Blake's SF Iconic 2 |
No need to confirm with a roll. The raw number determines the confirmation.
Reflex: 1d20 + 3 ⇒ (5) + 3 = 8
Somewhat dazed by the sonic attack, Obozaya makes another guarded move around the large beast and swings her doshko.
Doshko vs. KAC: 1d20 + 4 ⇒ (17) + 4 = 21
S: 1d12 + 3 ⇒ (3) + 3 = 6
Revvy Bitterleaf |
Gear tries to fire again...
Though this time, she spooks as she pulls the trigger and yanks the gun up, missing entirely. Realizing how badly she did, she tries to operate boytoy's controls...
and boytoy draws his weapons to fire...
It's... a sad showing indeed as boytoy misses both attack.
Trying a different route Xanthi pulls his blaster and fires at the creature hitting it between it's eyes
Somewhat dazed by the sonic attack, Obozaya makes another guarded move around the large beast and swings her doshko slicing into ones of it's legs
Lady Onyx cheers as you manage to bring the creature down by a combined effort.
As you study the dead creature a bit closer you think that the tough, overlapping crystals that make up the skreebara’s carapace could be valuable. Make a DC 12 Life Science check to try to harvest crystals from the creature.
The tactical X-gen gun affixed to the section of shattered hull can be removed with about 10 minutes of work. Although the weapon is too damaged to be functional (apart from firing its remaining shots), it can be sold as scrap for 212 credits.
Revvy Bitterleaf |
Once you reach the wreckage of the Unbounded Wayfarer, you can plainly see that the vessel is far beyond repair. Although one of the Starfinders survived long enough to activate the distress beacon, there are no survivors—seven desiccated corpses remain in the wreckage, while the remaining crew members were pulled out by the skreebara and devoured.
If you examine the wreckage you can attempt a Perception or Piloting check.
Nothing else of value remains in the wreck;
anything obviously worth salvaging was taken earlier. Although the Unbounded Wayfarer’s computers are beyond repair, they retain sufficient power to interact with the Starfinder insignias you brought with you. The computer interface ports contain an indentation the same shape as the Starfinder insignias.
Xanthis Xarthis |
Life Science: 1d20 + 5 ⇒ (9) + 5 = 14
"These crystals look valuable. Give me one second here to gather some."
Once at the ship.
Perc: 1d20 + 8 ⇒ (7) + 8 = 15
Revvy Bitterleaf |
Xanthis while studying the wreck recognizes the characteristic impact marks of heavy metallic slugs, such as those used in coilguns or railguns on starships. The damage on the ship’s hull indicates that it tried to dodge the strafing fire but darted the wrong way.
If the PCs gain this clue, the PCs understand firsthand how the Lawblight orients its attacks with its coilguns
Gear enters her wayfinder into the depression and tries to hook into the system to find it response; the computer flares to life just
enough to display a datafile of worlds previously explored by
crew of the Unbounded Wayfarer. They include:
• A wasteland planet called Elytrio that displayed signs of scattered technology.
• A sentient asteroid called Lamentia teeming with morlock “children” in the Vast.
• A massive space station called End of Bright Things stuck between the orbits of two blue dwarf stars.
• A stormy, oceanic world called Wealdriad, with upthrust columns of basalt piercing the storm-tossed ocean’s surface.
The final location’s coordinates are too damaged to display, but the computer has enough power to open a slot containing a salvaged item from the lost location ; it's a small crystal A iridescent spindle aeon stone, though there aren’t any further details regarding the item’s history.
Oboyaza with the help of Lady Onyx dismantles the X-gen gun for scrap.
Once you have recovered the data module from the Unbounded Wayfarer, you can safely retrace your steps to the Odyssey and leave Ulmarid’s surface.
I'll put up the next quest later/tomorrow
Revvy Bitterleaf |
Sorry, forgot to mention that Xanthis could harvest crystals worth 800 credits from the creature.
You launch up from the planets surface and start to make your way back out of the asteroid belt.
A warning klaxon blares, and the ship lurches. The asteroid field around the world of Ulmarid is more agitated than on the descent down to the surface. Although it’s not clear what has caused the anomalous activity, what’s certain is that you must reach safer altitude before a more serious collision occurs.
The pilot must succeed at a Piloting check to navigate back through the asteroid field around Ulmarid, but due to the agitation, the DC of this check is higher then when you flew in. As before, the captain can attempt a DC 10 Piloting check or a DC 17 Diplomacy or Intimidate check to add a +2 bonus to the pilot’s check Additionally, science officers can each attempt a DC 15 Computers check to add an additional +2 bonus to the pilot’s check.
Your shields are repaired from the damage they took from flying down..but might get another hit going out
Revvy Bitterleaf |
Lady Onyx sits down at the science station to try to lend a hand
Computers check: 1d20 + 7 ⇒ (17) + 7 = 24
and manages to provide Gear some direction on where to go and what to avoid.
Gliding through space Gear manages to dodge the asteroids in your path and almost make it outside the asteroid ring
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!
Succeeding the check you recognize 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.
