Outpost I - SFS - Quest; Into the Unknown (lvl 1) (Inactive)

Game Master Revvy Bitterleaf

Vat Garden

Space combat

Boarding party

Crash site

Lawbright battle


301 to 350 of 357 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Scarab Sages

Skeek manages to scan a clear path out of the asteroid belt, but nobody else is able to confirm (or deny) that this will be the best path to leaving and Neb get's a bit confused and should have gone left where he goes right ans slams into one of the asteroids. Your shields hold, but they do get banged up a bit

Shield facing: 1d4 ⇒ 4
Damage: 3d4 ⇒ (1, 3, 4) = 8

Odesessy's shields:forward 20, port 15, starboard 15, aft 12 our of 20

Just as Neb pilots the Odyssey almost out of the asteroid field A large vessel of rusted metal slips from behind an enormous asteroid, its weapons already firing. The front of the ship resembles a stylized skull with crossed bones beneath—a clear indication of space pirates!

DC 12 Culture check on the skull image:
You recognize that Besmara is the goddess of piracy, space monsters, and strife.
And that Besmaran space pirates are a growing threat throughout galactic shipping lanes, and that such pirates throw themselves into combat with a boisterous zeal—it is rare to talk one’s way out of combat with an approaching Besmaran pirate ship.

Your science officer quickly recognizes the ships specifications as one that you have information on and verifies with a swift scan that it has:
Speed 6; Maneuverability average (turn 2); Drift 1
AC 13; TL 13
HP 70; DT —; CT 14
Shields basic 30 (forward 15, port 5, starboard 5, aft 5)
Attack (Forward) coilgun (4d4), heavy torpedo
launcher (5d8)
Attack (Aft) gyrolaser (1d8)
Attack (Turret) coilgun (4d4)

starting distance: 3d6 + 5 ⇒ (3, 4, 4) + 5 = 16
Knowing how this vessel has attacked before allows you to quickly evade and can reposition the Odyssey up to 4 hexes in any direction, with any facing you choose.

This combat occurs around clusters of asteroids. These asteroids are sufficiently slow-moving that, for the duration of
the starship combat, they are effectively stationary on the map.
Clusters of asteroids block a starship’s line of fire, so the ships can maneuver around the asteroids for cover from enemy fire. A starship that crosses into a hex containing an asteroid takes 4d6 damage to a random facing (maximum once per turn), but can continue moving as normal.

Sorry, I still haven't been able to figure out how to make those hexagonal picture so we're stuck with arrows again (you are blue, enemy is red

Piloting Neb: 1d20 + 9 ⇒ (14) + 9 = 23
Piloting enemy: 1d20 + 9 ⇒ (17) + 9 = 26

The enemy vessel flies closer. Coming up quickly behind you, almost as if on a ramming course as you notice it's big guns aimed at your direction.

init
You guys (You can preposition the Odyssey up to 4 hexes in any direction, with any facing you choose)

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

I don't see an updated link with the asteroids?

Flashbang quickly gets on the space communications channel, "Now listen here space pirates. We will exact our revenge upon you for attacking the Starfinder Society. If you surrender now, maybe we will take you into custody and turn you over to the authorities. But I kinda hope you don't, so we can blast you into small tiny bits as space justice!"

would like to take 1 of the 3 +1s for this attempt and will then turn it back over to a gunner.

Intimidating Taunt (C)(1): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Taunted Rounds: 1d4 ⇒ 2

much better than last time :)

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10
Flashbang wrote:

I don't see an updated link with the asteroids?

Flashbang quickly gets on the space communications channel, "Now listen here space pirates. We will exact our revenge upon you for attacking the Starfinder Society. If you surrender now, maybe we will take you into custody and turn you over to the authorities. But I kinda hope you don't, so we can blast you into small tiny bits as space justice!"

would like to take 1 of the 3 +1s for this attempt and will then turn it back over to a gunner.

Mincey hands the 1 she had with her gun over to Flashbang.

"Yeah! Space Justus!" Mincey cries in agreement, not realizing that she is not on the same comm channel as the pirates. "As in, when weer true wityu, den in dis space dair's gonna be just us!"

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none
Revvy Bitterleaf wrote:
Skeek "Goggles" Paizano SFS wrote:
Where are the stats for the Odyssey?
Either in the campaign guide, Tier 4 Drake or behind the spoiler named: Odessey's stats (last post I made before this one)

Found the stats. Thanks!

