JLeeBly and PbP Gameday VII Present: Dead Suns 1 (Incident at Absalom Station)

Game Master JLeeBly

A PbP Gameday VII offering of Dead Suns 1: Incident at Absalom Station beginning August 12, 2018. Campaign mode with characters beginning at Level 2.

Current Map: The Fusion Queen (Out of Combat)
Loot and XP: Tracker (Google Sheet)


1 to 50 of 478 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Cleric of Sarenrae

Your adventure begins at Absalom Station, the gigantic space station that occupies the former orbit of the sun’s now-vanished third planet, Golarion. Absalom Station is the administrative and cultural center of the Pact Worlds, and now serves as the system’s primary home of humanity.

After distinguishing yourselves as viable agents, mercenaries, or perhaps ne'er-do-wells (I'm not here to judge), the Starfinder Society has extended you an invitation for a more steady stream of (hopefully) lucrative employment.

On Seventhday, the 12th of Arodus 318AG, you are to meet Starfinder Society agent Duravor Kreel in Docking Bay 94 at Absalom Station. Kreel has promised to show you around the station, help you get settled, and facilitate your membership into the Starfinder Society.

Many of you plan to arrive on the shuttle Okimoro (especially if you're not a native to the Station). If you want to leave it up to chance, roll percentile and 01-75 means you're coming in via the ship. The Okimoro is a transport shuttle, with an interior similar to that of a barge or airline terminal: large rows of seats side-by-side and back-to-back, with a layout suited for quick transport of a large capacity of individuals. Prior to its arrival at Docking Bay 94, you are one of about a dozen individuals still on the Okimoro. What are you doing while you await docking and disembarking?

For those who are natives, it's pretty easy to get to via inter-station means. Results of 76-100 mean you are already on the station and are awaiting the arrival of the Okimoro. Docking Bay 94 is extremely utilitarian; no waiting area or chairs, and a number of cargo containers awaiting pickup. Practically everyone in the vicinity is in work-wear. What would you like to do while you await the arrival of the Okimoro?

Feel free to make your introductory posts at anytime. The Okimoro will not be arriving until the beginning of PbP Gameday VII, which is August 12, 2018.

Wayfinders

Female Android (344681-703) Mystic 2 (KAC 12, EAC 13 hp 10, stam 6, res 4, init +1, per +5)

Psyche’s head has a round, conical cranium. Her face is distinctly feminine, although the rest of her body is androgynous. She is mostly purple with teal highlights. She wears a robe with many pockets over cargo pants and a scrub top. She has several belts for equipment.

Psyche is bubbling with energy, hardly able to contain herself as she sits on the Okimoro. She eagerly introduces herself to all who sit near her. "Recently enfranchised from the Aballon Militia," she confides. "I'm travelling to Absalom Station to learn more about the different races' and cultures' medical techniques!" From her tone, she seems to believe that there is no finer calling in all the galaxy.


Male Vesk Ace Pilot Soldier (Sharpshooter) | SP 12/14 HP 20/20 | RP 4/4 | EAC 16; KAC 18 | CMD (KAC+8) 26 Fort +4; Ref +3; Will +3 ; +2 vs Fear | Init: +3 | Perc: +0, SM: +0 ; Low-Light Vision, Darkvision 60’ | Speed 25ft | Reaction Cannon: 6/6 | Pulsecaster 19/20 | Active conditions: None.

Sitting stiffly in one of the front row seats of the transport shuttle the Okimoro is a broad shouldered Vesk in green armour, staring down at a helm in their hands occasionally turning it. The helm had clearly seen use before, judging by the different shades of green painted down it’s surface, probably a repaint following a battle. The Vesk was lost in thought, a little uncomfortable to be heading to a Station they knew nothing about and to join a Society they had only heard of in rumour.

”I hope they are honourable” they mutter absent-mindedly, wishing they had time to research the group more thoroughly following their posting. It had all happened rather quickly, one moment they were graduating from their Cadet class with honours in the Pilot course then seemingly the next they were given their first posting. Hoping it was to be an exploration mission through the Vast where plenty of challenges awaiting, Vilmeros had to fight not to show their disappointment when they were informed that they were to be part of a new scheme with the Starfinder society.

Looking down at their comm unit, the Vesk examines the detail of their contact once more, a Dwarf by the name of Kreel. Kreel had offered to act as mediator between the Veskarium Cadet and their own superiors, the Venture Captains. He seemed likeable enough and from their brief communications, they sounded reliable. At that point Vilmeros found themselves snapped out of their wonderings by an eager talkative android.

”Well met, a Medic is useful, as long as they do not get caught in the crossfire of battle.” they reply seriously.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

You see Jax walk in, with a bag of stuff. You see him dump it out on a table. Scraps of metal pulled from a dumpster, as well as several batteries thrown away with just enough juice. You see him building something. He is a bombard fighter, and it says I can create any grenade up to my level without paying for it as I find enough materials to do so. Just roleplaying it out
You see him welding scraps of metal together and draining what little juices the batteries have left, into the grenade, the batteries are melted down and combined together to get just enough electricity out of them. What he can't weld, he glues down, tapes down, whatever materials he found in the dumpster. 10 minutes later you see him make a shock grenade 1.
For those that ask, yes it works, I've done this many times. It is very hard to operate though, so any enemy that tries to steal this thing will fail to use it It only works for the bombard
He then looks at the other Starfinder. How are you all today?

Sovereign Court

Dakes Kor fidgeted in his seat a little as he observed those around him. The gnome is used to not seeing many of his race around but it never really bothered him. “Everyone is just so interesting,” he thought to himself as he looked about the ship.

