Jimbles' Dead Suns

Game Master Jimbles the Mediocre

Location: Ukulam, Castrovel
Handouts: Moriko's Legacy | Temple of the Twelve


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Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Earlier

"It's a long story," she shrugs. "I don't think this is the time."

Now

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

The limping man catches Aureum's eye and she stops dancing, leaning in close to speak to Diedre.

"Something's up," she says, as quietly as she can. "Come on!"

It's Aureum's turn to grab the shorter girl by the hand and pull her towards the injured bouncer, stopping in front of him.

"Hey!" She has to nearly shout to be heard over the music. "Uh - Our friends are in line out there! How long do you think it'll take them to get in?!"


Game Abandoned

"Dammit!" Diedre snaps as she follows Aureum's lead and ends up near the bouncer. Her hand moves to her holstered laser pistol as she sees his injuries.

They couldn't just walk in? They had to shoot up the place?


Dead Suns: Moriko's Legacy | Temple of the Twelve
Entiren wrote:
Moving forward, Entiren will continue to fire at the opponent remaining outside.

Entiren's laser bolt just clips the edge of the ganger's shoulder, singing his shirt but not the flesh underneath.

Aureum wrote:
"Hey!" She has to nearly shout to be heard over the music. "Uh - Our friends are in line out there! How long do you think it'll take them to get in?!"

Despite Aureum's shouts, the injured bouncer ignores the women and continues towards the door.

With a full round of movement (60 feet) Diedre and Aureum can't quite get to the bouncer from the dance floor, but they can get decently close. I've rolled you into the initiative order starting next round (Round 4) and adjusted your position on the tactical map.

Initiative checks:
Aureum's Initiative check: 1d20 + 4 ⇒ (7) + 4 = 11
Diedre's Initiative check: 1d20 + 2 ⇒ (15) + 2 = 17

Round 3:
Block 1: Jehir (-9 SP, -1 HP), Miraj
Block 2: Downside Kings (Bouncers) (K1 -6 HP | K2 -5 HP | K3)
Block 3: Entiren

Round 4:
Block 1: Aureum, Diedre, Jehir (-9 SP, -1 HP), Miraj


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj moves closer to Jehir. He grasps his cane in his left hand while drawing the sword part of the cane out of the sheath with his right, ready to use in battle. As he runs his attention is laser focused on the remaining gang member, sizing him up, preparing his attack.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Jehir steps around the fallen ganger towards the one ganger remaining outside.

"You shouldn't make me lose my temper," he says. He scrunchesd his eyes shut and his body goes rigid. "YAHHHHHH!" he shouts.

There is a bright flash, and fire and smoke erupts from Jehir's body. For a moment, everything is obscured, but then the black smoke quickly clears.

Supernova damage +1 photon Reflex DC 11 for 1/2 damage: 2d6 + 1 ⇒ (6, 3) + 1 = 10

Was hoping the other guy was going to stick around for that, but what they heck. Red circle is the radius of the blast.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

If the guy goes down:

Jehir taps and activates his comm.

"Aureum? Diedre? Come in." he says. "A guy just ran inside for reinforcements. See him? Okay, stay where you are and let the reinforcements go outside. We'll be ready and you and Aureum can hit 'em from behind once they go past you."


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
K2's Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20

"Oh shi-"

With a quick twist, the bouncer shields his face from the supernatural blast, but the supernova still blisters the flesh across his arms and back. With a panicked look on his face, he darts around Jehir's smoking form (provoking an AoO, if you wish) and fleeing down the corridor.

Meanwhile, Aureum and Diedre watch as the last remaining bouncer (K1) runs past the "Employees Only" door into a dark room.

Round 3:
Block 3: Entiren

Round 4:
Block 1: Aureum, Diedre, Jehir (-9 SP, -1 HP), Miraj
Block 2: Downside Kings (Bouncers) (K1 -6 HP | K2 -10 HP | K3)

Everyone is up! Jehir, you may also take an attack of opportunity against K2 in Round 3 if you wish.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none
GM Jimbles wrote:
Everyone is up! Jehir, you may also take an attack of opportunity against K2 in Round 3 if you wish.

