTS | CAMPAIGN RECORDS | DRAMATIS PERSONAE |DRAMATIS NAVES | Sunrise Maiden | Ship Roles | The Story Thus Far

Initiative:

[dice=Hostiles]d20[/dice]
[dice=Booker]d20+11[/dice]
[dice=Dunklezahn]d20+10[/dice]
[dice=Gig]d20+4[/dice]
[dice=Hack-it]d20+4[/dice]
[dice=Janzi]d20+1[/dice]

Skill Quickpost:

Perception
[dice=Booker]d20+13[/dice] (Darkvision 60')
[dice=Dunklezahn]d20+10[/dice] (Darkvision 60')
[dice=Gig]d20+0[/dice]
[dice=Hack-it]d20+6[/dice] (Darkvision 60')
--->[dice=Hum]d20-1[/dice]
[dice=Janzi]d20+13[/dice]

Sense Motive:
[dice=Booker]d20+0[/dice]
[dice=Dunklezahn]d20+0[/dice]
[dice=Gig]d20+0[/dice]
[dice=Hack-it]d20+0[/dice]
[dice=R.1.G.5.]d20+0[/dice]
[dice=Torin]d20+6[/dice]


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| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Booker climbs down from his sniper's nest to start looting the vampire. As he begins to loot the vampire begins to recorporate!

Hostiles: 1d20 ⇒ 9
Booker: 1d20 + 5 ⇒ (19) + 5 = 24
Dunklezahn: 1d20 + 9 ⇒ (7) + 9 = 16
Gig: 1d20 + 3 ⇒ (11) + 3 = 14
Hack-it: 1d20 + 0 ⇒ (20) + 0 = 20
R.1.G.5.: 1d20 + 6 ⇒ (19) + 6 = 25
Torin: 1d20 + 1 ⇒ (4) + 1 = 5

With a quick shot and a curb stomp, the party destroys it again. Though now it seems you'll have to repeat again in about a minute if you don't change your cycle....


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Hack-It angrily grabs the corpse, drags it to the edge, and tosses it into the acid.

"There, problem solved."

He then finds a stone and takes a seat.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

With no corpse to grab, Hack-it has sputter tilt himself a bit to blow the ashes into the acid. The party stands at the ledge for some time, but that seems to have done the trick.

For defeating Captain Vesh and her soliders, the team earns 6,400 XP.

Booker begins the process of looting the enemy:

5 each of:

  • graphite carbon skin
  • tactical dueling sword
  • tactical semi-auto pistol
  • mk I ring of resistance

    You collect 142 rounds of ammo

    The vampire had

  • freebooter armor II (mk 1 electrostatic field)
  • advanced shirren-eye rifle with 25 sniper rounds
  • corona laser pistol with 2 batteries (20 charges each)
  • secure data module, Tier 3 Not hackable unless someone has a Tier 3 computer. If you DO, make a Computers check DC 25.
  • credstick (4,000 credits)

  • Grand Lodge

    Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

    Dunklezahn sits quietly while Janzi does his work. When he's done, Dunklezahn offers his gratitude, but remains seated for a while longer, working out the many aches and pains scattered across his bruised body.

    Spending my last RP to regain Stamina

    As the others discuss gear, Dunklezahn sneers at their surroundings.

    Can we get the Hells off of this stupid rock now?

    Acquisitives

    N Android Bounty Hunter Operative 6 | SP 49/49 HP 34/42 | RP 7/8 | EAC 19; KAC 19 | Fort +4; Ref +10; Will +7 | Init: +7 | Perc: +13, SM: +4 | Speed 40ft | Active conditions: None

    Phew. Glad you are okay, Dunk. Now let's take their crap and get back to the Maiden. Eff this place.


    Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

    "Did you guys see my solo? It was like the duel of the wizards! That trooper was dangerous, but clearly no match for my caustic conversion. I wonder if this will improve my rep?"


    N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

    Booker barks out a short guffaw. "Ha! Yeah, it will."

    The old man tosses Dunklezahn another healing serum. "We can get off this rock just as'fast as we can figur' where I'm pointin' the ship. Hack-It? Whatcha got?"