He saw an android seemingly excited and a Vesk studying something in their hand. There was another person in the ship tinkering with some object. Dakes was never good with technology so had no idea what was going on and immediately thought, “I will have to look this up when I make it to the station. It is intriguing.”

Head cradled in his palm he just watched the individual tinker.


Male Human Cleric of Sarenrae

A pleasant three-note musical tone plays aboard the Okimoro, preceding a cabin-wide automated message: "Welcome to Absalom Station. The shuttle will be arriving at Docking Bay 94 shortly. Please gather your belongings and prepare for an orderly departure. A porter will be available at the destination to assist with any checked baggage. Thank you for choosing the Okimoro, and have a wonderful visit upon Absalom Station."

Starting at the Docking Bay:
At Docking Bay 94, the notification is more utilitarian. A male voice issues from the area's loudspeakers. "Tower to Ground, the Okimoro is in final approach to Docking Bay 94. Please maintain a safe distance behind the yellow lines until ground crews have cleared the area." A ground crewman sweeps the area to ensure all non-staff are clear from the arrival area, while his peers make preparations and standby for the Okimoro.

Last call for character introductions. The Okimoro will be touching down later this evening.


Android Operative 5 (Scholar Theme) | N | SP 30/30 HP 34/34 RP 7/7 |EAC 16; KAC 17 | Fort +1; Ref +9; Will +5; evasion| Init +7 | Perception +11, SM +1; darkvision 60 ft., low-light
Skills:
Acrobatics +16, Athletics +14 (+22 climb or swim), Computers +13, Disguise +5, Engineering +13, Intimidate +9, Life Science +13 (+17 to ID), Medicine +13, Physical Science +10, Piloting +15,
Starship:
Piloting +15, Science +13, Engineering +13, Gunnery +8, Captain (varies)

A pale-skinned android sporting a black cloak prepares for arrival, having analyzed the other passengers aboard the craft. As through out the trip, he continues to remain quiet unless spoken to.


Male Human Cleric of Sarenrae

Everybody has introduced themselves with the exception of Luke_Parry. Assume their character is on the Okimoro for now.

The Okimoro slows gradually to a halt, jarring ever so slightly as the docking bay's magnetic clamps grip the starboard side of the craft. The Okimoro's starboard doors open. With the exception of one restless and nauseous male human who appears to have white-knuckled his way through the entire flight rushing for the exit, the egress is orderly.

The brightly lit docks of Absalom Station are abuzz with activity as travelers bustle by, preparing to board or disembarking from starships bound to or from any of dozens of worlds. Brash and swaggering starpilots, scurrying ysoki mechanics, and expectant colonists mingle with enigmatic kasatha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, creating a microcosm of the abundance and variety of life in the Pact Worlds. New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life on the vast space station. Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and baggage.

A sharp tang of ozone hangs in the air—a byproduct of electrical discharges from the docked ships—but underneath, the station’s atmosphere has a slightly used aroma. The docking bay’s deck plates thrum beneath your feet, though whether it’s from the passage of innumerable feet or the vibrations of the station’s power conduits and air recycling systems is impossible to say.

Please make me a perception check to give Docking Bay 94 a look. There's some bustle now that the Okimoro has deposited its passengers.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

perception: 4 + 1d20 ⇒ 4 + (9) = 13


Male Vesk Ace Pilot Soldier (Sharpshooter) | SP 12/14 HP 20/20 | RP 4/4 | EAC 16; KAC 18 | CMD (KAC+8) 26 Fort +4; Ref +3; Will +3 ; +2 vs Fear | Init: +3 | Perc: +0, SM: +0 ; Low-Light Vision, Darkvision 60’ | Speed 25ft | Reaction Cannon: 6/6 | Pulsecaster 19/20 | Active conditions: None.

As the friendly robotic announcement declares their imminent arrival, Vilmeros gets to their feet and sorts through their meagre belongings, hardly needing to place anything in the hold. As they stand, a holster can be noted on their thigh, with a caster series pistol firmly secured within. Making sure their Reaction cannon is secured to their pack, the Vesk looks around at the other passengers snd affixes their helmet to their belt. Noting the pale skinned human, they make a mental note to let them off first.

Sure enough, the sickly person rushes to get off the flight and Vilmeros lets them, taking their time leaving and soakig in their first views of Absalom Station. It seemed disorganised and messy, rverything the Vesk had feared and they sighrd softly. Turning to the talkative android they mutter.

”With the chaors here there are bound to be accidents soon. Your services might be needed.”

Perception: 1d20 ⇒ 1


Android Operative 5 (Scholar Theme) | N | SP 30/30 HP 34/34 RP 7/7 |EAC 16; KAC 17 | Fort +1; Ref +9; Will +5; evasion| Init +7 | Perception +11, SM +1; darkvision 60 ft., low-light
Skills:
Acrobatics +16, Athletics +14 (+22 climb or swim), Computers +13, Disguise +5, Engineering +13, Intimidate +9, Life Science +13 (+17 to ID), Medicine +13, Physical Science +10, Piloting +15,
Starship:
Piloting +15, Science +13, Engineering +13, Gunnery +8, Captain (varies)

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Sev considers his fellow passengers as they disembark. His analytical sensors have little difficulty providing information regarding the vesk in the front and the white-knuckled human.

Species: Vesk. Initial Threat Assessment: 8.7. Analysis: Posterior-angled strike to optical receptors likely to reduce threat potential by seventy-nine percent. Suggested method of incapacitation: Repeated head trauma.

Species: Human. Initial Threat Assessment: 1.3. Analysis: Horizontal strike to carotid artery likely to reduce threat potential by ninety-four percent. Suggested method of incapacitation: Multiple.