Yes, I think I wish. Photon attunement won't start until next round.

Spear AoO: 1d20 + 4 ⇒ (13) + 4 = 17
Spear AoO Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Jehir lashes out with his spear as the man turns to flee, impaling him on the point.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Round 4

Jehir takes a position near the door, readying his Doshko.

"Entiren! Miraj! More of them will be here in a few seconds. Let's get into position to take them out when they come through the door. We can force them to come through a bottleneck. If you plan to keep using guns, you could drag one of those boxes over here for cover."

Move and then ready action to attack the next ganger that comes through the door or the door opens and they are in reach. Right now I will cover both squares but if either Entiren or Miraj want to stand on the other side of the door then I will shift to the side by one square.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Jehir wrote:
Jehir lashes out with his spear as the man turns to flee, impaling him on the point.

Jehir manages to run the man (K2) clean through the back, and the unfortunate ganger's momentum carries him off the end of the spear into a bloodied pile on the floor.

Round 3:
Block 3: Entiren

Round 4:
Block 1: Aureum, Diedre, Jehir (-9 SP, -1 HP), Miraj
Block 2: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)


Game Abandoned

"I know they want us to wait and hit 'em from the rear, but I want to see if there are any that stay behind. C'mon." Diedre says to Aureum as she saunters over to lean on the bar near where the bouncer fled.

token moved


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Continuing his forward advance, Entiren keeps his rifle ready as he moves to the far side of the hallway. As he goes, he will glance at the ceiling in their vicinity, trying to determine if there are any security cameras. If so, he will point them out to the others.

Using the notice part of the Perception skill, which does not normally use an action.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Move Action: move forward, moving over as I go; Standard Action: ready an action to fire at the next individual who is clearly a gang member who exits from the club.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj covers the remaining ground to the door, stopping just short of the entrance. His sword is out and he says nothing, just peers around the corner to see what's going on inside.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Aureum positions herself opposite Diedre, against the wall by the door that the bouncer disappeared into.

token moved


Dead Suns: Moriko's Legacy | Temple of the Twelve

As Entiren scans the corridor, he spies a security camera directly above the door; however, it seems to be nonfunctional.

As Jehir and Miraj look through the open door to the club, they see a collection of patrons milling about, as well as Diedre and Aureum very "casually" posting up next to a door marked "Employees Only".

The noise and chaos of the Fusion Queen quickly fill the gap left by the frenetic firefight.

Initiative checks:
Downside Kings' (Enforcers) Initiative cehck: 1d20 + 4 ⇒ (16) + 4 = 20

Round 4:
Block 3: Entiren

Round 5:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (???)
Block 3: Aureum, Diedre, Jehir (-9 SP, -1 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Entiren moves forward, keeping his rifle ready to shoot any more obvious gang members moving to attack the others.

Move Action: move as indicated; Standard Action: ready an action to shoot on above trigger


Dead Suns: Moriko's Legacy | Temple of the Twelve

Botting Miraj to keep things moving.

Back against the wall, Miraj nods quietly to Jehir, his elegant sword cane a curious partner to the kasatha's doshko.

Readied action to stab the first gangster to pop through the door.


Dead Suns: Moriko's Legacy | Temple of the Twelve

The "Employees Only" door snaps open, and three obvious members of the Downside Kings hustle out, pistols in hands. The first two are human - one male, one female - and the third is a shirren with a heavily-modified occu-processor in place of his large compound eye. They elbow hard past Diedre, Aureum, and any other club patrons who happen to be in their way as they approach the exit.

GM:
Enforcers' Perception check (- distracted, - lighting): 1d20 + 10 - 5 - 2 ⇒ (11) + 10 - 5 - 2 = 14
Failure on a DC 20 check to recognize Aureum or Diedre from the Docking Bay shoot-out.

DC 16 Perception check (Aureum or Diedre):
The shirren and the human male were both at the shoot-out in Docking Bay 94, but neither appears to notice you in their rush towards the door.