We have lots of guns, 2 forward, 1 aft, and 2 turrets. Which means it is probably better to have everyone who can man guns whenever possible. My gunnery is +3. I will operate a gun this round because Flashbang was using the Taunt action. If we can keep the enemy in our forward arc we ought to try to have 4 gunners at once. Captain and Science officer are both not very necessary most of the time.

As before, one of our +1 bonuses should always go to the pilot's initiative roll. No preference where the other two go.

My crew suggestions:

Round 1
* Neb: Pilot (+8)
* Skeek: Gunner (+3)
* Mincey: Gunner (+5)
* Flashbang: Captain (Taunt)
* Tamon: Gunner (+3)
* Keskodai: Gunner (+2)

Round 2 and later
* Neb: Pilot (+8)
* Skeek: Engineer (+10)
* Mincey: Gunner (+5)
* Flashbang: Gunner (+2)
* Tamon: Gunner (+3)
* Keskodai: Gunner (+2)

Scarab Sages

Sorry, I was working in the map and updating positions and stuff and totally spaced out on the fact that you couldn't see what I was seeing - link should be up at the top of the page now

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Odyssey's guns:
(Forward) heavy laser cannon (4d8)
(Forward) coilgun (4d4)
(Aft) coilgun (4d4)
(Turret) coilgun (4d4)
(Turret) High explosive missile launcher (4d8)

Tamon pulls up the controls for the Aft Coilgun, takes aim, and fires!

Gunner: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 4d4 ⇒ (1, 4, 4, 1) = 10

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Mincey takes the controls of the High Explosive Missile Launcher, obtains a target lock, and fires.
Gunnery: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 4d8 ⇒ (5, 3, 2, 3) = 13
"Oops." Mincey says as the projectiles are lost. "Itz my foist time uzin' a misstil lawnchah."

My first time using tracking weapons in Starfinder,too. Am I correct that if Mincey had rolled higher that the missiles would have hit this round because the distance is so close?

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Keskodai likewise controls the coilgun in the turret...

Coilgun: 1d20 + 2 ⇒ (20) + 2 = 224d4 ⇒ (1, 4, 2, 1) = 8

Double damage for crits?

Crit: 4d4 ⇒ (3, 1, 2, 2) = 8


Explorer Icon Operative 1 | SP 6/6 HP 12/12 | RP 4/4 | EAC 16; KAC 17 | Fort +2; Ref +5; Will +5 | Init: +3| Perc: +8, SM: +8

Evade: 1d20 + 9 ⇒ (3) + 9 = 12 I have moved the ship into position but looks like no evade.

Scarab Sages

Flashbang talks sternly to the approaching vessel and they seem taken aback a bit

Tamon pulls up the controls for the forward You turned around Coilgun, takes aim, and fires!
His attack hitting the forward shields of the enemy vessel

@Mincey; yes. If you had hit the targeting lock the missiles would have crossed the distance in 1 round and would have hit. If you would have hit and the distance would have been too much you'd have to hit again next round until the distance from the missile to the enemy would be 0 (or you'd miss on a targeting lock at any of the rounds)
Mincey takes the controls of the High Explosive Missile Launcher, tries to obtain a target lock, and fires but the missile shoots past the enemy ship.

@Storyn, no critical hits in starship combat don't seem to deal double damage as far as I can tell and only happen when damaging the hull (not the shields) and results in a roll on the critical damage table)
Keskodai likewise controls the coilgun in the turret and blasts away the remaining forward shields creating a minor hole in the hull and
1d100 ⇒ 91
causing it to leak some fuel

Neb tries to evade, but only manages to fly straight at the enemy

I don't think skeek has done anything yet, so NPC-ing him in. He wanted a gun and as far as I know nobody has fired your biggest main gun yet and there seems to be a floating +1 left so..
to hit Skeek: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Skeek tries to fire your biggest gun down the hole you created in the enemies hull but overshoot the target by a bit and ends up missing