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Hack-it lives up to his namesake right after plugging the stick into the Sunrise Maiden's computer.

    You discover that it contains the data that was deleted from the datacore in the Star-Eater’s Spine. This data reveals that the Cult of the Devourer left its Diaspora base to search for the "Gate of Twelve Suns" in a distant star system called Nejeor, based on the cultists’ interpretations of Nyara’s prophecies. Nejeor’s coordinates put the system somewhere in the Vast. The electronic signature on this data matches that of the hacker who scrubbed the files from the cult’s computer system, confirming that the Corpse Fleet visited the Star-Eater’s Spine, accessed the datacore, and learned that the cult is searching the Nejeor system for the “key” to the alien superweapon...


    Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

    Before departing Eox, Hack-It makes a few purchases. Namely:
    - 1x Corona Laser Pistol (4270 credits)
    - 1x Holy Fusion for Frostbite-class Zero Rifle (680 credits)
    - 1x Holy Fusion for Corona Laser Pistol (1040 credits)

    "Now I'm ready to make evil pay."


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Thankfully, Dunklezahn's disdain for Eox is mitigated with a little online shopping. Hack-it manages to find a store in a city that caters to "air breathers." The party places their order online and it's ready for pick up without much of a fuss.

    Once people are leveled and ready, Book IV begins!


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    That which hath cometh before:

    Chapter I: Incident at Absalom Station:

    A deserted ship named the Acreon arrived at Absalom Station from hyperspace, towing behind it a mysterious asteroid dubbed the Drift Rock. You came to Absalom Station to join the Starfinder Society but soon found yourselves caught up in a gang war instigated by two factions—the Hardscrabble Collective, the scrappy mining clan that owns the Acreon; and Astral Extractions, the large corporation that hired the ship. With both factions vying to claim the ship and the asteroid, the Starfinder Society hired you to investigate the death of one of its members caught in the gangs’ crossfire. After exploring some of Absalom Station and dealing with the gangs, you were then "hired" by Gevalarsk Nor, Eox’s ambassador to Absalom Station, who was serving as a mediator between the factions. Your job was to explore the Acreon and the Drift Rock and learn what happened to the crew. You took a shuttle to the quarantined Acreon, but one of the warring factions sent a ship to attack you, giving you a taste of starship combat. You found no trace of the deserted mining ship’s crew, but did find the ship infested with alien monsters and opportunistic scavengers. You continued your explorations on the Drift Rock, which was honeycombed with tunnels and rooms, and learned the final fate of the Acreon’s crew, while also dealing with an extraterrestrial monster that inhabited the asteroid. You eventually learned that the asteroid is incredibly ancient and that it is a fragment of some larger alien structure or artifact, perhaps a weapon, though its exact nature remained an enigma. You also discovered the Sunrise Maiden, a ship lost in hyperspace 75 years ago, which you claimed for yourselves. But as soon as you left the Drift Rock in your new starship, you came under attack from a mysterious ship!


    Chapter II: Temple of the Twelve:

    Now in possession of the Sunrise Maiden, you battled your way off the Drift Rock, eventually finding out that the exiled Corpse Fleet of Eox was behind the attack. Eager for more information about the Drift Rock’s origins, you traveled to Castrovel, home of some of the best universities in the Pact Worlds. In Qabarat, one of Castrovel’s most powerful lashunta city-states and the planet’s primary spaceport, you navigated the politics of academia at the esteemed University of Xenoarchaeology and Xenoanthropology. Eventually, you uncovered an obscure pre-Gap reference to an ancient, forgotten, elven temple-city on Castrovel called the Temple of the Twelve, which had supposedly found evidence of an advanced extraterrestrial civilization long ago. In search of the Temple of the Twelve, you embarked on an overland journey through the teeming jungles of Castrovel’s western continent, facing some of the planet’s dangerous flora and fauna, as well as members of the Cult of the Devourer, who were likewise interested in the Drift Rock’s secrets. Upon reaching the abandoned and overgrown elven temple-city, you contended with Castrovelian Devourer cultists who had taken over much of the crumbling ruins. After exploring the ruins, you learned that the elves had discovered an almost unimaginably immense megastructure called the Gate of Twelve Suns, which relates in some way to the Drift Rock and, potentially, to an ancient alien superweapon. Unfortunately, the Cult of the Devourer is now also looking for the Gate of Twelve Suns, and though you defeated the cult’s agents on Castrovel, those cultists were receiving their orders from a secret asteroid base in the Diaspora....