Round 5:
Block 3: Aureum, Diedre, Jehir (-9 SP, -1 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren

Round 6:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 | K5 | K6)

Since the door to the club is closed, Jehir does not have vision on the approaching thugs.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Sorry for the delay. Keeping by the door with a ready attack was indeed what Miraj would do. If I may elaborate, ....

As Miraj takes up his position and waits for more gang members to emerge, he looks down the sidewalk and if anyone is approaching to enter the club or take a selfie in front of the fallen gang members, he waggled his sword at them and waves them away. Then he drops the sheath to his sword cane and draws Alice, keeping her in his left hand and hidden from view, while he readies his sword to attack any gang member with a weapon drawn as the pass through his area of threat.


Game Abandoned

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Diedre reacts appropriately as she's pushed aside by the thugs. Once they've passed she steps over and takes a quick glance through the double doors they've come from.

looking to see if there are any more waiting in the wings

She'll then begin following the back-up troops through the outer door as she draws her pistol.

that will most likely count as two movements and leave her right where she started.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

As Jehir waits by the door, he reaches up with one hand and grasps the smoking black mote, and squeezes it in his hand. The smoke ours out of his fingers and runs down his arm, soon covering his body in wisps of black smoke.

"Shoulda' done that at the start," he mutters.

He gets in position again, ready to strike the first Downside King that comes through the door.

Move action to activate Solar Armor, then Standard to ready an attack against the first enemy that comes out the door. This is my second round getting ready so I have 2 points of photon attunement.

Readied Attack & AoO:
Spear Readied Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Spear Damage +1 Photon: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
If that hits I get +1 to my AC against that guy.

Also it is possible that an AoO will get triggered, either by the guy continuing to move, firing his gun, or another guy coming out and moving past. So:

Spear AoO: 1d20 + 4 ⇒ (9) + 4 = 13
Spear Damage +1 Photon: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Readied Attack rolls:

Trick Attack, Sense Motive: 1d20 + 12 ⇒ (14) + 12 = 26
Sword Cane vs KAC: 1d20 + 3 ⇒ (3) + 3 = 6 Piffle!
Damage, P: 1d4 ⇒ 2
Trick Attack: 1d4 ⇒ 1


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Aureum reaches under her coat to grip the tactical baton concealed there, and, as the last gang member pushes past, readies herself to follow them out.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Diedre wrote:
Once they've passed she steps over and takes a quick glance through the double doors they've come from.

Diedre only gets a quick glance into the room as the door swings shut but it appears to be some sort of storeroom, cluttered with musical and bar equipment. A single person (the last remaining bouncer) is in the northwest corner, speaking to someone unseen through a doorway in the north wall.

I'm assuming that Entiren and Miraj would like to continue holding a readied attack action, so I'll skip forward to the next interesting bit.

GM:
K5's Attack vs. Entiren w/ Laser Pistol: 1d20 + 6 ⇒ (10) + 6 = 16
Laser Pistol Damage (F): 1d4 + 1 ⇒ (3) + 1 = 4
Hit vs. EAC 12.

As the automatic door slides open, Entiren gets off the first shot (a readied attack against K6).

Entiren's Attack w/ Laser Rifle vs. K6: 1d20 + 1 ⇒ (10) + 1 = 11
Laser Rifle Damage (F): 1d8 ⇒ 5

The nuar's shot just strikes the ganger, sending bits of molten stationwear and flesh flying in a glowing arc. In surprise, the man turns towards Entiren, only to be gutted by Jehir's spear strike from behind (readied attack). He crumples to the ground with a look of surprise frozen on his face.

Almost immediately, a second enforcer (K4) runs through the door, only to narrowly dodge a vicious stab from Miraj's sword cane (readied attack). With a loud expletive, he quickly darts behind the edge of the doorway (guarded step).

The third Downside King to burst out of the storeroom (K5) is a bit behind the others and able to react to the ambush, firing at Entiren through the open door. The laser bolt strikes Entiren, blackening the arm of his faux-leather jacket.