The enemy releases their weapons on you
a heavy torpedo flies at you
Targeting lock: 1d20 + 8 ⇒ (4) + 8 = 12
but your electronic defenses are too much for it to get a lock
The big gun port opens up and unleases in your direction
gunnery: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21gunnery: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
and all though it seems to have some trouble targeting as you adjust your shields to make the coild guns having a lot of trouble getting through to your defenses with the knowledge you have you and even seems to readjust it's aim ends up missing you..it seems it's gunners are shaken a bit by what Flashbang told them.
The turret joins in
gunnery: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26gunnery: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Wow..no crit because you still have shields protecting your hull
and takes revenge for what ever Flashbang makes him feel by unloading his frustrations
damage: 4d4 ⇒ (2, 3, 3, 3) = 11

Their engeneering department tries to fix their power core while they try to get a better shot at you by boosting targeting
Engineering hold it together: 1d20 + 8 ⇒ (15) + 8 = 23
Engineering fix shields: 1d20 + 8 ⇒ (7) + 8 = 15
Scan: 1d20 + 8 ⇒ (18) + 8 = 26
They seem to have patched the leaking fuel problem and fixed some shields and they get a idea on where to hit your ship where it will hurt

Piloting Neb: 1d20 + 9 ⇒ (17) + 9 = 26
Piloting enemy: 1d20 + 9 ⇒ (19) + 9 = 28

init
You guys (also you move first)
Enemy

Odesessy's shields:forward 9 out 20, port 15, starboard 15, aft 12 our of 20
Enemy Shields damage: Forward: 8
Hull: 3
(taunted for 1 more round), patched glitching power core, for next round all 1's rolled for damage are a 2

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

if the enemy ends up in the forward arc, then there are 4 weapons that we can fire, and I will take the smaller coil forward coil gun. If the enemy is any other arc, I think there are only 3 weapons that can fire. So I will encourage the turret missile shooter.

Flashbang the shooter:
"Fine!! You really want to do this the hard way. I'm going to enjoy blasting you myself." forward coil gun: 1d20 + 2 ⇒ (18) + 2 = 204d4 ⇒ (1, 4, 3, 3) = 11

Flashbang the helper:
"Mincey, I suggest you target the gaping hole that we blasted and looked like it was leaking some fuel. Right there." Flashbang points forward in an attempt to be helpful encouragement gunnery DC10: 1d20 + 2 ⇒ (4) + 2 = 6

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Keskodai continues to shirren the coilgun in the turret...

Coilgun: 1d20 + 2 ⇒ (8) + 2 = 104d4 ⇒ (4, 2, 1, 4) = 11

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none

Sorry about last round... I hadn't realized we had moved.

Round 2:

"We're taking more fire! Hang on!"

Divert Power to Shields DC 16: 1d20 + 10 ⇒ (13) + 10 = 23

Add 7 points to forward shields.

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Tamon adjusts his targeting parameters and fires again.

Gunner: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 4d4 ⇒ (1, 1, 2, 2) = 6

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Attempting to learn from her earlier mistake, Mincey again mans the High Explosive Missile Launcher, obtains a target lock, and fires.
Taking one of the +1s.
Gunnery: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 4d8 ⇒ (4, 2, 1, 3) = 10

She mutters an ysoki explicative and slams her tail on the controls.


Explorer Icon Operative 1 | SP 6/6 HP 12/12 | RP 4/4 | EAC 16; KAC 17 | Fort +2; Ref +5; Will +5 | Init: +3| Perc: +8, SM: +8

Not going to move, will evade. Evade: 1d20 + 9 ⇒ (11) + 9 = 20 should be enough to evade.

Scarab Sages

Seemingly confidant in their ability to shoot you out of the skies the enemy stays right in front of you.

It's front gun port unloading on you once more as it sends a missile at you once more, quickly followed by their coil gun turret joining in.

Flashbang in the forward coil gun hits the enemy front shields, burning then away.

Skeek repairs some of your shields to make sure you can make it through this fight

Keskodai continues to fire the coilgun in the turret but ends up missing his target

Tamon behind the forward heavy laser (all other shooting positions are claimed otherwise as far as I can see) hits the enemy vessel with a large impact, going straight for their hull
4d8 ⇒ (8, 1, 7, 7) = 23
2d100 ⇒ (97, 41) = 138
which causes what ever patch job the enemy engineers did to fix the fuel leak is shot to pieces
As well as one of their turret coil gun get's shot out of alignment
1d4 ⇒ 4

Attempting to learn from her earlier mistake, Mincey again mans the High Explosive Missile Launcher, obtains a target lock, and fires. But it stays a work in progress as the missile once more passes by the enemy.