You have some advantages in the upcoming fight, based on clues you have previously acquired about the Lawblight’s methods of attack and defense.
You are the blue arrow, lawbright is the red one
-You quickly evade and can reposition the Odyssey up to 4 hexes in any direction, with any facing you choose.
-You have some data on the ship downloaded already;
1.Basic Information: Living crew complement and ship
classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and
current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing
arc and the damage it deals, starting with the weapon that
uses the most PCU. Repeat this entry until all the starship’s
weapons are revealed.
-1. 6 crew, a medium transport, speed 6 with averge maneuverebility
-2. AC 13; TL 13
HP 70; DT —; CT 14
Shields basic 30 (forward 15, port 5, starboard 5, aft 5)
-3. Attack (Forward) coilgun (4d4), heavy torpedo
launcher (5d8)
Attack (Aft) gyrolaser (1d8)
Attack (Turret) coilgun (4d4)
Power Core Arcus Heavy (130 PCU);
Revvy Bitterleaf |
You are flying in a different ship then the last combat;
ODYSSEY TIER 4
Starfinder Society Drake (Starfinder Society Roleplaying
Guild Guide)
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) coilgun (4d4), heavy laser cannon (4d8)
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;
Complement 4
Gear 2.0 |
Gear grits her teeth.
Here we go again!
Piloting: 1d20 + 6 ⇒ (13) + 6 = 19
Piloting Stunt Evasion: 1d20 + 6 ⇒ (16) + 6 = 22
Gear starts the evasive maneuvers as she tries to keep them to the side where the less powerful guns will be banked and bring their own nose forward.
Revvy Bitterleaf |
Just pointing out that you guys can re position at the start of combat (4 hexes in any direction and any facing you want) and that you need to move first...it sounds like you want to go face them head to head? With the extra positioning you could get close and to their left side if that's what you want?
Gear 2.0 |
Just pointing out that you guys can re position at the start of combat (4 hexes in any direction and any facing you want) and that you need to move first...it sounds like you want to go face them head to head? With the extra positioning you could get close and to their left side if that's what you want?
This is what I was aiming for, I just still can't move things in the drawing app while on mobile or at work which is pretty much where I game. :(
Revvy Bitterleaf |
As your ships does it's quick evasive maneuver and ends up in the Pirate ships flank it slowly turns to follow you and brings it's big gun right in front of you nose
Lady Onyx computer check to target their main weapon: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
You will now crit on a 19 or 20, and if you manage to crit you will damage their main laser
You can see warning light blink on your control panels as he enemy prepares to fire
Gunnery phase
Xanthis you can man the turret if you want and leave the 2 forward guns to Oboyaza
Blake's SF Iconic 2 |
Obozaya unloads with everything she's got in the forward weapons array. She hisses with glee as the space in front of them lights up with weapon trails. "I like this ship!"
Coilgun, Computer, FAW: 1d20 + 4 + 1 - 4 ⇒ (8) + 4 + 1 - 4 = 9
Coilgun: 4d4 ⇒ (4, 2, 2, 2) = 10
Heavy Laser, Computer, FAW: 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18
Heavy Laser: 4d8 ⇒ (7, 4, 8, 4) = 23
Xanthis Xarthis |
Xanthis moves to one of the guns..
"Not sure how too ffiirr.."
He fires a rocket inadvertinly at the enemy ship..
"OH! Thats how you do it.."
Attack: 1d20 + 2 ⇒ (20) + 2 = 22 lol.. Not sure if any other bonuses apply.
"Hey I did it!"
Dam: 4d8 ⇒ (1, 3, 1, 4) = 9 Not sure if you roll twice on ship damage.
Crit: 1d100 ⇒ 41 hits weapons array I think.
Revvy Bitterleaf |
@Xanthis; Due to the computer scan, you'd always hit their weapons already so that worked out nicely
Obozaya unloads with everything she's got in the forward weapons array
Her first attack bounces harmlessly of the Pirate's ships shields without causing damage but that was only a set-up for the next attack as the heavy laser bites through the forward shields and into the hull
Quickly followed by an attack from Xanthis out of the turret which hit the enemy ships heavy lasers crippling them
An open broadcast can be heard from the pirate ship
"We gonna be blowing you up good! F-f-f-fire at will lads!"
in the distance you can hear a voice reply; "Fireing is this button right?"
The voices coming over the communication channel sounds pretty drunk
After that has been said all sorts of warning lights start to blink on your control panels as you detect multiple weapons fire and a torpedo launch
To hit forward coil gun: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Damage: 4d4 ⇒ (4, 2, 3, 3) = 12
To hit turret coil gun: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Damage: 4d4 ⇒ (1, 1, 2, 4) = 8
Torpedo: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
The erratic firing of the obviously drunk pirates combined with Gear's piloting skill and evasive maneuvers make one of the attacks miss, but the other hit chews away some of your forward shielding.