Entiren, you take 4 fire damage.

Round 6:
Block 3: Aureum, Diedre, Jehir (-9 SP, -1 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren (-4 SP)

Round 7:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 | K5 | K6)

Aureum, Diedre, and Jehir, y'all are up to bat! A few procedural notes - Diedre currently has her laser pistol drawn, and Aureum has drawn her baton. Because of the edges of the doorway, K4 & K5 currently have cover from Jehir and Miraj (and visa versa). The automatic door will stay open as long as someone or something is within five feet of its center. Medium or smaller corpses or helpless creatures do not impede movement.


Game Abandoned

Diedre moves up behind one of the enforcers. She taps him on the shoulder.

"Hey!" she yells out. "Where's the ladies room in this place!

Bluff - Clever Feint: 1d20 + 7 + 1d6 ⇒ (1) + 7 + (2) = 10

As the man turns around, she fires her laser pistol.

Azimuth Laser Pistol Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Azimuth Laste Pistol Damage: 1d4 ⇒ 4 F

token moved


Dead Suns: Moriko's Legacy | Temple of the Twelve
Diedre wrote:
Diedre moves up behind one of the enforcers. She taps him on the shoulder.

The gang member seems very focused on the ongoing firefight, and pays Diedre no attention.

Diedre - Clever Feint is a standard action, so you can't make an attack until next round (Round 7). You can use those rolls for your next attack against K4, who will be flat-footed against your attacks until the end of your next turn.

Round 6:
Block 3: Aureum, Diedre, Jehir (-9 SP, -1 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren (-4 SP)

Round 7:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 flat-footed vs. Diedre | K5 | K6)


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Round 6... 3 photon attunement points again, but I can't Supernova without hitting allies.

Jehir comes around in front of the lead ganger, and swings.

Doshko +2 Flank: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 ...Maybe...
Damage +1 Photon: 1d12 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Dead Suns: Moriko's Legacy | Temple of the Twelve
Jehir wrote:
Jehir comes around in front of the lead ganger, and swings.

As Jehir approaches with the massive doshko, the ganger reflexively leans back to avoid the swing, but Diedre takes the opportunity to shove him forward into the path of the deadly weapon and Jehir's ponderous attack manages to connect.

Round 6:
Block 3: Aureum, Diedre, Jehir (-9 SP, -1 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren (-4 SP)

Round 7:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 -8 HP, flat-footed vs. Diedre | K5 | K6)


Dead Suns: Moriko's Legacy | Temple of the Twelve

Botting Aureum.

Aureum sneaks forward, baton held under her arm, trying to get the drop on the shirren gangster (K5). He doesn't notice her, but by sheer luck he manages to move just at the right time, causing her swing to catch nothing but air.

Stealth check to Trick Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Attack w/ Baton vs. K5: 1d20 + 3 ⇒ (3) + 3 = 6


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
K1's Attack vs. Aureum w/ Laser Pistol: 1d20 + 6 ⇒ (9) + 6 = 15
Laser Pistol Damage (F): 1d4 + 1 ⇒ (4) + 1 = 5
Hit vs. EAC 14.

The door to the storeroom bursts open once more as the injured bouncer runs out after his cohorts. Seeing Diedre and Aureum's flanking attack, he shoots Aureum in the back with a quick laser bolt.

Aureum, you take 5 fire damage.

Round 6:
Block 5: Entiren (-4 SP)

Round 7:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 -8 HP, flat-footed vs. Diedre | K5 | K6)
Block 3: Aureum (-5 SP), Diedre, Jehir (-9 SP, -1 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)

Entiren and Miraj, you're up!


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Shifting over to have a cleaner line of fire, Entiren continues firing his laser rifle. He will turn his rifle to target the opponent that just dodged away from Aureum.

Attack vs K5: 1d20 + 1 ⇒ (11) + 1 = 12

Damage: 1d8 ⇒ 4

Move Action: move; Standard Action: shoot.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Entiren wrote:
Shifting over to have a cleaner line of fire, Entiren continues firing his laser rifle.