The android pulls back the hood from his cloak to get a better look around. Calculating that the other android has the most effective visual sensors of those assembled, Sev approaches Psyche 131.

“Query: Do your databanks contain information as to the current location of Duravor Kreel?” he asks in a cold, nearly singular tone.


Male Human Cleric of Sarenrae

The crowd begins to disperse a bit at the docking bay, making it easier to scan the crowd for familiar faces.

Vilmeros:
In spite of the task at hand, your senses are drawn to the poor passenger who had rushed off the Okimoro, dry-heaving not forty feet from the ship's exit. You aren't entirely sure you've heard a human make those noises before.

Jax, Sev, and anybody else that hits a 5:
You see a tall and lanky dwarf loitering in the middle of the docking bay, checking his datapad and scanning the Okimoro's arrivals. With his patched and stained coveralls, the dwarf looks like just another dockworker, but a badge bearing the symbol of the Starfinder Society stands out on his chest. You lock eyes with the dwarf, and a genuine smile graces his face as he waves to you.

Sev, and anybody else that hits a 15:
You notice two groups of people, roughly three people each, on the fringes of the docking bay furtively taking up defensive positions among stacks of cargo crates and machinery. All of them have weapons drawn.


Male Human Cleric of Sarenrae

Before anyone can reciprocate the dwarf's greeting, the air is suddenly filled with laser blasts from all angles. Bystanders scream and flee in terror, diving for cover or milling about frantically. The dwarf freezes, paralyzed with fear. Sev processes the scene quickly, though not before a laser hits the dwarf directly in the neck, sending him to the ground.

Everybody roll initiative! Sev, and any of our latecomers who roll a 15 or better on Perception, may act in a surprise round.

The entire docking bay seems to be surrounded. To the west, three scroungy humans take cover behind crates and barrels. To the east, three humans wearing matching violet jackets are hunkered. The two groups appear to be firing upon each other, though stray rounds are finding their way throughout the bay.

You are currently on the southern platform of Docking Bay 94, about 70 feet from (presumably) Duravor Kreel, and at least 60 feet from the nearest gang member.

Encounter map: Docking Bay 94 Map

The encounter map is also available at the top of the page under the forum title for your future convenience.


Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
pulsecaster attack: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 2

Psyche is raising her hand to wave when the dwarf is struck by a laser bolt. Trained as a combat medic, she realizes two things: that is quite possibly a lethal wound; and she can't get to him while the fight is going on. Psyche glances around at the two groups of belligerents who have turned the docking bay into a killing ground. She runs to the nearest piece of cover and draws her pulsecaster pistol. Then she aims and fires it at one of the violet-jacketed humans.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

init: 7 + 1d20 ⇒ 7 + (19) = 26 The shot that killed the dwarf, did it look like it came from the east or the west?


Android Operative 5 (Scholar Theme) | N | SP 30/30 HP 34/34 RP 7/7 |EAC 16; KAC 17 | Fort +1; Ref +9; Will +5; evasion| Init +7 | Perception +11, SM +1; darkvision 60 ft., low-light
Skills:
Acrobatics +16, Athletics +14 (+22 climb or swim), Computers +13, Disguise +5, Engineering +13, Intimidate +9, Life Science +13 (+17 to ID), Medicine +13, Physical Science +10, Piloting +15,
Starship:
Piloting +15, Science +13, Engineering +13, Gunnery +8, Captain (varies)

Sev attempts to assess from which of the two opposing groups the shot that struck the dwarf came.

If Sev can do so:
Sev races thirty feet towards the direction of the apparent shooter.Move action

If Sev cannot do so:
Sev concludes that he will dismantle the nearest gang member. He races thirty feet towards the closest thug.Move action


Male Vesk Ace Pilot Soldier (Sharpshooter) | SP 12/14 HP 20/20 | RP 4/4 | EAC 16; KAC 18 | CMD (KAC+8) 26 Fort +4; Ref +3; Will +3 ; +2 vs Fear | Init: +3 | Perc: +0, SM: +0 ; Low-Light Vision, Darkvision 60’ | Speed 25ft | Reaction Cannon: 6/6 | Pulsecaster 19/20 | Active conditions: None.

Distracted by the ungodly retches of the pale human, Vilmeros is about to ask the Medic ‘droid to check on them, to ensure they don’t cough up a lung, when their attention is drawn to the sound of a flurry of laser bolts. Cursing themselves for becomming distracted, Vilmeros looks to see their presumed contact fall dead.

init: 1d20 + 3 ⇒ (19) + 3 = 22

”Damnit! Can they not keep law here!” he growls.

Wayfinders

Male Ysoki Corporate Agent Operative (Free Trader) 3 (SP 18/18) (HP 22/22) (RP 4/4) (EAC 13, KAC 14) (Fort +1, Ref +6, Will +3) (Init +9) (Perception +8)

A rather scruffy-looking Skittermander, with tie-died fur, and rifles slung all over his body, bounces down the gangway; Kreel had asked for his help, and, never one to say no when helped was requested, Nik-a-Nik had positively leapt at the chance to come to Absalom Station, and see what all the fuss was about.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22.

He easily spots the friendly Dwarf, and cheerfully waves with all three of his right hands...

...stopping short when he realises that something is about to go down.

Too late, he tries to warn Kreel, his cry of alarm dying on his lips.

His fur bristling in indignation, Nik-a-Nik draws a wicked-looking rifle, and prepares to attack!

Initiative: 1d20 + 7 ⇒ (9) + 7 = 16.

Surprise Round: Draw Tactical Acid Dart Rifle.


