Into the Void

Game Master Peet

Campaign Maps


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Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
Stell Zee-Linn wrote:
I assume we can all share the cost, so this would only cost each PC 20 credits.

We've actually got a little group fund set aside for stuff like this, so it doesn't cost anyone anything. I've been keeping track of payments and expenses since the beginning; we can get everyone on the same page once we wrap up this task.

Void GM wrote:
So if there's nothing else we can move on to the meeting at Jatembe park.

I'm good with that.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Moving on sounds fine to me


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Dawn is grateful that the sordid business with the coroner is complete. She looks forward to getting some "fresh" air in the park.

Ready as well.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

At the appointed time, the group heads to Jatembe Park in the station's Eye.

Open to all citizens, Jatembe Park occupies a wide portion of the Eye of Absalom Station. Filled with lush trees and open grass fields, the park offers some natural terrain to the otherwise metalclad station. Ceren’s meeting point is one such forested portion of the park, specifically a spot often ignored by citizens due to the winding path required to reach it.

As the group comes around the curve of the path they see the bridge up ahead, going over an artificial stream. Ceren stands on the bridge, looking out over the water.

Several other people are also at the bridge. Three young men with bizarre haircuts and clothing that looks to have been deliberately slashed open in places and marked with neon paint in others. They seem to have just arrived, from the same side of the bridge as you. When they get there, one stops before getting on the bridge, and turns and looks around as if enjoying the scenery. The other two continue, but when they get to the middle of the bridge, the second stops, while the third one continues to the other side.

"Hey, grandma," the one on the bridge says to Ceren. Ceren turns around to look at the man, surprised and fearful. He holds his arm up and turns on a device on his wrist; a holographic image appears in the air above. The image is of Ceren! "Yeah, this is her, mateys!"

Dice:
Dawn Perception (DV 60', Low-L): 1d20 + 7 ⇒ (6) + 7 = 13
Iolas Perception (DV 60'): 1d20 + 4 ⇒ (16) + 4 = 20
Stell Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Thuldas Perception (DV 60'): 1d20 + 2 ⇒ (8) + 2 = 10
Wint Perception (Low-L): 1d20 + 5 ⇒ (4) + 5 = 9

Iolas:
You can see bulges under their jackets that indicate that these men are armed with Pistols of some kind. They also have some kind of melee weapon up their sleeves, and through the holes in their jackets you can see they have a jumpsuit underneath that is probably armor.

Culture DC 15 (DC 10 if you are from Absalom Station):
The colors and patterns of the torn jackets indicate that these men are part of a local street gang called the Pipetown Pirates.

As you approach, the Man standing on the near side of the bridge, calls out to you. "Sorry, civvies! Bridge is closed. Maintenance, an' whatnot. So shove off."

You are not in combat at the moment but may initiate it if you want.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Culture check: 1d20 + 4 ⇒ (10) + 4 = 14

The dwarf strides out in front of the group. "Th' bridge looks mighty sturdy t' me, young sirs! An' no offense t' your fine selves, but y' don't appear to be th' Maintenance Department. Buuut...," Thuldas slips his hammer out of his belt loop and lazily twirls it between his stout dwarven fingers, "...if maintenance truly be your game, per'aps we can help."

During this exchange, Thuldas speaks clearly and slowly, playing up his Akitonian accent a touch and putting a bit of swagger into his step. Hopefully, he focuses the neon undercuts' attentions on himself, rather than Ceren.

EDIT: there's a map! I moved Thuldas appropriately. Also, Ceren is adorable and I will do anything to save her.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

culture: 1d20 + 4 ⇒ (18) + 4 = 22

"Maintenance? Aren't you part of that street gang the Pipetown Pirates? Perhaps you can help me. I've never understand why its called a "street gang" since you don't actually live on streets. Do you know why?"