Neb goes into evasive maneuver Delta

Enemy missile: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Enemy turret coil gun: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19Enemy turret coil gun: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Enemy forward coil gun: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14Enemy forward coil gun: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23

The enemies missile flies straight up to your front but then you remember some piece of information you've gathered on the enemy vessel and you use it to fool the enemy missile into getting a target lock on a nearby asteroid instead - you know this trick only works once as the enemy will counter it from now on..but it saved you from a large impact on your front shields for now.

Still having troubles to lock on to you with their coil guns and still shaken by what Flashbang said to them the enemy almost manages to hit you with all guns, only the evasions Neb is doing saves you from getting hit an extra time.
damage coil gun: 4d4 ⇒ (4, 1, 3, 4) = 12 1 = 2 this round
If skeek wouldn't have restored some power to the shields they'd be gone completely instead of just severely depleted by now

Piloting Neb: 1d20 + 9 ⇒ (12) + 9 = 21
enemy piloting: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14

Seemingly feeling confidant the enemy vessel keeps it's position in front of you as they manage to restore a bit of their forward shields and get their turret coil guns back into alignment - for now

Engineering fix shields: 1d20 + 8 ⇒ (7) + 8 = 15
Engineering fix turret: 1d20 + 8 ⇒ (17) + 8 = 25

init
You guys

Odesessy's shields:forward 3 out 20, port 15, starboard 15, aft 12 our of 20
Enemy Shields damage: Forward: 8
Hull: 30
patched glitching - now malfunctioning power core, patched glitching coil gun turret

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none

Round 3:

"Yes, yes, I'm on it! This isn't just pushing buttons, you know... did you know this ship still has a faulty Vercetech tacyostatic dynamo? They put a recall on those things - it should have been replaced months ago! Hang on... you can compensate by boosting the noise reduction on the induction leads, like this! Yeah, looks like that did it..."

Divert Power to Shields DC 16: 1d20 + 10 ⇒ (19) + 10 = 29

Add 7 points to forward shields again.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Keskodai makes adjustments to the tracking on his coilgun and fires again...

Coilgun: 1d20 + 2 ⇒ (3) + 2 = 54d4 ⇒ (4, 2, 1, 1) = 8

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

I will just put one roll / post. If we have an enemy in the front arc, then I will be a gunner. If not, then my gunnery check is an aid for our big missile shooter.

"Hey this shooting thing is great. I could take my frustrations out on pirates all day."

Gunnery check: 1d20 + 2 ⇒ (8) + 2 = 10
damage if I'm shooting: 4d4 ⇒ (1, 4, 2, 1) = 8

Here's hoping for an aid. :)


Explorer Icon Operative 1 | SP 6/6 HP 12/12 | RP 4/4 | EAC 16; KAC 17 | Fort +2; Ref +5; Will +5 | Init: +3| Perc: +8, SM: +8

Neb will attempt to move us out of the forward arc of the enemy ship and initiates evasive maneuvers. evade: 1d20 + 9 ⇒ (4) + 9 = 13 and fail to evade.

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

"Dis time fur shore!" Mincey says as she fires the High Explosive Missile Launcher at the pirate ship.
Taking one of the +1s
Gunnery: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage: 4d8 ⇒ (5, 1, 1, 7) = 14

"Um, I tink weer gonna need sum new misstles." she says as she watches the projectiles disappear in the vastness of space.

That RNG must really hate me.

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Seeing both gunner positions with an open shot already taken, Tamon pulls up the Science console.

Target their power core. If we take that out, they're dead in space.

Target System, Core: 1d20 + 7 ⇒ (3) + 7 = 10

Sending coordin...never mind, the location was spoofed. I'm narrowing it down now.

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none

Let's see... this round we have natural rolls of 3, 8, 2, and 3... makes me embarrased about my 19! :)

Scarab Sages

Skeek fixes some of your forwar shields, hopefully giving you some staying power.

Keskodai makes adjustments to the tracking on his coilgun and fires again but the shot passes past the enemy ship.

Neb will attempt to move us out of the forward arc of the enemy ship and initiates evasive maneuvers but ends up slipping past his own exhaust in a predictable trajectory.