Male Human Cleric of Sarenrae

Assigning Dakes a 10 to Perception and Initiative

Some Rolls:

Sev Init: 1d20 + 4 ⇒ (15) + 4 = 19
Scroungy Init: 1d20 + 4 ⇒ (5) + 4 = 9
Violet Init: 1d20 + 4 ⇒ (18) + 4 = 22

Initiative Order:
Jax (26), [color=red]#Violet-Jackets (22.04)[/color], Vilmeros (22.03), Sev (19) Nik-a-Nik (16.07), Psyche (16.01), Dakes (10), [color=red]#Scroungy-Humans (9)[/color]


Male Human Cleric of Sarenrae
Jax Kraven wrote:
The shot that killed the dwarf, did it look like it came from the east or the west?

It's difficult to assess where the bolt came from that killed the dwarf; the entire docking bay looks like a light show. One could probably examine the wound to determine which direction it came from, and by extension, the perpetrator.


Male Human Cleric of Sarenrae

GM Rolls:

D: 1d6 ⇒ 3
J: 1d6 ⇒ 3
N: 1d6 ⇒ 2
P: 1d6 ⇒ 2
S: 1d6 ⇒ 2
V: 1d6 ⇒ 3
Hey, look at you lucky devils!

[u]Surprise Round[/u]

Dakes, Jax, and Vilmeros are caught briefly off-guard as the laser fire crisscrosses the docking bay, sending bystanders scurrying (and at least one dwarf to the ground).

The thugs in violet jackets focus on the task at hand, continuing to spray fire to the west.

Violet Jacket 1: 1d20 + 6 ⇒ (3) + 6 = 91d4 + 1 ⇒ (2) + 1 = 3
Violet Jacket 2: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 1 ⇒ (1) + 1 = 2
Violet Jacket 3: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 1 ⇒ (1) + 1 = 2

Most of the shots miss their target, though the scroungy ganger closest the Okimoro takes a hit.

Sev assesses the threats in the docking bay and surmises the violet-jacketed thug hiding behind a baggage car is their closest adversary. You are still about 30 feet from your closest foe, and they have some cover. You are currently completely exposed.

Nik-a-Nik draws a rifle from their person, preparing to help where it's needed.

Psyche 131 runs to the west, finding a nice little book made from a number of storage containers. Psyche went the opposite direction of Sev. This puts you closer to the scroungy gangers, but you're also pretty well covered from most sides.

The scroungy gangers send a laser volley of their own toward their adversary.

Scroungy Ganger 1: 1d20 + 6 ⇒ (19) + 6 = 251d4 + 1 ⇒ (3) + 1 = 4
Scroungy Ganger 2: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 1 ⇒ (3) + 1 = 4
Scroungy Ganger 3: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 1 ⇒ (2) + 1 = 3

Each laser finds its mark, though the damage isn't enough to incapacitate their victim.

[u]End of Surprise Round[/u]

Initiative:
Jax (26), [color=red]#Violet-Jackets (22.04){4,4,3}[/color], Vilmeros (22.03), Sev (19) Nik-a-Nik (16.07), Psyche (16.01), Dakes (10), [color=red]#Scroungy-Humans (9) {0,0,2}[/color]


Male Vesk Ace Pilot Soldier (Sharpshooter) | SP 12/14 HP 20/20 | RP 4/4 | EAC 16; KAC 18 | CMD (KAC+8) 26 Fort +4; Ref +3; Will +3 ; +2 vs Fear | Init: +3 | Perc: +0, SM: +0 ; Low-Light Vision, Darkvision 60’ | Speed 25ft | Reaction Cannon: 6/6 | Pulsecaster 19/20 | Active conditions: None.

As the laser bolts fly, striking the baggage cars and nealy hurting innocents, Vilmeros spurs into action, dashing towards the nearest piece of cover and drawing their Pulsecaster mark pistol as they move. Looking for the closest Violet clad gang member the Vesk ensures their gun is set to Stun and lets off a shot, aiming to incapacitate their target.

"Filthy curs! You should be put down like dogs!" he barks out in challenge.

Attack vs EAC: 1d20 + 5 ⇒ (14) + 5 = 19 for non lethal Electricity damage: 1d4 ⇒ 1

If my target is in cover:
Sniper’s Aim: (Ex) When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.

Sovereign Court

Having scrambled behind cover Dakes pulled out a small pistol. Seeing people firing he tries to determine who fired in the direction of passengers on the shuttle.

If they fired at them... there is a chance he would be next. Taking aim at the closest he snapped off a single shot.

Attack against eac: 1d20 + 2 ⇒ (15) + 2 = 171d6 ⇒ 6

To be honest, Dakes was completely surprised by this. Why are they firing at us? Who was that man? What in the world is going on?

He did his best to get a solid look at any of the people firing. Who were they?

(Not sure if that would be sense motive, culture, perception, or whatever so will roll a d20 and post the bonuses for those skills.)

figuring out what is up: 1d20 ⇒ 12 (sense motive +8, culture +11, perception +8)


Male Human Cleric of Sarenrae
xmiyux wrote:

To be honest, Dakes was completely surprised by this. Why are they firing at us? Who was that man? What in the world is going on?

He did his best to get a solid look at any of the people firing. Who were they?

(sense motive +8, culture +11, perception +8)

I'm going to roll all three for you if that's alright, considering each can give you some info.

Dakes Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16

Given the general direction of the shots, you don't believe these gangers are actually targeting you, but rather you've arrived at the wrong place at the wrong time.

Dakes Culture: 1d20 + 11 ⇒ (19) + 11 = 30

The two groups are most certainly rival gangs, and it doesn't take a law degree to determine what they're doing right now is both illegal and highly irresponsible. Considering innocents are being harmed in the crossfire, a strong argument could be made for self-defense.