As he says this, Wint "Casually" wanders into the bushes and hopefully disapears from sight

stealth: 1d20 + 11 ⇒ (18) + 11 = 29


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

"It is because they think the streets belong to them, when they do not." Dawn steps forward beside Thuldas, hand on her laser pistol. "Leave this place while you still can, ruffians. I will not make the offer a second time."

Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6

Not so much.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas plods forward and mutters into his comms device, "They've, uh, they've got weapons. We should stay cautious."


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Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Culture: 1d20 + 6 ⇒ (15) + 6 = 21

Stell advances with the others, unsnapping the strap securing her sidearm in its holster.

"We're with the Department of Sanitation. We heard there was a serious infestation of dregscum. Guess we heard right. Clear out or we'll be forced to sanitize you!"

Intimidate: 1d20 + 7 ⇒ (10) + 7 = 17


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

"You lot don't unnerstan' who you're messin' with," the man says as he draws a pistol from beneath his jacket. "You wanna rumble, me mateys an' I are 'appy to oblige," he says with a grin. He points it in your general direction.

Culture DC 16:
The pistols are Pulsecaster Pistols, a standard nonlethal weapon also commonly known as 'stunners.'

dice:
Dawn Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Iolas Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Stell Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Thuldas Initiative: 1d20 + 0 ⇒ (1) + 0 = 1
Wint Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Gang Initiative: 1d20 + 4 ⇒ (2) + 4 = 6

Round 1 Initiative
Block 1: Dawn, Stell, Wint
Block 2: Pipetown Pirates
Block 3: Iolas, Thuldas

Dawn, Stell, and Wint are all up.

Wint: any space that shows shrubbery will provide cover to allow stealth but will also count as difficult terrain.

Technically you could still break off from combat if you want, but I doubt that's what you want.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

"You were warned," Dawn says flatly. She steps forward and puts two fingers to her temple as she calls on her mystic connection, sending a glut of psychic information into the mind of the thug near Ceren.

Mind Thrust vs. Blue Thug (DC 14 for half): 2d10 ⇒ (1, 10) = 11

Step forward and cast mind thrust on the blue thug. 11 damage, or 5 on a DC 14 Will save.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint will just shift positions a little, hide and shoots with his laser pistol at green (assuming green is still up)

stealth: 1d20 + 12 ⇒ (8) + 12 = 20 Succeeds if they're LESS than CR1
to hit: 1d20 + 4 ⇒ (6) + 4 = 10 Maybe against flatfooted
damage: 1d4 ⇒ 3 + maybe trick attack: 1d4 ⇒ 1


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Culture: 1d20 + 6 ⇒ (12) + 6 = 18

"They're using stunners," Stell says to her friends. Then she draws her semi-automatic pistol and aims it at the nearest punk. "Set blasters to 'EXPUNGE'!" she yells just before she fires.

semi-auto pistol: 1d20 + 3 ⇒ (17) + 3 = 20
Piercing damage: 1d6 ⇒ 4


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Dawn: Mind thrust has a range of 25 feet so I moved you one square closer and into range.

Will Save Blue: 1d20 + 0 ⇒ (14) + 0 = 14

A bolt of mental energy flows between Dawn and the ganger. The ganger on the bridge howls and grabs his head by the ears. His nose begins to bleed.

"You little slitch!" he shouts. "Lyro! Get back here and nail this chica!"

Stell and Wint both fire on the closer ganger and both shots hit.

Wint: Trick attack DC is 20.

The ganger at the far end of the bridge draws his pistol and comes running up the bridge. He gets about mid-way before shooting at Dawn. But the electric arc dissipates against Dawn's new armor.

Purple Stunner: 1d20 + 6 ⇒ (8) + 6 = 14

The one in the middle of the bridge also draws his pistol and fires ad dawn, holding his bloody nose with his other hand. But the pain of his psychic wound throws his aim off.

Blue Stunner: 1d20 + 6 ⇒ (4) + 6 = 10

The nearby ganger already has a pistol drawn. He shoots twice at Stell! The first shot goes wild but the second one is on target.