Mincey fires the High Explosive Missile Launcher at the pirate ship. But another of the rapidly depleting missile supply is shot out into space without hitting anything
You only have 5 missiles to start with

Seeing both gunner positions with an open shot already taken, Tamon pulls up the Science console but flying through exhaust fumes seems to have thrown the scanner slightly out of sync.

Flashbang shoots the turret coil gun and ends up missing

Odesessy's shields:forward 10 out 20, port 15, starboard 15, aft 12 our of 20
Enemy Shields damage: Forward: 8
Hull: 30
patched glitching - now malfunctioning power core, patched glitching coil gun turret

Scarab Sages

The enemies turret coil gun returns fire
To hit: 1d20 + 8 ⇒ (20) + 8 = 28To hit: 1d20 + 8 ⇒ (18) + 8 = 26
and all though it looks like they would score a rather critical hit it's just a sold hit (still against your forward shields)
Damage: 4d4 ⇒ (4, 2, 1, 3) = 10

piloting Neb: 1d20 + 9 ⇒ (17) + 9 = 26
Piloting enemy: 1d20 + 9 ⇒ (12) + 9 = 21

The enemy ship flies slowly forward while it turns to bring it's front guns into targeting your ship again.

init
You guys

Odesessy's shields:forward 0 out 20, port 15, starboard 15, aft 12 our of 20
Enemy Shields damage: Forward: 8
Hull: 30
patched glitching - now malfunctioning power core, patched glitching coil gun turret

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

front coil if bad guys in front, otherwise gunnery aid for missile turret

"Ok. Those buttons aren't the right ones. How about this big red button that says 'push in case of emergency'?"

gunnery check: 1d20 + 2 ⇒ (15) + 2 = 17
forward coil gun damage: 4d4 ⇒ (1, 3, 3, 4) = 11

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

His adjustments complete, Keskodai presses the firing switch on his coilguns!

Coilgun: 1d20 + 2 ⇒ (5) + 2 = 74d4 ⇒ (4, 2, 2, 2) = 10

"Our system is insufferably damaged!"

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Noting how every prior attempt had failed, Mincey notes, "I guezz Ikin see why dey call dem 'MISS-ills'."

As nothing else has worked up til now, Mincey places a paw-like hand over her eyes and presses the firing button. "Earz hopin' dis woiks."
Using another +1

Gunnery: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage: 4d8 ⇒ (7, 2, 8, 3) = 20


Explorer Icon Operative 1 | SP 6/6 HP 12/12 | RP 4/4 | EAC 16; KAC 17 | Fort +2; Ref +5; Will +5 | Init: +3| Perc: +8, SM: +8

Neb moves to the ship around behind the pirate ship and evades Evade: 1d20 + 9 ⇒ (20) + 9 = 29

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none
Revvy Bitterleaf wrote:
Seeing both gunner positions with an open shot already taken, Tamon pulls up the Science console but flying through exhaust fumes seems to have thrown the scanner slightly out of sync.

Why wouldn't he fire the forward heavy laser? Nobody fired that one. We have four forward weapons.

Skeek scrambles with the controls. "Yes, yes, more shields! More shields! Stop letting the ship get hit for once, how about that? The electrostatic buildup is not good for the shield projectors, you know. They are supposed to have a steady harmonic, not this sudden boost over and over... there, fine. Happy now?"

Divert Power to Shields DC 16: 1d20 + 10 ⇒ (12) + 10 = 22

Another 7 points to forward shields.

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Trying again to target their core...

Target System, Core: 1d20 + 7 ⇒ (15) + 7 = 22

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none
Tamon Si wrote:

Trying again to target their core...

[dice=Target System, Core]d20 + 7

If Tamon isn't going to fire a weapon then one of the other three gunners should make a full attack and fire two weapons, since we have four.

Scarab Sages

Skeek "Goggles" Paizano SFS wrote:


Why wouldn't he fire the forward heavy laser? Nobody fired that one. We have four forward weapons.

I don't know, you'd have to ask him. I just copied his action. I think there might be a bit of confusion about how many weapons you guys can fire each round and who's doing the shooting. Or he just realy wants to wreck the enemies core ;)

Scarab Sages

Neb moves to the ship around behind the pirate ship and evades

Tamon scans the enemy vessel and makes sure they target the enemies power core

Flashbang fires the forward coil guns into the enemy vessel and eats away at not only their rear shields but also their hull

Skeek sends some more power into your forward shields

Keshkodai fires the turret coil gun and ends up missing.