Dakes Perception: 1d20 + 8 ⇒ (1) + 8 = 9

From the safety of your closest cover, close to Psyche 131, you notice a prominent "XXI" tattoo on the neck of one of the scruffy gangers.


Android Operative 5 (Scholar Theme) | N | SP 30/30 HP 34/34 RP 7/7 |EAC 16; KAC 17 | Fort +1; Ref +9; Will +5; evasion| Init +7 | Perception +11, SM +1; darkvision 60 ft., low-light
Skills:
Acrobatics +16, Athletics +14 (+22 climb or swim), Computers +13, Disguise +5, Engineering +13, Intimidate +9, Life Science +13 (+17 to ID), Medicine +13, Physical Science +10, Piloting +15,
Starship:
Piloting +15, Science +13, Engineering +13, Gunnery +8, Captain (varies)

Despite being exposed, the android continues racing across the open Docking Bay. He heads towards the nearest thug, the violet-jacketed thug hiding behind a baggage car is their closest adversary. His positronic brain quickly calculates the distance, necessary speed, and projected trajectory towards his newly designated target. As the artificial being closes the thirty-foot distance, his body begins to fold over, putting Sev into a controlled tumble. Moving past the baggage car, Sev’s rapidly body unfolds—allowing the fast moving android to return upright and bring his blade to bear.

Acrobatics, Trick attack: 1d20 + 8 ⇒ (11) + 8 = 19
Melee attack (knife, survival): 1d20 + 4 ⇒ (18) + 4 = 22
Damage (knife)(S): 1d4 + 2 ⇒ (3) + 2 = 5
Additional Damage if Trick Attack Successful: 1d4 ⇒ 2

Second Seekers (Luwazi Elsebo)

M Bleachling Gnome Mystic: 2 (Akashic)

With the realization the gunfire isn’t specifically aimed at the passengers he turns to Psyche 131 who he recognized from the ship and speaks in a completely calm tone of voice. It appears we have stumbled into some sort of disagreement between gangs. Perhaps we should try to make it to the dwarf?

Not sure if I am jumping turn order here but the following is my next plan of action

Dakes realizes there is a chance the dwarf might not be dead. He ducks as low as he can and tries to use his small size and staying behind cover to get as close to the dwar as possible without putting himself immediately in the line of fire.

He is a scholar. Not a hero.

But he also realizes he might be able to save the victim’s life.

Wayfinders

Male Ysoki Corporate Agent Operative (Free Trader) 3 (SP 18/18) (HP 22/22) (RP 4/4) (EAC 13, KAC 14) (Fort +1, Ref +6, Will +3) (Init +9) (Perception +8)

@GM: I can't speak for the others, but I don't have whatever extension you are using for colours, so I am seeing the coding...

Nik-a-Nik, thoroughly indignant, moves forward, and draws another weapon, this one looking like a flame-thrower...

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Jax moves to the Violet Jacket thugs, with a doublemove of 50 feet, as he doesn't have anything long range, just short close range.


Male Human Cleric of Sarenrae

[u]Round 1 Begins![/u]

Jax hustles toward the closest violet-jacketed thug, finding some cover behind a baggage car just ten feet shy of his intended adversary.

Laser Roulette:

J: 1d6 ⇒ 2
V: 1d6 ⇒ 1
S: 1d6 ⇒ 4
N: 1d6 ⇒ 5
P: 1d6 ⇒ 1
D: 1d6 ⇒ 3
Source: 1d6 ⇒ 31d5 ⇒ 3

The violet-jacket gang sends more laser-fire flying.

Attack on Rival Gang 1: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 1 ⇒ (3) + 1 = 4
Attack on Rival Gang 2: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 1 ⇒ (1) + 1 = 2
Attack on Vilmeros vs. EAC: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 1 ⇒ (1) + 1 = 2

Their attacks land true, hitting two of the scroungy gangers across the docking bay. The violet-jacket thug using the baggage car as cover spots an imposing vesk reaching for a firearm and decides to invite him to the firefight. Vilmeros, that'll be 2 fire damage

Vilmeros joins Psyche at the closest available cover. Vilmeros looses a shot, returning the favor.

Sev closes the distance quickly on the violet-jacket thug near the baggage car, passing Jax in its persuit. The thug sees the attack coming, but can't quite avoid getting a kidney-full of knife. Trick attack successful. You are currently adjacent to the thug... great cover from the scroungy gang, not so much from the violet jackets

Nik-a-Nik advanced on their nearest adversary, a scroungy ganger to the west of the docking bay. You can get some good cover here and still have a shot on him... I'm guessing that's what you meant by "moving forward?"

Bot-ing Psyche Psyche 131 continues their assault on the violet jackets, aiming for the one near the baggage car...
Attack: 1d20 + 2 ⇒ (5) + 2 = 71d4 ⇒ 3
...but their attack goes very wide.

Dakes makes a dash for the dwarven victim, attempting to keep as low a profile as possible (not terribly difficult as a gnome). A double move will get you within 10 feet of the victim. Feel free to make a Medicine or Perception check to examine during the heat of battle.

The scroungy gangers return fire across the docking bay.

Attack on Psyche 131 vs. EAC: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 1 ⇒ (1) + 1 = 2
Attack on Rival Gang 1: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 1 ⇒ (4) + 1 = 5
Attack on Rival Gang 2: 1d20 + 6 ⇒ (17) + 6 = 231d4 + 1 ⇒ (2) + 1 = 3

A laser bolt finds its way toward Psyche.

Psyche, you have cover from the attack, plus your in the second range increment... so 14 vs. EAC, with a +4 bonus to AC. 2 fire damage if it hits.