"How ya like that you mouthy witch?"

Green Stunner -4 full attack: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Green Stunner -4 full attack: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 181d4 ⇒ 1

Stell: 1 damage.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Round 1 Initiative
Block 1: Dawn, Stell, Wint
Block 2: Pipetown Pirates
Block 3: Iolas, Thuldas

Round 2 Initiative
Block 1: Dawn, Stell (-1), Wint
Block 2: Green (-8), Blue (-5), Purple
Block 3: Iolas, Thuldas

Everyone is up!

I suggest not using the grenades Zigvigix gave you.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Culture check: 1d20 + 4 ⇒ (10) + 4 = 14

Thuldas steps forward as an electrical whine begins to build in the air. "Y' sound a bit cranky, friend..."

The dwarf's hand darts forward, attempting to grab the punk's wrist. "Maybe y' should take a nap!"

Thuldas casts jolting surge from his spell cache (green punk is the attempted target): if the punk is wearing some sort of electrical device, Thuldas gets an additional +2 on the attack.

Jolting Surge Attack vs. EAC: 1d20 + 2 ⇒ (7) + 2 = 9
Jolting Surge Damage: 4d6 ⇒ (1, 4, 2, 3) = 10


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint sneaks up a bit and shoots at Green. However, he shoots him in the arm (non lethal)

stealth: 1d20 + 12 ⇒ (4) + 12 = 16
to hit: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
damage: 1d4 ⇒ 3

[b]"You should run away. I don't want to have to kill you"


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Oops, thanks for moving me closer GM.

Dawn doesn't flinch as the laser strikes her armor. She casts the same spell again, then calmly draws her laser pistol.

Mind Thrust vs. Blue Thug (DC 14 for half): 2d10 ⇒ (10, 5) = 15


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell pretends to be in great pain and distress from the minor shock she experienced.

Feint attempt as move action
Bluff, Skill expertise: 1d20 + 7 + 1d6 ⇒ (20) + 7 + (3) = 30

Then she straightens up and fires another round as the punk is turning his attention to other targets. "I've had carpet shocks that hurt more than that, you inbred freak!" she taunts.

Semi-automatic pistol: 1d20 + 3 ⇒ (8) + 3 = 11
Piercing damage: 1d6 ⇒ 3


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas unslings his artillery laser and says, "Alright, Assist-o-tron, activate combat tracking!"

Putting my combat tracker on purple.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas wrote:
...if the punk is wearing some sort of electrical device...

Jolting Surge:
Thuldas: This part is a bit weird... I'm not sure if armor is intended to count as an "electrical device" though all armor can be sealed against vacuum and includes a basic comm unit.

But the spell description says:

Quote:
Alternatively, you can instead touch an electrical device a target is wearing (or a target that is an electrical device, such as a robot) with your hand, gaining a +2 bonus to your attack roll.

This seems to suggest that you have to choose to touch a worn electrical device rather than the target itself. Which would mean that you have to identify the object as an electrical device (or touch the object and hope that it is). So I'm going to rule that you don't get the +2 to hit unless you are targeting a device (or that device is blatantly obvious).

I'm going to consult the rules forum on this one and may reverse this later depending on what I find out.

You are allowed to hold the charge in Starfinder (p. 271) so you can try again next round.

Thuldas' hand crackles with energy, and he reaches for the ganger, but the ganger staggers backwards, avoiding his blow.

Wint takes a shot and grazes the ganger, wounding him.

"Heh..." The ganger chuckles for a moment at Stell's apparent discomfort, and looks away just long enough for Stell to put a bullet into his chest. He slumps to the ground with a gurgle.

Iolas gets his weapon ready.

Dawn sends another bolt of mental energy at the ganger in the middle of the bridge.

Will: 1d20 + 0 ⇒ (20) + 0 = 20

He yells again and grips his head.

"Nobody said nothin' about no psychics!" he screams. "Lyro! Let's scramoose!"