    Chapter III: Splintered Worlds:

    Tracking the Cult of the Devourer from Castrovel, you traveled to the scattered worldlets of the Diaspora to investigate the cult’s secret asteroid base. Upon locating the base, however, you discovered that the cult had abandoned it. You found no details about why the cult left the base or where they might have gone, but you did find evidence that the Corpse Fleet had also visited the base, along with indications that the Corpse Fleet may have stolen and deleted files from the base’s computer systems. What you did learn in the Field of the Lost takes you to the dead world of Eox, where you survived both the undead inhabitants of the planet and clandestine agents of the officially disavowed Corpse Fleet. Only then did you learn that the Devourer cult is aleady headed for a distant star system in search of clues to the location of an alien superweapon! To make matters worse, the Corpse Fleet is ahead of you on the trail....

    Grand Lodge

    Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

    As the party makes ready to leave Eox, those passing by his cabin can see Dunklezahn polishing a new set of armor. He makes sure to stop by Hack-It's quarters to thank him for the extra funds to buy the ringwear.

    I'll do my best to keep any deadhead's we come across far away from you. And if there's anything you ever want from the galley, let me know and I'll have a plate of it ready for you.


    Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

    Janzi smirks a bit as he makes a mental note to stand behind Hack-It more often.

    Reclining in the captain's seat, he punches up some coordinates on the Maiden's vid screen. So we're bound for the Nejeor system, he says. What do we know about it?


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    THAT requires someone to make a check (a few skills apply, just write the prose accordingly.


    Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

    I expect relevant skills will be Culture, perhaps Life Science or Physical Science (all +10), or Diplomacy to gather information (+12).

    1d20 ⇒ 13
    1d20 ⇒ 14


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Despite Janzi's best efforts, nothing, and I mean NOTHING comes up about the Nejeor system. Were it not for the coordinates that you have, you'd still be stuck thinking about what to do next.

    Flying there won't be easy...

    Once you punch it in, I'll take a piloting check.


    Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

    "Just remember that I'm a vegetarian. But I prefer steamed over grilled, so keep that in mind when you do cook anything," Hack-It says as Dunklezahn leaves his quarters.

    He puts his head back down to a half-assembled Sputter, currently disabled. Finishing up the retrofit of the new rifle on the drone, he closes the casing, punches a few commands into his wrist console, and watches his metallic companion whir back to life.

    The drone beeps a few times, and Hack-It answers. "You didn't miss much. I just financed the Vesk's new armor. Best investment I made in a while. Way better deal than what I got for you, ya bucket of bolts."


    N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

    Booker fires up the engines and sets a course for the Nejeor system. Piloting (Astrogating) Take 10: 10 + 20 = 30

    More fluff and stuff to follow.


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    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Dead Suns
    The Ruined Clouds
    Book 4

    The story so far

    -------------------------------------------------------
    With the mysterious Nejeor system plugged in, the party sets course. According to the nav computer, the trip is going to take half of: 5d6 ⇒ (5, 6, 1, 3, 3) = 18 9 days. This is by far the longest trip you've ever taken through the drift. It's not the normal inky blackness dotted with stars. The Drift is a mass of pink-and-purple energy that seems to both envelop the ship and be incredibly far away at the same time, making it difficult to gauge speed and time. You occasionally catch glimpses of chunks of other planes the Drift has gobbled up as you pass by—a titanic but empty basalt throne carved with images of cavorting devils, a single metal gear the size of a city, a vast bridge that seems to have an ancient abandoned city built along its span, and so on.

    With the autopilot doing most of the work now, you've got 18 days to do whatever you'd like; relax, train, or craft. Will pick up once everyone checks in by describing how you spend the time.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Four days into your trip through hyperspace, the Sunrise Maiden passes close to several humongous, dark clouds that occasionally flash with internal light.