Two others find their mark against the violet-jacket gangers. The one hiding behind the baggage car, overwhelmed by the recent assault, takes a laser blast into the side of the head, dropping him dead.

[u]End of Round 1![/u]

Turn Order:
Jax (26), #Violet-Jackets (22.04){4,9,x}, Vilmeros (22.03), Sev (19) Nik-a-Nik (16.07), Psyche (16.01), Dakes (10), #Scroungy-Humans (9) {4,2,2}


Male Human Cleric of Sarenrae

Those who had been engaging the violet-jacket ganger hiding behind the baggage car, the next closest adversary is about 25 feet away hiding behind some waist-high crates, granting them cover against you.

Second Seekers (Luwazi Elsebo)

M Bleachling Gnome Mystic: 2 (Akashic)

Dakes makes it within ten feet of the dwarf and pauses before breaking cover. Is he alright? he thinks as he stares intently at the form on the ground.

perception check on dwarf: 1d20 + 8 ⇒ (10) + 8 = 18

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Jax will get a little bit closer to the gang and throw a shock grenade hit: 4 + 1d20 ⇒ 4 + (13) = 17 My dex goes into throwing the grenade or my strength? If it is strength the result is 2 lower, but I'm throwing the grenade to touch a point which is dc 5. Just want to do it right for future character I use in SFS

The grenade has a 10 foot radius, trying to get as many as possible and it is possible that I may only get one, but it is the grenade I made, thus spending no real resource to use it.
dmg: 1d6 ⇒ 5 electricty. Dc=10+my dex modifier+1/2 grenade level. Reflex of 14 to half this damage


Android Operative 5 (Scholar Theme) | N | SP 30/30 HP 34/34 RP 7/7 |EAC 16; KAC 17 | Fort +1; Ref +9; Will +5; evasion| Init +7 | Perception +11, SM +1; darkvision 60 ft., low-light
Skills:
Acrobatics +16, Athletics +14 (+22 climb or swim), Computers +13, Disguise +5, Engineering +13, Intimidate +9, Life Science +13 (+17 to ID), Medicine +13, Physical Science +10, Piloting +15,
Starship:
Piloting +15, Science +13, Engineering +13, Gunnery +8, Captain (varies)

Trick attack DC is 20+CR of opponent. I'm happy to be wrong, but unless I miscalculated something, Sev's result of a 19 for his Trick Attack should have been a fail.

Assuming the violet-jacketed thug next to him is still up. Sev reaches to draw his pistol, flipping the weapon into the air as a distraction, before catching it with one hand and slicing into the thug with the knife in the other.

Acrobatics, Trick attack: 1d20 + 8 ⇒ (12) + 8 = 20
Melee attack (knife, survival): 1d20 + 4 ⇒ (9) + 4 = 13
Damage (knife)(S): 1d4 + 2 ⇒ (4) + 2 = 6
Additional Damage if Trick Attack Successful: 1d4 ⇒ 1

Wayfinders

Male Ysoki Corporate Agent Operative (Free Trader) 3 (SP 18/18) (HP 22/22) (RP 4/4) (EAC 13, KAC 14) (Fort +1, Ref +6, Will +3) (Init +9) (Perception +8)

Nik-a-Nik drops a pair of darts on the gang-banger that he is closest to.

Tactical Acid Dart Rifle: 1d20 + 0 ⇒ (6) + 0 = 6, for 1d8 ⇒ 7 Acid and Piercing damage.
Tactical Acid Dart Rifle: 1d20 + 0 ⇒ (19) + 0 = 19, for 1d8 ⇒ 7 Acid and Piercing damage.


Male Human Cleric of Sarenrae
Sev - wrote:
Trick attack DC is 20+CR of opponent. I'm happy to be wrong, but unless I miscalculated something, Sev's result of a 19 for his Trick Attack should have been a fail.

Your math is exactly right. When your baddies are CR 1/2, though...


Male Human Cleric of Sarenrae
Dakes Kor wrote:
Dakes makes it within ten feet of the dwarf and pauses before breaking cover. Is he alright? he thinks as he stares intently at the form on the ground.

Dakes examines the body from a short distance. The dwarf bears the symbol of the Starfinder Society on his clothing, now spattered with blood. Burn marks flank the sides of his neck, presumably an entry and exit wound -- which is which is difficult to tell without a medical background. Regardless of background, it is easy to determine he is no longer breathing. The dwarf's datapad screen is still on, and has an image of the vesk Dakes shared passage with on the Okimoro.

Without a doubt, this was Duravor Kreel.

Wayfinders

Female Android (344681-703) Mystic 2 (KAC 12, EAC 13 hp 10, stam 6, res 4, init +1, per +5)

Intended to have my character's relevant stats visible for easy reference. Still getting used to this site's peculiarities. Also, it crashes a lot, doesn't it?

Pulsecaster: 1d20 + 2 ⇒ (16) + 2 = 181d4 ⇒ 3

Psyche stays calm as the laser fire hits her cover. She has been under fire before, and believes it is better to stay still in a good position than to move quickly in a killing zone. Clearly Sev disagrees.

Psyche moves from cover to cover, attempting to catch the group of humans in a defilade. She aims and fires her pulsecaster at the scruffy humans. Presumably they are from some gang or other, but she would still prefer not to kill them.


Male Vesk Ace Pilot Soldier (Sharpshooter) | SP 12/14 HP 20/20 | RP 4/4 | EAC 16; KAC 18 | CMD (KAC+8) 26 Fort +4; Ref +3; Will +3 ; +2 vs Fear | Init: +3 | Perc: +0, SM: +0 ; Low-Light Vision, Darkvision 60’ | Speed 25ft | Reaction Cannon: 6/6 | Pulsecaster 19/20 | Active conditions: None.