The ganger in the middle of the bridge (blue) turns and heads north at a dead run. The remaining one fires a shot at Dawn before turning back and heading north off the bridge. Dawn is struck by a blast of electricity!

Purple Pistol: 1d20 + 6 ⇒ (12) + 6 = 181d4 ⇒ 4

Dawn: 4 damage.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Round 2 Initiative
Block 1: Dawn, Stell, Wint
Block 2: Pipetown Pirates
Block 3: Iolas, Thuldas

Round 3 Initiative
Block 1: Dawn (-4), Stell (-1), Wint
Block 2: Green (dead), Blue (-12), Purple
Block 3: Iolas, Thuldas

Everyone is up again!

Blue is two squares off the north edge of the map and can still be targeted if your weapon has enough range.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Dawn grunts as the electricity hits her. She grits her teeth and moves to Ceren's side. "Are you alright? Did they harm you?"

She watches the fleeing gang members but is inclined to let them flee unless they continue to attack.

Move to Ceren and ready an attack if one of the gang members shoots again.

Readied Attack:
Laser Pistol: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 2


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Thuldas hustles to the north end of the bridge (two move actions), allowing the static tension of his spell to dissipate gently into the air. He watches the gangers run off.

"If y' don't want to see m' pretty face again, y'd best keep this t' y'selfs! An', next time, pick on someone wi' your own stupid haircut!"


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint hurries over to the downed thug and sees if he can save him before he actually dies

Its very up to GM judgement if NPCs who go down are automatically dead or of the characters have a chance to save them. Now seems a good time to figure out how you're handling it :-). While not mechanically important, Wint DID just wing the guy

Of course, without medicine skill, Wint is kinda likely to fail to stabilize him anyway :-(


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

"We need to stop them or they'll report Ceren as alive, ruining all our work!" Stell yells as she runs to the top of the bridge, gesturing for Ceren to move out of her line of fire. Then she fires a round at the farther one away.

Semi-auto pistol: 1d20 + 3 ⇒ (2) + 3 = 5
Range increment is 30 feet.
Piercing Damage: 1d6 ⇒ 2

"Bazz Fazz!"


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Dawn sadly realizes the truth of Stell's words. She squeezes the trigger.

If the GM will allow it, Dawn will shoot at the blue thug instead of readying her attack. I'll use the same roll for that one.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas nods grimly and fires at the thug farthest from him.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d10 ⇒ 6


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote:
Its very up to GM judgement if NPCs who go down are automatically dead or of the characters have a chance to save them. Now seems a good time to figure out how you're handling it :-). While not mechanically important, Wint DID just wing the guy

He is dead. Wint may have winged him, but Stell finished him off. Whether an attack does non-lethal damage only matters for the hit that brings an enemy down to zero. Without knowing how many HP the enemy has, non-lethal is tricky unless everyone is using non-lethal attacks.

I suppose I might allow a stabilize effect if it was done right away. And if someone recently dead was brought to a hospital there is a chance they could be revived.

Medicine checks are trained-only. So Wint will not be able to help the guy.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Rising Dawn wrote:
If the GM will allow it, Dawn will shoot at the blue thug instead of readying her attack. I'll use the same roll for that one.

Yes, I can allow that, since you are not interrupting an enemy action.

Stell fires at the fleeing ganger, but misses. Dawn levels her pistol and fires, and picks off the ganger with a laser bolt. He drops to the ground.

Iolas, his first target gone, shoots at one ganger still standing. Despite Thuldas being in the way he is able to clip the ganger with a high-intensity bolt.

Wint rushes over to the downed ganger, but he sees no way to help the man.

The remaining ganger sees his friend go down. "Ah, shazbot!" he curses. He fires a shot at Thuldas and then dives into the underbrush. Thuldas is hit with an electrical discharge!

