PbP Gameday VI; Starfinder 1-00: Claim to Salvation [4] (Inactive)

Game Master Revvy Bitterleaf

Ship roles

Ship Stunts

Starship Combat Overview

Space map

Shantyspire

Audio logs


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Male Kasatha kasatha Solar 4 | SP 32 | HP 32 | RP 3 | EAC 16 | KAC 16 | Fort +5 | Ref +2 | Will +5 | Init +2 | Perc +7

Raonalt shows the same sentiment to Lifewire as Keskoday and bids her farewell, letting her know they will see them again.

He smiles at the conversation. "No one will be buried here, we all know our job. We were all called for a reason I trust in each and every one of you."

--

The 18 days in the drift were again spent in training and meditation, learning more about the other members of the crew and learn much about each other.

As they jump out of drift Raonalt pasuses as he takes in the massiveness of the structure the wonder of just who made it and how it came to be is pushed aside when the alerts go out there assaulted almost instantly by goblins. Raonalt jumps to his gunner position powering up his weapons he readies himself. "There's the action you were looking for Obozaya, make us proud." He says looking for to the other gunner and smiling.

Exo-Guardians

Male Shirren Priest Mystic (4) | S28 HP30 R6 | EAC 16, KAC 16 | F+3 R+2 W+8 | Init+1 | Perc+11

Looks like science officer goes during the helm phase. Not a lot of variety, so at the risk of jumping ahead but also so you're not waiting on me...

Keskoday takes his position at the science officer's station and directs the ship's sensors towards one of the targets bearing towards them. I imagine they all appear similar.

Scan Target: 1d20 + 5 ⇒ (4) + 5 = 9

"Blessed Pharasma...what to all these buttons do? Whoops, no, that wasn't right. I think I just mixed the lavatory waste with tonight's soup."


Female Human Envoy 4

Since I'm captain, and that role seems to often result in round to round changes in what is being done, I'd like to just add the following bot instructions on the off chance I'm not around.
My default action is to Encourage someone (using either an actual aid another check if my skill is decent, probably only true for Piloting
or Computers at +9, or a DC 15+2xShipTier Diplomacy +9 check otherwise).
The hierarchy for who gets the captain's help is as follows: 1) The Pilot, if they're attempting some sort of maneuver or if they want assistance on the Piloting check for initiative (in my experience initiative is super important). 2) Engineering if something important is broken and we want it fixed. 3) Whoever is shooting our biggest gun.
If it would make things go faster and there's an obvious help that fits these rules, any player can feel free to bot me to keep things moving.

"Steady as she goes everyone, let's see what we've got here..."

That said, today I'm going to help out our science officer...

Encourage on the scan: 1d20 + 9 ⇒ (4) + 9 = 13

"Here, I think this is the button you wanted"


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

I'm still absorbing the space combat rules, but it seems that I should get a piloting check up now, since it sort of takes the place of initiative in this situation.

Iseph prepares coolly and efficiently for the impending battle, calmly checking his systems, powering on maneuvering thrusters, his eyes rapidly scanning readouts.

Piloting: 1d20 + 14 ⇒ (13) + 14 = 27

Sovereign Court

QUIG male ysoki bounty hunter mechanic 4 | SP 32, HP 25 (30)/26, RP 5 | EAC 17, KAC 17 | F +3, R +1, W +3 | Spd 30' | Perc +8 | Init +2

Quig is a bit embarassed when he hears Livewire talking about her lost companion. "You know I didn't mean anything inappropriate, Miss. We will do our best to assist you!"

The time in the Drift seems to fly by as Quig and Scout familiarize themselves with the ship and its systems. They are all set when the enemy ships approach. "Extra energy to the weapons systems, Scout! Let's blast them from the sky before they have a chance to damage us."

Engineering (divert to weapons): 1d20 + 13 ⇒ (3) + 13 = 16

And we're off to a great start! Ugh

Scarab Sages

Iseph the Pregenerated wrote:

I'm still absorbing the space combat rules, but it seems that I should get a piloting check up now, since it sort of takes the place of initiative in this situation.

Your not wrong, but not 100% right. I just looked it up and the rulebook says; 2. Helm

Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round.