Snarling as the laser beam scorches the paint on their 'new' armour, VIlmeros grins in relief as one of the gangers falls, also glad the death could not be pinned on him. Looking around, he sees several of the others from the Okimoro involved in the fight and smiles.

"A pleasure to be fighting by your side The Vesk looks down at the android medic before raising their gun and firing two quick shots at the closest thug.

FUll action attack at -4, targeting the thug 25' away. reducing cover due to Sniper’s Aim: (Ex) When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.

Pulsecaster vs EAC: 1d20 + 1 ⇒ (12) + 1 = 13 for electricity non lethal: 1d4 ⇒ 1

Pulsecaster vs EAC: 1d20 + 1 ⇒ (4) + 1 = 5 for electricity non lethal: 1d4 ⇒ 1


Male Human Cleric of Sarenrae

[u]Start of Round 2![/u]

Jax makes an approach to the next violet-jacketed thug, hoping to get a better angle on a grenade toss. Regretfully, the distance between the two is too great to catch both. Jax judges the targets, and notices the ganger furthest from him, in what he thought was a protective shell of the northern wall and barrels, has contained himself into a kill-box...
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5 Look at the dice, telling the story!
...and he pays for the mistake by being unable to avoid the explosion. Jax is currently hiding behind some crates on the eastern side of the docks, about 20 feet from the closest violet-jacketed ganger.

Laser Roulette:

J: 1d6 ⇒ 3
V: 1d6 ⇒ 3
S: 1d6 ⇒ 3
N: 1d6 ⇒ 5
P: 1d6 ⇒ 5
D: 1d6 ⇒ 11d5 ⇒ 3 Sorry, Dakes!

Perceptions: 1d20 + 10 ⇒ (9) + 10 = 191d20 + 10 ⇒ (1) + 10 = 11

The recent victim of a shock grenade is too confused to realize he is being flanked by unknown assailants; his surviving comrade, on the other hand, is aware of an advancing ryphorian...
Attack on Jax vs. EAC: 1d20 + 6 ⇒ (8) + 6 = 141d4 + 1 ⇒ (1) + 1 = 2 Jax, you'll have partial cover, +2 AC
Attack on Rival Gang: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 1 ⇒ (1) + 1 = 2
...both attacks are close, though not quite accurate enough.

Vilmeros looses two electrical charges at the closest scroungy ganger, successfully shocking him once.

Sev assesses the battlefield and finds the violet-jacketed thug that fired upon Jax. Sev makes their advance, confuses the thug with their display, and while the poor soul is looking up in the air at the twirling pistol, Sev slashes his unprotected, unattended neck. The thug drops to the ground.

Nik-a-Nik fires two darts from their rifle. After adjusting their aim on the first shot, the second hits and delivers its vile payload.

Psyche positions herself around the cover and gets a clean shot on the nearest scruffy thug. His body convulses for a few moments before falling rigid onto the floor -- a successful incapacitation.

Bot-ing Dakes Dakes investigates the body, confirms there is nothing additional that can be done for Kreel, and hustles over toward Sev, the safest place to be that his little legs can carry him to.

The scroungy gang, noting their advantage, focus fire on the remaining violet-jacketed ganger. One bolt flies wide toward Dakes...
Attack on Dakes vs. EAC: 1d20 + 6 ⇒ (3) + 6 = 91d4 + 1 ⇒ (3) + 1 = 4
Attack on Rival Gang: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 1 ⇒ (4) + 1 = 5
...though misses the fleet of foot gnome. The second bolt, on the other hand, scores a definitive hit on the violet-jacketed thug, killing him.

The scroungy gangers, victorious, make a run for a hallway to the north, leaving their comrade behind.

[u]Combat over![/u]


Male Human Cleric of Sarenrae

For defeating the violet-jacketed gang, the party receives 600 XP. For partially defeating and routing the scroungy gang, the party receives 600 XP. Loot and XP is being tracked here.

The scene begins to calm, if only slightly. As the adrenaline wanes, the sound of the panicked sobs of innocent Okimoro passengers takes over. A few short moments later, station security arrives, securing the scene.

You are free to move about the scene.


Android Operative 5 (Scholar Theme) | N | SP 30/30 HP 34/34 RP 7/7 |EAC 16; KAC 17 | Fort +1; Ref +9; Will +5; evasion| Init +7 | Perception +11, SM +1; darkvision 60 ft., low-light
Skills:
Acrobatics +16, Athletics +14 (+22 climb or swim), Computers +13, Disguise +5, Engineering +13, Intimidate +9, Life Science +13 (+17 to ID), Medicine +13, Physical Science +10, Piloting +15,
Starship:
Piloting +15, Science +13, Engineering +13, Gunnery +8, Captain (varies)

Sev continues to use his blade on the thug, now making surgical cuts with medical precision searching for implants, datachips, or signs of augmentation.

Assuming, he finds none...

He heads over and examines the body of the dwarf, trying to ascertain if the bodies present may have once housed the soul of the killer.
Medicine: 1d20 + 7 ⇒ (4) + 7 = 11

"This dwarf was a member of the Starfinder Society." Sev notes coldly. "The organization should be notified of the fact that he is no longer living."


Psyche stands up and begins walking over to the dwarf's body. She safes her weapon and holsters it. She doesn't run, because her medical knowledge has already supplied a focused assessment: Duravor Kreel is dead.

Instead Psyche turns her attention to the defeated gang members. She marches, quickly but without running, to the purple-garbed men. "If any of them can be saved, I will try," she says.