    Science Officer Computers DC 25:

    These are portions of the Plane of Air absorbed by the Drift—basically thunderheads held together by that plane’s residual energy.


    N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

    While the engines are firing up on Eox, Booker fires off a report to Chiskisk.

    Confirmed Corpse Fleet involvement at Stareater's Spine. Fleet following cult for reasons unknown. Engaged Fleet forces on Eox, no Starfinder or civilian casualties. Discovered cult bound for Nejeor system in the Vast. Continuing pursuit.

    In the Drift, the old soldier feels restless. Though he is no stranger to the Drift, the space remains strange -- unreal and unknown. Most of the week is spent relentlessly cleaning his weapons and armor (including running Captain Zeera's suit through the airlock's decontamination routine about a hundred times), and practicing his shooting on a vid-sim. The rest of the time, he can be found tinkering with the ship's systems, cranking a little more juice out of the shields, a little more range out of the sensors, and a little more out of the computer's combat assistance programs.

    Not sure that there is any helpful training or crafting for me to do.


    Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

    Absolutely certain there's no helpful training/crafting for Janzi to do.

    Janzi, almost always a jittery bundle of nerves, is remarkably calm once the ship jumps into the Drift. He dozes off soundly in the captain's chair and is almost pleasant to be around — no odd non-sequiturs about things jumping out from around corners and no mean-spirited snarky comments about someone's mother.


    1 person marked this as a favorite.
    N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

    Booker subtly takes a DNA sample while Janzi is asleep. He seems... off.

    Doppleganger off.

    Grand Lodge

    Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

    Dunklezahn spends much of his time drilling, and cleaning and maintaining his gear. When he isn't doing that, he's in the galley making the most of the ship's stores to feed the crew as well as he can. Everyone might not make it through their confrontation with the Corpse Fleet, and he's going to make sure everyone is at least well fed before the action starts.


    Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

    Computers: 1d20 + 16 ⇒ (1) + 16 = 17

    Hack-It finds himself often distracted with several buggy aspects to the retrofitted zero rifle on Sputter. "Stop moving! You're fraying the wiring and I've only got so much electrical tape."

    With Hack-It having 6 ranks in Engineering, he can make any weapons/armor/vehicles/technology equipment up to tier 6. It's sort of the equivalent of buying it though, but if it needs repairing I can do it faster (and it'll have a better hardness).

    I would love for someone to give me a project. It's worth noting that an All-Terrain Transport is level 6 and costs 8370 credits (in UPBs). It'll house 7 people :)


    Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

    Computers: 1d20 + 14 ⇒ (4) + 14 = 18

    Hack uses his free time noodling on a keyboard trying to learn some fast rifts that Thrull use to play in his concerts. Otherwise he works to make sure the Sunrise Maiden is working in tip top shape.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    After a week of relaxing and tinkering the party looks at the space storm with only cursory attention.

    When a ship emerges from the storm, it's unlike anything most of you have ever seen! It is emerald green in color and etched with symbols that evoke alertness and watchfulness. Its thrusters burn white hot!

    Culture DC 30:

    You've seen this on vidfeeds before! It looks typical of the Azlanti Star Empire, an expansionist federation of worlds under the command of humans who left Golarion millennia ago!

    Engineering DC 30:

    You saw a model of this ship before! It looks typical of the Azlanti Star Empire, an expansionist federation of worlds under the command of humans who left Golarion millennia ago!

    Before you can react, they hail you in Common. The voice has a strange accent to it, but it's obviously their primary language, “Attention, Pact Worlds vessel. This is the Azlanti Star Empire vessel Fearful Symmetry. Surrender immediately, and you will not be harmed. In fact, you will have the immense pleasure of becoming another small part of the empire’s vast populace. Refuse and we will be forced to turn you into space dust. This message will not repeat.”


    Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

    Culture: 1d20 + 10 ⇒ (8) + 10 = 18

    Janzi snorts awake at the blaring intercom, scrambling to a sitting position in the chair. Hack, scan the f**k out of that sucker, he growls before flipping on the com. Hey there! Didn't know we were on your turf. Sorry 'bout that. We'll just head back outside that perimeter.

    Diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    "You misunderstand the subtext. You [u]WILL[/u] have the immense pleasure..."

    Feel free to snark. Signing out to prep for my Shattered Star home game. Will pick this up tomorrow.


    Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

    Engineering: 1d20 + 15 ⇒ (14) + 15 = 29


    Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

    Engineering: 1d20 + 17 ⇒ (15) + 17 = 32

    "I saw a model of this ship before! It looks typical of the Azlanti Star Empire, an expansionist federation of worlds under the command of humans who left Golarion millennia ago!"


    Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

    That's awfully sweet of you, Janzi replied, his words honeyed, but I'm not ready for anything serious right now. I'm flattered, though, really.

    Turning off the comm, he says, Light 'em up.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    As Hack-it says "ago" the Fearful Symmetry's weapons power up!

    Encounter Distance: 2d6 + 4 ⇒ (3, 2) + 4 = 9
    Cloud field: 4d4 ⇒ (1, 1, 4, 1) = 7

    -----------------------------------------------
    Initiative
    Booker: Piloting: 1d20 + 18 + 1 + 2 ⇒ (1) + 18 + 1 + 2 = 22
    Foes: Piloting: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23

    Engineering
    Captain (Torin): Orders?
    Science Officer (Hack-it): Action?
    Engineer (Gig): Action?

    Helm
    Pilot (Booker): Piloting check.

    Gunnery
    Gunner 1 (Dunklezahn): TBD
    Gunner 2 (R1G5): TBD

    GM:

    Captain: None
    Science: None
    Engineer: None
    Pilot: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25
    Damage Sustained:
    Ship Status:
    Shields:
  • Forward 18
  • Starboard 17
  • Port 17
  • Aft 18


  • Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

    Janzi gets in Dunk's ear. Greetings, Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan armada! < pause > ...that's the quote from your game, right?

    DC 15 Diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13 LMAO, that's classic. DAMMIT JEFF
    DC 15 Diplomacy reroll per GM S: 1d20 + 12 ⇒ (8) + 12 = 20


    N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

    "That was quick," Booker comments. He flexes his fingers and spears the Maiden like a rocket straight over the enemy's bridge.

    Piloting: 1d20 + 18 + 1 + 2 ⇒ (16) + 18 + 1 + 2 = 37

    EDIT: Will use this as my stunt check instead. Flyby, DC 20+(1.5*Tier of the Enemy). I assume that succeeds. If not, we are fleeing on the next round.

    R1G5 gets a free extra shot with the Heavy Laser Net.


    Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

    Gig diverts auxiliary power to the engines

    Engineering: 1d20 + 17 ⇒ (16) + 17 = 33 DC = 21 (10 + 1.5 x 3 Starship Tier)

    The Sunrise Maiden's Speed Increases by 2 this round.

    "Here's some more power for you, Booker! Show them what this ship can do!"


    Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

    Hack-It works to get a scan on the relic. "Let's see what this museum piece is all about!"

    Computers (Scan): 1d20 + 20 ⇒ (5) + 20 = 25


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Piloting: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23

    The enemy ship flips and burns to keep the Sunrise Maiden in her forward quadrant.

    Light Plasma Cannon: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 for DMG: 2d12 ⇒ (9, 11) = 20

    Gunnery
    Gunner 1 (Dunklezahn): TBD
    Gunner 2 (R1G5): TBD

    Grand Lodge

    Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

    Pew! Pew!

    Gunnery: 1d20 + 7 ⇒ (13) + 7 = 20
    Damage: 4d8 ⇒ (7, 4, 6, 1) = 18


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    The enemy ship is quick and well shielded, Dunklezahn misses!


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Hack-It rushes his way through the scan, but still gets some important information:

    Crew of two life forms. The Frightful Symmetry is a medium explorer. It's engines can pull off Class 10 Speed with good maneuverability. The technical read out is:

    AC: 21
    TL: 20
    Hull: 65/65
    Forward Shields 18
    Port Shields 17
    Starboard Shields 17
    Aft Shields 18
    It's got a light aeon torpedo launcher turret.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    With the more advanced system, Dunklezahn strikes the Fearful Symmetry! It's forward shields are knocked out!