Mincey fires the missiles and persistance pays off as they explode in the hole Flashbang just made. The massive damage wrecking what's left of the enemies powercore

Since you do have a gun left..and it's your biggest one..I'll just let Mincey shoot again
Mincey having had a taste for hitting presses some more buttons and your forward heavy laser fires
To hit: 1d20 + 5 - 4 + 1 ⇒ (17) + 5 - 4 + 1 = 19
Damage: 4d8 ⇒ (8, 4, 5, 3) = 20
Inflicting massive damage..against the already wrecked core
Which leads to something ..interesting

If the starship’s core has the wrecked condition and further critical damage is dealt to the core:
, no critical damage conditions are applied to the ship. Instead, one of the crew (determined randomly) is injured, taking an amount of Hit Point damage equal to the Hull Point damage dealt by the attack (without the increase for starship weapons against humanoid targets; see Shooting Starships on page 292). That crew member can attempt a DC 20 Reflex save to take only half damage. - Which I think means you just killed off 2 crewmembers since you passed the critical threshold twice with this added damage

Odesessy's shields:forward 7 out 20, port 15, starboard 15, aft 12 our of 20
Enemy Shields damage: Forward: 8 / Rear: 5
Hull: 76
wrecked power core (-4 to everything), patched glitching coil gun turret

Scarab Sages

The enemy returns fire but can only bear it's turret and aft coil guns into a targeting lock

To hit turret: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24To hit turret: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
damage: 4d4 ⇒ (3, 4, 1, 4) = 12
Aft gyro laser: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11

With incredible luck their turret manages to get through your evasive maneuvering and scores a hit against your front shields blasting them away and scoring a minor hole in your hull rocking your ship.

Neb piloting: 1d20 + 9 ⇒ (13) + 9 = 22
Enemy piloting: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17

Trying to shoot you out of the skies the enemy turns around to bring it's big gun into alignment with your ship once more

init
You guys

Odesessy's shields:forward 0 out 20, port 15, starboard 15, aft 12 our of 20
Hull damage: 5
Enemy Shields damage: Forward: 8 / Rear: 5
Hull: 76
wrecked power core (-4 to everything), glitching coil gun turret, 2 crew killed


Explorer Icon Operative 1 | SP 6/6 HP 12/12 | RP 4/4 | EAC 16; KAC 17 | Fort +2; Ref +5; Will +5 | Init: +3| Perc: +8, SM: +8

Move around and evade again Evade: 1d20 + 9 ⇒ (1) + 9 = 10

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Sorry, I was under the impression all guns were taken.

Odyssey, for reference:

ODYSSEY TIER 4
Starfinder Society Drake
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 70 (forward 20, port 15, starboard 15, aft 20)
Attack (Forward) heavy laser cannon (4d8), coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk 1 trinode computer, mk 4 armor, mk 4 defenses;
Expansion Bays cargo hold, escape pods
Modifiers +1 to any three checks per round;
Complement 4–7

Waiting on pilot's movements before choosing a weapon mount this round.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Keskodai continues the futility of firing his gun...

Coilgun: 1d20 + 2 ⇒ (6) + 2 = 84d4 ⇒ (4, 1, 3, 2) = 10

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

My understanding of the shooter preferences is:
Keskodai = turret coil gun
Mincey = turret missile launcher
Taomon = forward heavy laser cannon or aft coil gun
Flashbang = forward coil gun

"Hey Mincey, I think you are on to something there. Just push the buttons and let the computers do all the targeting, tracking, and shooting."

gunnery check: 1d20 + 2 ⇒ (11) + 2 = 13
forward coilgun damage: 4d4 ⇒ (2, 1, 3, 1) = 7

as usual if no forward target, then my gunnery check is an aid to Mincey

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none
Flashbang wrote:
My understanding of the shooter preferences is:

FYI you have to choose your role at the start of each round, but you don't have to choose which gun you are firing until the gunnery phase. So if we end up with a different facing you are not stuck behind a gun that can't fire. But if you are acting as a gunner you cannot switch to aiding in the same round.

In round 6 the missile launcher will be out of missiles. So from that point on we only need 3 gunners at most.