Male Vesk Ace Pilot Soldier (Sharpshooter) | SP 12/14 HP 20/20 | RP 4/4 | EAC 16; KAC 18 | CMD (KAC+8) 26 Fort +4; Ref +3; Will +3 ; +2 vs Fear | Init: +3 | Perc: +0, SM: +0 ; Low-Light Vision, Darkvision 60’ | Speed 25ft | Reaction Cannon: 6/6 | Pulsecaster 19/20 | Active conditions: None.

Getting up from cover, Vilmeros holsters their gun before making their way to the closest gang member in violet. Kneeling, the Vesk looks for clues of allegiance, whilst also taking their laser pistol and plaing it in their pack. "No sense this going to waste." the Vesk remarks if anyone looks at them.

If there are any clues to be found, Vilmeros will move to the others examining his dead contact and show it. "Anyone know of their allegiance? I have little knowledge of Absalom station." he asks of the cold Android.


Male Human Cleric of Sarenrae
Sev - wrote:
Sev continues to use his blade on the thug, now making surgical cuts with medical precision searching for implants, datachips, or signs of augmentation.

You give the thug a quick forensic field examination. He is unadorned with such augmentations -- as natural as the day he was born.

Sev - wrote:
He heads over and examines the body of the dwarf, trying to ascertain if the bodies present may have once housed the soul of the killer.

Sev examines Duravor's body. The laser wound that ended his life is clearly visible, flanking both sides of his neck. Upon closer examination, you can determine that the entry wound originated on the left side of his neck -- doing some mental gymnastics, you figure that means somebody from the violet-jacketed gang ultimately pulled the trigger, though whether it was intentional or not is unknown.


Male Human Cleric of Sarenrae
LordIceDrake wrote:
Instead Psyche turns her attention to the defeated gang members. She marches, quickly but without running, to the purple-garbed men. "If any of them can be saved, I will try," she says.

There are currently five incapacitated bodies lying on the ground in Absalom station: Duravor Kreel (dead), three of the violet-jacketed thugs (all dead), and one of the scroungy gangers (unconscious).


Android Operative 5 (Scholar Theme) | N | SP 30/30 HP 34/34 RP 7/7 |EAC 16; KAC 17 | Fort +1; Ref +9; Will +5; evasion| Init +7 | Perception +11, SM +1; darkvision 60 ft., low-light
Skills:
Acrobatics +16, Athletics +14 (+22 climb or swim), Computers +13, Disguise +5, Engineering +13, Intimidate +9, Life Science +13 (+17 to ID), Medicine +13, Physical Science +10, Piloting +15,
Starship:
Piloting +15, Science +13, Engineering +13, Gunnery +8, Captain (varies)
LordIceDrake wrote:
"If any of them can be saved, I will try," she says.

Sev gives Psyche an almost quizzical look in response. Then, assuming a more cold demeanor, he concludes, "Of course. This unconscious creature may be a potential source of information."

The android retrieves one of the thug's pistols. Cleaning his knife on a velvet jacket, the android notes, "If you can restore this being to a conscious state, I am prepared to commence inquiry. I have been known to be rather... persuasive... at times."


Male Human Cleric of Sarenrae
Vilmeros wrote:
Getting up from cover, Vilmeros holsters their gun before making their way to the closest gang member in violet. Kneeling, the Vesk looks for clues of allegiance, whilst also taking their laser pistol and plaing it in their pack. "No sense this going to waste." the Vesk remarks if anyone looks at them.

Vilmeros takes an inventory of all of the equipment left behind by the departed. In total, you are able to find four clubs, four azimuth laser pistols (17 charges left in each battery), four credsticks (each with 150 credits). There are also four flight suit stationwears available if you're willing to strip them down.

Loot list updated.

Vilmeros wrote:
If there are any clues to be found, Vilmeros will move to the others examining his dead contact and show it. "Anyone know of their allegiance? I have little knowledge of Absalom station." he asks of the cold Android.

What you can determine from your cursory glance because anything additional will require some type of check, the purple jackets have a shiny silver crown inlaid on the breast. The scroungy ganger on the opposite side of the docking bay has a number of tattoos on his exposed skin -- among the motifs are humanoid skulls on his hands, a nude female lashunta in a compromising pose on the right arm, a pair of Eoxian playing cards (a Jack and an Ace) on the left arm, and a prominent "XXI" on the neck.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Jax will try to identify what groups these gangs belong two. Not sure what to roll here.
And search the bodies, I mean, um, loot the bodies.
Edit: Ninjaed, I will take one of the laser pistols, as there are four of them here.


Male Human Cleric of Sarenrae
Jax Kraven wrote:
Jax will try to identify what groups these gangs belong two. Not sure what to roll here.

Most appropriate would be a culture check, with any bonuses you may have to identify underworld elements. Alternatively, you could use diplomacy to ask around. There are a few other people here that aren't as new to the station. You pitch an idea, and I'll let you know.


Android Operative 5 (Scholar Theme) | N | SP 30/30 HP 34/34 RP 7/7 |EAC 16; KAC 17 | Fort +1; Ref +9; Will +5; evasion| Init +7 | Perception +11, SM +1; darkvision 60 ft., low-light
Skills:
Acrobatics +16, Athletics +14 (+22 climb or swim), Computers +13, Disguise +5, Engineering +13, Intimidate +9, Life Science +13 (+17 to ID), Medicine +13, Physical Science +10, Piloting +15,
Starship:
Piloting +15, Science +13, Engineering +13, Gunnery +8, Captain (varies)

Only social skill Sev has is Intimidate.

1 to 50 of 478 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / JLeeBly and PbP Gameday VII Present: Dead Suns 1 (Incident at Absalom Station) Gameplay All Messageboards

Want to post a reply? Sign in.