Entiren's shot strikes true, leaving a large burn mark of the center of the enforcer's chest.

Round 7:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 -8 HP, flat-footed vs. Diedre | K5 -4 HP | K6)
Block 3: Aureum (-5 SP), Diedre, Jehir (-9 SP, -1 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren (-4 SP)


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj uses Jehir to block him from view of the gang member by the door K5, then strikes out with his sword, trying to read his body language to pick the opportune moment.

Trick Attack, Sense Motive: 1d20 + 12 ⇒ (16) + 12 = 28
Sword Cane vs KAC: 1d20 + 3 ⇒ (2) + 3 = 5 Piffle squared!
Damage, P: 1d4 ⇒ 3
Trick Attack: 1d4 ⇒ 2

"Stop fighting und come with us or keep fighting und end your lives here. Choose!"


Dead Suns: Moriko's Legacy | Temple of the Twelve
Miraj wrote:
"Stop fighting und come with us or keep fighting und end your lives here. Choose!"

The severity of Miraj's threat is somewhat undercut by the harmless whiff of his sword cane slicing through empty air, and a snarl is the only response he receives.

GM:
K4's Attack vs. Jehir w/ Club: 1d20 + 3 ⇒ (16) + 3 = 19
Club Damage (- archaic) (B): 1d6 + 2 - 5 ⇒ (1) + 2 - 5 = -2
Hit vs. KAC 13.

K5's Attack vs. Diedre w/ Club: 1d20 + 3 ⇒ (17) + 3 = 20
Club Damage (- archaic) (B): 1d6 + 2 - 5 ⇒ (3) + 2 - 5 = 0
Hit vs. KAC 13.

As the remaining enforcers suddenly find themselves surrounded, they both draw heavy steel pipes from their persons and attempt to bludgeon their way to freedom. Both Jehir and Diedre are struck, but the solarian's void-stained solar armor and even the envoy's cream-colored stationwear (mostly hidden under her clubbing outfit) serve to mitigate the impacts.

Jehir and Diedre, you both take 1 point of nonlethal bludgeoning damage.

As the fight begins to ramp in intensity, some of the club's patrons notice the action and attempt to put space between themselves and the violence.

Round 7:
Block 3: Aureum (-5 SP), Diedre (-1 SP), Jehir (-9 SP, -2 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren (-4 SP)

Round 8:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 -8 HP, flat-footed vs. Diedre | K5 -4 HP | K6)


Game Abandoned

Diedre's face is a mask of indignation as she fends off the thug swinging a pipe at her.

Azimuth Laser Pistol Attack: 1d20 + 2 ⇒ (19) + 2 = 21 vs K4 - flat-footed
Azimuth Laser Pistol Damage: 1d4 ⇒ 2 F

"Stupid ape, you ripped my top!" she shrieks at the thug in question.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Round 7

Jehir swings his Doshko at the "enforcer."

Doshko vs. K4: 1d20 + 4 ⇒ (15) + 4 = 19
Damage +1 Photon: 1d12 + 3 + 1 ⇒ (7) + 3 + 1 = 11

"Ha! That's for Duravor!" he shouts.

He steps in as the enforcer collapses.

I'm assuming K4 will go down... if so I will take a guarded step north 5', bringing me into contact with K5.


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
K4's AoO vs. Diedre w/ Club: 1d20 + 3 ⇒ (10) + 3 = 13
Miss vs. KAC 13.

K5's AoO vs. Diedre w/ Club: 1d20 + 3 ⇒ (7) + 3 = 10
Miss vs. KAC 13.

Diedre wrote:
"Stupid ape, you ripped my top!"

Diedre is able to land her point-blank shot, but the proximity allows both thugs (K4 & K5) to take retaliatory swings in the scuffle. The half-elf isn't nearly as hysterical as she sounds, however, and manages to avoid taking a pipe or two to the noggin.