"Yikes! That one got through!" Skeek shouts as the explosion ripples through the hull. "It's not too bad though... charging shields again,... Uh oh, hang on..."

Divert to Shields DC 16: 1d20 + 10 ⇒ (6) + 10 = 16

"Got it! The cryoplasma net nearly crashed there... *whew!*"

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Okay, looks to me like the enemy can only be reached by the turret weapons this round.
@ GM - am I correct that since Fire At Will is considered a single action that the +2 benefit from an Encourage would apply to both attacks?

Listening to Flashbang's encouraging words assuming they have no mechanical benefit, Mincey again closes her eyes and presses a button. "Last misstle away!" she cries, peeking through her fingers.
Hogging a +1 again
Gunnery on high explosive missile launcher: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage: 4d8 ⇒ (4, 1, 2, 4) = 11

"Doh!

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Keep hitting the core. We've got them on the ropes.

Target System, Core: 1d20 + 7 ⇒ (20) + 7 = 27

Scarab Sages

Skeek powers some shields back up.

Neb turns the Odessey around in what he thinks is an evasive pattern..but turns out it isn't

While Tamon reminds everyone to keep targeting the power core of the enemy ship.

Keshkodai with Flashbang as a backseat gunner doesn't managed to hit his/her/it's/them target..even though Flashbangs help did improve Keshkodai's aim in the end it just isn't enough.

@Mincey; Since encourage works like an aid another and that mentions check (and no mention of multiple checks) I'm assuming it only works on one roll that round. Since doing a full attack in melee combat with an aid another isn't for all attacks that round either

As Mincey fires another missile of on a tour of the stars the display on remaining missiles flashes: 1

The enemy fires back with it's turret and aft laser
To hit aft: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15
Damage: 1d8 ⇒ 6
Turret coil gun: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17Turret coil gun: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
Damage: 4d4 ⇒ (3, 4, 3, 4) = 14
with both attacks burning hitting your left (I think that's port?) shields and blasting them away completely with the residual energy biting into your hull

Piloting Neb: 1d20 + 9 ⇒ (13) + 9 = 22
Piloting Enemy: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7

The enemy ship does a 180 turn in place to try to aim it's big guns at your ship once more

init
You guys

Odesessy's shields:forward 7 out 20, port 0 out of 15, starboard 15, aft 12 our of 20
Hull damage: 10
Enemy Shields damage: Forward: 8 / Rear: 5
Hull: 76
wrecked power core (-4 to everything), glitching coil gun turret, 2 crew killed

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Tamon pulls up the controls for the forward cannon.

Using one of the three +1 bonuses.

Heavy Laser Cannon, Trinode bonus: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 Damage: 4d8 ⇒ (1, 8, 3, 3) = 15

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Eying the flashing "1" on the screen before her and recalling where the prior numbers ended up, Mincey hesitates to take the firing controls. She cries out, "Hey, Flashey! I ain't so shore dat I cun do dis no more. I'm tinkin' dat I could uzzah littel encoiragemunt ritez aboutz now!"

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

Flashbang get's up and comes over to Mincey's station. "Oh I see. You are at the last shot. Perhaps this time with a Ysoki flare. Start from the ground, kip up, and smash the fire button!"

aid gunnery check: 1d20 + 2 ⇒ (10) + 2 = 12


Explorer Icon Operative 1 | SP 6/6 HP 12/12 | RP 4/4 | EAC 16; KAC 17 | Fort +2; Ref +5; Will +5 | Init: +3| Perc: +8, SM: +8

Neb moves the ship around to face the pirates as best he could with the asteroids in the way Evade: 1d20 + 9 ⇒ (19) + 9 = 28 and is successful.

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

With Flashey's encouraging words still ringing in her ears, Mincey closes her eyes and presses the fire control button unleashing the last of the high explosive missiles.
Hogging the 2nd of 3 +1 bonuses.
Gunnery on high explosive missile launcher with encouragement and computer aid: 1d20 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13
Damage: 4d8 ⇒ (8, 7, 1, 5) = 21

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Keskodai hopes he is learning from his mistakes...

Coilgun: 1d20 + 2 ⇒ (6) + 2 = 84d4 ⇒ (2, 1, 1, 1) = 5

1 to 50 of 357 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Outpost I - SFS - Quest; Into the Unknown (lvl 1) All Messageboards

Want to post a reply? Sign in.