The torpedo can't get a good lock and shoots past your ship and keeps on flying into the distance
If I'm reading this correctly you need a target lock for the missile to fly toward you..if it can't get a lock it doesn't get a new attempt next round, it just needs a new check next round if it had a lock before and didn't reach your ship last round
Damage Lawbright:
Shields forward 15 out of 15, port 5, starboard 5, aft 5
Hull: 17
Forward heavy laser-glitching (-2 to hit) -> Malfunctioning due to CT passed from hull damage (So a -4)
Damage Oddesey:
Shields; forward 12 out of 20, port 15, starboard 15, aft 20
Hull:
I'm not entirely sure if you do more damage with a crit.. the spaceship combat part only mentions doing the glitching/malfunctioning..it doesn't mention doing double damage ..or mention it doesn't deal double damage since I think it's still an attack roll...for now let's just assume it doesn't. I'll try to figure it out
Lady Onys runs for the scanners to the engineering bay and tries to get some shielding back online
Engineering: 1d20 + 7 ⇒ (7) + 7 = 14
but fails to do so
Enemy ship enginenering: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
Enemy ship init: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
init
Piloting check, if you beat the 13 you can move last. Assume they stay where they are for now. Pointing their big (albeit damaged) guns towards you.
Followed by
gunnery I think you roll at the same time, I don't think it will matter this round
Gear 2.0 |
piloting: 1d20 + 6 ⇒ (19) + 6 = 25
piloting evasive: 1d20 + 6 ⇒ (5) + 6 = 11
Gear pilots the ship to try and bring the forward guns to bear on the failing shielding of the lawblight, though concentrating on getting the ship lined up for a full blast she scarifies some of her maneuvering.
Blake's SF Iconic 2 |
Ship weapons don't do double damage, they just break a system.
"Nice shot, Xanthis!" Obozaya encourages her crew mate and continues to unload with all she's got at the pirate ship.
Coilgun, Computer, FAW: 1d20 + 4 + 1 - 4 ⇒ (14) + 4 + 1 - 4 = 15
Coilgun: 4d4 ⇒ (2, 4, 4, 2) = 12
Heavy Laser, Computer, FAW: 1d20 + 4 + 1 - 4 ⇒ (15) + 4 + 1 - 4 = 16
Heavy Laser: 4d8 ⇒ (4, 8, 6, 6) = 24
Revvy Bitterleaf |
Sounds to me like you keep in the same position to maximize weapon fire while trying to evade?
Gear keeps the ship floating in front of the Lawbright, your guns pointing towards their damaged hull...and looking down the barrels of their slightly damaged guns
Having no trouble finding the hole in their shields both of Oboyazas and Xanthis missile find their targets and blast great heaps of metal from the pirate ships hull
At the same time the ship returns fire
To hit forward coil gun: 1d20 + 8 - 4 - 4 ⇒ (13) + 8 - 4 - 4 = 13
4d4 ⇒ (4, 2, 3, 2) = 11
To hit turret coil gun: 1d20 + 8 - 4 - 4 ⇒ (7) + 8 - 4 - 4 = 7
4d4 ⇒ (3, 2, 3, 2) = 10
Torpedo: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10
but damaged as the ship is the drunk pirates can't get a decent lock against your ship and all attacks fail
Damage Lawbright:
Shields forward 15 out of 15, port 5, starboard 5, aft 5
Hull: 72 (out of 85)
Forward heavy laser-glitching (-2 to hit) -> Malfunctioning due to CT passed from hull damage (So a -4)
Damage Oddesey:
Shields; forward 12 out of 20, port 15, starboard 15, aft 20
Hull:
4d100 ⇒ (99, 36, 94, 23) = 252multiple systems on board the ship start to glitch and fail
init
I think we can just stick to some attack rolls from your side for this
Blake's SF Iconic 2 |
"One or two more hits!"
Coilgun, Computer, FAW: 1d20 + 4 + 1 - 4 ⇒ (1) + 4 + 1 - 4 = 2
Coilgun: 4d4 ⇒ (4, 3, 4, 2) = 13
Heavy Laser, Computer, FAW: 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18
Heavy Laser: 4d8 ⇒ (7, 3, 1, 2) = 13
Revvy Bitterleaf |
As the heavy lasers fired by Oboyaza blast through what's left of the Lawbright the ship starts to drift to the side as smoke pours out of both the front and back of the damaged hull.
Being sure that you destroyed a pirate menace in the region you return to Absolom station to report your findings from the wreck from the planet below
Venture-Captain Arvin greets you with a warm smile as you disembark. “You can undergo the tedium of a complete debrief later. First, I’ve
arranged for you all to enjoy a few days’ downtime in Kemanis, at the high-end clubs, theaters, and VR parlors. You’ve earned it. But,” he warns, with a sly twinkle in his eye, “after that, it’ll be time to put you back to work.”
That concludes the Quests, thanks for playing and I hope you all enjoyed yourselves
Gear 2.0 |
Gear shouts as she's sent off.
Yahoo! Come on Boytoy, we're Getting drunk!
The drone beeps back.
I don't care, I'll program you with a drunk setting if I have to, we're enjoying ourselves!
Thanks for running, especially such a new system! It's really appreciated and looking forward to putting Gear's second chronicle on her. :)