Jehir wrote:
"Ha! That's for Duravor!"

While the ganger is distracted with Diedre, Jehir viciously cuts him down with a devastating chop of his doshko.

Round 7:
Block 3: Aureum (-5 SP), Diedre (-1 SP), Jehir (-9 SP, -2 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren (-4 SP)

Round 8:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 | K5 -4 HP | K6)


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Aureum swings her baton again, trying to hit the gang member K5 in front of her while his attention is elsewhere.

Trick Attack, Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
Tactical Baton: 1d20 + 3 ⇒ (2) + 3 = 5
Baton Damage: 1d4 ⇒ 1
Trick Attack Damage: 1d4 ⇒ 1

Or not.


Dead Suns: Moriko's Legacy | Temple of the Twelve

Aureum naturally blends into the shadows of the club, but her baseball swing needs some work.

GM:
K1's Attack vs. Aureum w/ Laser Pistol: 1d20 + 6 ⇒ (17) + 6 = 23
Laser Pistol Damage (F): 1d4 + 1 ⇒ (3) + 1 = 4
Hit vs. EAC 14.

Someone has noticed the lashunta, however, and the last bouncer (K1) strikes Aureum with a second laser bolt before fleeing to the refuge of the storeroom. Part of her clubbing outfit burns away as her skin blisters under the intense heat.

Aureum, you take 4 fire damage.

Round 7:
Block 5: Entiren (-4 SP)

Round 8:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 | K5 -4 HP | K6)
Block 3: Aureum (-6 SP, -3 HP), Diedre (-1 SP), Jehir (-9 SP, -2 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Staying where he is for the moment, Entiren attempts to shoot at the remaining enforcer.

Attack: 1d20 + 1 ⇒ (10) + 1 = 11 Pretty sure there is cover, meaning a miss, but will roll damage just in case.
Damage: 1d8 ⇒ 3


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj steps closer to the remaining enforcer, completely surrounding him. He brandishes his sword, counting on its intimidation factor to cow the Shirren into surrender. "You have put up zee good fight, but now it is time to save your life und take us to your boss. There is a debt to settle."

Intimidate: 1d20 + 6 ⇒ (18) + 6 = 24


Dead Suns: Moriko's Legacy | Temple of the Twelve

Entiren's shot flies high as the nuar attempts to avoid beaming Miraj in the back of the head.

Miraj wrote:
"You have put up zee good fight, but now it is time to save your life und take us to your boss. There is a debt to settle."

GM:
Miraj's Intimidate check to demoralize is successful against DC 20. K5 is shaken for one round.

K5's Full Attack vs. Miraj w/ Club (- shaken): 1d20 + 3 - 4 - 2 ⇒ (3) + 3 - 4 - 2 = 0
K5's Full Attack vs. Miraj w/ Club (- shaken): 1d20 + 3 - 4 - 2 ⇒ (6) + 3 - 4 - 2 = 3
Two misses vs. KAC 14.

The shirren's antennae dip nervously as he brandishes the pipe.

"Y-you think you know what's best for me?! You don't know squat, sizzle-boy!"

The gangster flails at Miraj with the makeshift club in fear and anger (full attack), but he doesn't come close to striking the calm detective, who coolly deflects the hunk of steel with the tip of his sword cane.

That's a successful demoralization, but it doesn't seem that you've dissuaded him from trying to kill you.

Round 8:
Block 3: Aureum (-6 SP, -3 HP), Diedre (-1 SP), Jehir (-9 SP, -2 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren (-4 SP)

Round 9:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 | K5 -4 HP, shaken | K6)


Game Abandoned

"Hey! You work here, don't you?" Diedre says as she shoves the surrounded shirren. "Who's gonna pay for my ruined top?"

Bluff - Clever Feint: 1d20 + 7 + 1d6 ⇒ (18) + 7 + (5) = 30


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

"It's nothing personal," Jehir says as he strikes at the Shirren.