    Acquisitives

    N Android Bounty Hunter Operative 6 | SP 49/49 HP 34/42 | RP 7/8 | EAC 19; KAC 19 | Fort +4; Ref +10; Will +7 | Init: +7 | Perc: +13, SM: +4 | Speed 40ft | Active conditions: None

    R1G5, using the new controller it's been tinkering with on this journey, takes control of the Heavy Laser Net, lines up with the front quadrant of the enemy, and speaks to Booker.

    Nice maneuver. FIRE IN THE HOLE!!!!!!

    Heavy Laser Net vs Forward: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 155d6 ⇒ (6, 6, 6, 3, 3) = 24

    dumping the re-roll now w/ 1 Nova

    Heavy Laser Net vs Forward: 1d20 + 11 + 2 + 1 ⇒ (18) + 11 + 2 + 1 = 32


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    We're not even through the first scene of the book and two of you have used your rerolls. This doesn't bode well!

    R1G5 strikes the bow with the laser net, tearing through the hull! 1d100 ⇒ 69 glitching their sensors!

    Initiative
    Booker: Piloting: 1d20 + 18 + 1 + 2 ⇒ (7) + 18 + 1 + 2 = 28
    Foes: Piloting: 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28

    Engineering
    Captain (Torin): Orders?
    Science Officer (Hack-it): Action?
    Engineer (Gig): Action?

    Helm
    Pilot (Booker): Piloting check.

    Gunnery
    Gunner 1 (Dunklezahn): TBD
    Gunner 2 (R1G5): TBD

    GM:

    Captain: None
    Science: None
    Engineer: None
    Pilot: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31
    Damage Sustained: 24
    Ship Status:
    Shields:
  • Forward 0
  • Starboard 17
  • Port 17
  • Aft 18
  • Sensors: Glitching


  • N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

    Booker notes the blow to the rear shields and keeps the Maiden flying straight ahead. At the end of a long burn, he swings the ship around to face the distant enemy head on, and tenses for anything that might come at him.

    Piloting Evasive Maneuvers DC 19: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32

    AC now 21, TL now 24 for this round.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    The enemy ship immediately tries to lock on with a missile as it twists through space:
    Evasive Maneuvers: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34 Success

    Two missiles come out.

    Gunnery: 1d20 + 14 + 2 - 4 ⇒ (6) + 14 + 2 - 4 = 18
    Gunnery: 1d20 + 14 + 2 - 4 ⇒ (1) + 14 + 2 - 4 = 13

    Booker shakes them both with ease. Gunnery phase!


    Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

    Unsure how things will go, Hack-It opts to balance the shields across the board.

    Computers (vs DC 5 + 1.5 x Tier of Sunrise Maiden): 1d20 + 16 ⇒ (2) + 16 = 18

    If successful, 45 shields in each quadrant.

    Grand Lodge

    Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

    Missiles away!

    Gunnery, HE Missiles: 1d20 + 9 ⇒ (2) + 9 = 11
    damage: 4d8 ⇒ (6, 8, 6, 3) = 23

    The missile veers off and explodes harmlessly to port.

    Acquisitives

    N Android Bounty Hunter Operative 6 | SP 49/49 HP 34/42 | RP 7/8 | EAC 19; KAC 19 | Fort +4; Ref +10; Will +7 | Init: +7 | Perc: +13, SM: +4 | Speed 40ft | Active conditions: None

    Seeing the distance that Booker has created, R1G5 takes a closer aim with the heavy laser net and lets loose a barrage of nets.

    Heavy Laser Net vs Forward: 1d20 + 11 + 2 - 4 ⇒ (13) + 11 + 2 - 4 = 225d6 ⇒ (1, 6, 3, 6, 3) = 19


    Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

    Gig diverts auxiliary power to the shields

    Engineering: 1d20 + 17 ⇒ (17) + 17 = 34 DC = 15 (10 + 1.5 x 3 Starship Tier)

    The Sunrise Maiden regains 10 Shield Points (5% of the PCU in shield points) distributed where the need is greatest.

    "This should help a little.”

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