Pistol: 1d20 + 6 ⇒ (18) + 6 = 241d4 ⇒ 1

Thuldas: 1 damage.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Round 3 Initiative
Block 1: Dawn, Stell, Wint
Block 2: Pipetown Pirates
Block 3: Iolas, Thuldas (-1)

Round 4 Initiative
Block 1: Dawn (-4), Stell (-1), Wint
Block 2: Green (dead), Blue (dead), Purple (-6)
Block 3: Iolas, Thuldas (-1)

Everyone is up again!

Purple is in the brush. The area is difficult terrain but he has concealment (20% miss chance).


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas levels his laser cannon at the remaining thug and says, "Assist-o-tron, change target!" He then fires, hopefully putting the thug down.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 ⇒ 1


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Iolas wrote:

Attack: 1d20 + 4 ⇒ (16) + 4 = 20

Damage: 1d10 ⇒ 1

Don't forget the miss chance roll:

Roll>20 is a hit: 1d100 ⇒ 40

The shot penetrates the bushes and grazes the ganger.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"Oh, we want to stop him running away do we?"

"Killing him seems wrong. Still, I'm sure Stell knows best

stealth: 1d20 + 12 ⇒ (12) + 12 = 24
to hit: 1d20 + 4 ⇒ (15) + 4 = 19 Concealment: 1d100 ⇒ 98
damage: 1d4 ⇒ 1 Trick attack: 1d4 ⇒ 3


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Laser Pistol, Full Attack: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
Concealment: 1d100 ⇒ 20
Laser Pistol, Full Attack: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Concealment: 1d100 ⇒ 33
Damage: 1d4 ⇒ 1

Dawn fires twice at the remaining thug. What might have been a critical hit is lost in the bushes, and her second shot merely grazes the man.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Wint's shot cuts through the foliage and there is a shout as the ganger is hit.
Dawn's second shot clips the ganger for another wound.

"Gosh, this is so very exciting!" says Ceren.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

"Why y' makin' this so hard on me? Hidin' in a bush like a mogbrat..."

Thuldas walks closer to the bush before rearing back like a pitcher about to loose a fastball. As he does so, a cone of runes begins to spin around his arm. Behind him, a thin layer of frost forms on the grass and bushes as he channels the ambient heat into a thin stream before blasting it out in front of himself in a toasty cone of death.

Thuldas takes a move action to get within range and then casts overheat (DC 14 Reflex for half damage; area noted on map).

Overheat Fire Damage: 2d8 ⇒ (5, 5) = 10


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Thuldas blasts a cone of heat into the shrubbery. There is a shriek that is suddenly cut short, and the ganger drops.

The shrubbery and foliage around him bursts into flames! Branches and leaves have caught fire and the smoke begins to rise!

Combat is over, but you have set fire to some trees in Jatembe park. There's no wind, so the fire isn't really spreading very fast, but it looks like it isn't going to just put itself out.

"Oh, dear," says Ceren. "I don't think the Park Wardens will think much of that."

Now what?
* Try to fight the fire?
* Run like hell?
* Loot the bodies first, then go?
* Something else?


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Is there some sort of check we could make to put out the fire? Perhaps Thuldas could use the cold version of energy ray to extinguish it?


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
Void GM wrote:
The shrubbery and foliage around him bursts into flames! Branches and leaves have caught fire and the smoke begins to rise!

Thuldas' eyes widen. "It's never done that b'fore, I swear! What kinda flammable death trap plants do y' grow on this floatin' tin can?"

The dwarf rushes forward, running directly into the center of the blaze, rapidly stomping, patting, and scattering the flaming plant material, hoping his iridishell armor (EAC bonus +3) will deflect the brunt of the heat. If any flames creep up out of his reach, he'll cast energy ray (cold) to attempt to contain the conflagration.

"We can't jus' let the park burn - anyone got a sack, or a bucket, or somethin'? Go grab some water!"