Doshko +2 Clever Feint: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 ... probably. I'm assuming the clever feint succeeded this time.
Doshko Damage +1 photon: 1d12 + 3 + 1 ⇒ (2) + 3 + 1 = 6

"You just gunned down the wrong dwarf. You knew what to expect."

Jehir will Ready his move action to move to the Red X if/when the shirren ganger drops.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Diedre wrote:
"Hey! You work here, don't you?" Diedre says as she shoves the surrounded shirren. "Who's gonna pay for my ruined top?"

The shirren gangster stares at Diedre with his mouth hanging open, attempting to process an ordinary comment in an extraordinary situation.

That's a successful Clever Feint, so K5 is flat-footed (to everyone's attacks) until the end of Diedre's next turn - if he makes it that far.

Jehir wrote:
"It's nothing personal," Jehir says as he strikes at the Shirren.

Jehir's doshko slams into the gangster, but he keeps his feet, a wild look in his eye.

Unfortunately, Jehir, readying an action (even a move action) takes a standard action.

Round 8:
Block 3: Aureum (-6 SP, -3 HP), Diedre (-1 SP), Jehir (-9 SP, -2 HP)
Block 4: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)
Block 5: Entiren (-4 SP)

Round 9:
Block 1: Miraj
Block 2: Downside Kings (Enforcers) (K4 | K5 -10 HP, flat-footed, shaken | K6)


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Aureum grits her teeth and takes another swing at the gangster from behind, wishing he would just back down from a fight no longer in his favor.

Trick Attack, Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Tactical Baton: 1d20 + 3 ⇒ (11) + 3 = 14
Trick Attack Damage: 1d4 ⇒ 1
Baton Damage: 1d4 ⇒ 4


Dead Suns: Moriko's Legacy | Temple of the Twelve
Quote:
Aureum grits her teeth and takes another swing at the gangster from behind, wishing he would just back down from a fight no longer in his favor.

The gangster turns around just in time to watch Aureum's baton come down hard, right between the shirren's natural and cybernetic eyes, and his exoskeleton makes a sickening CRUNCH as he crumples to the ground.

Suddenly, the music stops. As the prospective starfinders turn around, they notice that most of the patrons and staff are watching the scuffle, and a nervous tension is building in the club.

DC 10 Sense Motive:
The crowd is drunk, confused, and fearful, unsure who is fighting or why. Any moment now, they could break in a stampede - and as far as you're aware, you're standing in the only exit.

Round 8:
Block 5: Entiren (-4 SP)

Round 9:
Block 1: Aureum (-6 SP, -3 HP), Diedre (-1 SP), Jehir (-9 SP, -2 HP), Miraj
Block 2: Downside Kings (Bouncers) (K1 -6 HP | K2 | K3)

Everyone is up! We're still in initiative (and you're still considered to be facing a significant enemy, for whom it concerns) at the moment. Your next actions will determine how this plays out.


Game Abandoned

Sense Motive: 1d20 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9

Diedre dials for her performance voice.

"Talk about bad breakups! He just wouldn't take 'No' for an answer," she says with a laugh as she starts walking towards the bar.

"Now who wants to buy a newly single girl a drink?"

Bluff: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (6) = 32


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Sense Motive: 1d20 + 7 ⇒ (6) + 7 = 13

Approaching the doorway as the last of their assailants is knocked down, Entiren glances around the room. Sensing the general atmosphere of the various occupants, he quickly taps the shoulders of Miraj and Jehir. "Unless either of you happen to be good at talking down a large crowd of scarred people, I would suggest that you get out of the way, and quickly." That said, he then promptly does that, ducking around the door-frame in order to be out of the way of any potential tramples.

Entiren is not the best at talking to people, and will simply be trying to avoid being trampled if at all possible.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Sense Motive: 1d20 + 8 ⇒ (14) + 8 = 22

"Agreed. Let's head for that back room and let the place clear out."

Miraj moves into the club and toward the room into which the security guards retreated. He holds his sword cane an pistol to keep them out of sight of the crowd.

Sleight of Hand: 1d20 + 8 ⇒ (19) + 8 = 27

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