Whatever check or action needs to be made to put this fire out, Thuldas wastes no time in attempting it.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas runs toward the water, emptying his backpack as he runs. He scoops up some water in the backpack and runs toward Thuldas, ready to pour water on the fire.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell looks around for anything that might serve as a control panel for the inevitable sprinkler system that might be hacked to put the flames out.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

If she spots one, she'll call Iola's attention to it as she tries to locate the device on "blue ganger" with the holograph of Ceren on it.
She'll move 30' toward 'blue' this round.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

No stranger to the occasional house fire, Wint grabs the small little fire extinguisher that she always carries and proceeds to put out the fire

That may be pushing it but when else am I EVER going to actually be able to use profession housekeeper and my professional housekeeper kit in an adventure? :-)

Profession Housekeeper: 1d20 + 9 ⇒ (3) + 9 = 12


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas wrote:
Thuldas' eyes widen. "It's never done that b'fore, I swear! What kinda flammable death trap plants do y' grow on this floatin' tin can?"

For the record, if you are creating enough sustained heat to kill a human being, it will certainly ignite plants on fire. Plants will always fail their reflex save (as they have no DEX score) and 10 points of fire damage is more than enough to get them going.

Thuldas wrote:
Whatever check or action needs to be made to put this fire out, Thuldas wastes no time in attempting it.

A portable fire extinguisher is listed under technological items. They cost 15 credits and have a bulk of L. Next time someone takes burn damage you'll wish you bought one!

Wint wrote:
No stranger to the occasional house fire, Wint grabs the small little fire extinguisher that she always carries and proceeds to put out the fire

Wint: Since a fire extinguisher is more expensive than your tool kit, I'm afraid the tool kit will not include one, and I don't see a fire extinguisher listed on your sheet. It probably would have a bucket though!


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas wrote:
The dwarf rushes forward, running directly into the center of the blaze, rapidly stomping, patting, and scattering the flaming plant material, hoping his iridishell armor (EAC bonus +3) will deflect the brunt of the heat.

Since the fire is not concentrated we're going to call it archaic which means that your armor will give you 5 points of resistance.

Fire: 1d6 - 5 ⇒ (3) - 5 = -2 No damage.

Thuldas moves in and begins stomping out fires. It's not pretty and his armor quickly gets covered in soot, but it seems to be working.

Iolas' bag leaks plenty of water but he is still able to splash plenty of water on the trees.

Stell reaches the downed ganger. She sees no sign of a sprinkler but in the distance she can see several of the flying gardener robots heading this way, and the orange lights on top of them are blinking.

They are maybe three rounds out.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Noticing the approaching robots, Dawn turns to her companions. "Perhaps this would be an ideal time to depart?"


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
Rising Dawn wrote:
"Perhaps this would be an ideal time to depart?"

"We've almost got it under control! Someone take Ceren and start moving, I'll catch up with you in a sec!"

Thuldas will take one more round to try and tamp down the fire before booking it after his compatriots.

Void GM wrote:
For the record, if you are creating enough sustained heat to kill a human being, it will certainly ignite plants on fire. Plants will always fail their reflex save (as they have no DEX score) and 10 points of fire damage is more than enough to get them going.

Oh, I'm just mildly surprised because I've typically seen GMs rule that instantaneous fire damage cannot light a blaze (much to the chagrin of pyrophilic players). I am not complaining, though - quite handy to have some instant arson in my pocket!


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed
Thuldas wrote:
I am not complaining, though - quite handy to have some instant arson in my pocket![/ooc]

I think that you've just pointed out why this isn't a common ruling :-)


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell reaches down to remove the device that projected the holograph of Ceren, if she can spot it and remove it quickly. Then she will move back toward Ceren and begin the task of guiding her to safety.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas wrote:
"We've almost got it under control!"

For the record, you and Iolas have reduced (but not extinguished) the fire in two squares out of the six that are currently burning. You think it is unlikely that you can put the fire out before the robots get here.

Stell is able to get the device easily. It is just a standard portable computer with a holographic display, a fairly common add-on.

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