So, yes you need to make a piloting check for initiative, but it happens in the Helm phase

Scarab Sages

Quig tries to divert energy to the weapon systems

DC = 10+ 2* starships tier..which is 4 so that's an 18

but fails to press the right sequence of buttons in time and some sparks fly..but the weapons do not become more powerful

-----------------------------

I think that concludes phase 1 Engineering so we move to phase 2 Helm

You already rolled piloting for initiative and a scan with captain boost..I'll just roll once for all 4 enemy ships...if we get the hang of this I might split them in 4 different ones..but I'd like to keep it simple for now

Piloting for init: 1d20 + 10 ⇒ (4) + 10 = 14

You win, you can react to enemy movement

---------------------------------

All 4 enemy ships fly closer to you in a straight line

You can now react to that by moving on your own

------------------------------------

Science offers can do things now aswell, you already did a scan..assisted by the captain for a total of 11..which is enough for a successful scan to give you basic information;

Tiny starship racer
Speed 12; Maneuverability perfect (turn 0), with 1 pilot

----------------------------------

Your pilot can do movement now, including trying to stunt..and then I think we move to the firing phase


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Yeah, that's what I thought. I just meant I needed to make a Piloting check to figure out when I'd get to act relative to the other pilots.

”Preparing for evasive maneuvers,” Iseph says, his tone calm and focused. ”I’ll swing around wide, so our gunners should have their choice of targets.”

Use Evade maneuver for +2 AC and +2 TL.

Piloting, Ship Bonus, DC 18: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33

DM – I made our ship itself into an arrow, since it seemed easier and clearer to indicate facing that way than to use the arrow drawn on the hex. Hope that’s okay and that it’s clear to everyone. I also drew a dotted line to represent the path I took, so you could see the spacing between turns and total distance moved.

Exo-Guardians

SP 32/32; HP 34; RP 5; EAC 21; KAC 23; Fort +5; Ref +4; Will +4 (+2 vs. fear effects)

"I choose them all!" Obozaya rumbles from the turret.

Scarab Sages

1 person marked this as a favorite.

Arrow seems to be logical..so let's go with that....also I just looked at the errata for this adventure and...

As our science officer scans the area outside of your ship again he notices that one of the goblins ships was actually a duplicate echo produced by some strange planetary emmination

It mentions both there being 3 as well as 4 enemy ships, the correct amount turns out to be 3 and not 4..so subtracting one of them

Suddenly you hear to most awful sounds blasting through your com system;

Jam your sensors, you be blind,
All our targets we will find.
Sitting duck depleted shield,
You go BOOM in our starfield!

Intimidate: 1d20 + 5 ⇒ (14) + 5 = 19
Intimdiate: 1d20 + 5 ⇒ (13) + 5 = 18
Intimdiate: 1d20 + 5 ⇒ (12) + 5 = 17

Which distracts your gunners so much that they have to cover their ears for a bit which effects their aim.

-2 on to hit during shooting phase due to being taunted

-------------------------------------------------

I think we are done with the Helm phase and are moving into Shooting now?


Male Kasatha kasatha Solar 4 | SP 32 | HP 32 | RP 3 | EAC 16 | KAC 16 | Fort +5 | Ref +2 | Will +5 | Init +2 | Perc +7

Just so I have this right, I accept the role as a secondary gunner to our more gun happy friend :P

But you can only fire each one the guns once per round and our current position puts us only with starboard in range. But we have a turret so one of us uses the starboard and the other the turret?. I don't have access to the book right now as im out all day do I use my attack modifier?

"Let's focus on getting one to hit first." He shouts over to Obozaya in the turret as he attempts to lock on to one of the ships with light laser cannon but is put off as the comms screech on with loud chanting from the other ships.

Targesting: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Light laser cannon Damage: 2d4 ⇒ (2, 3) = 5


Female Human Envoy 4
Raonalt wrote:
But you can only fire each one the guns once per round and our current position puts us only with starboard in range. But we have a turret so one of us uses the starboard and the other the turret?. I don't have access to the book right now as im out all day do I use my attack modifier?

You want 1d20 + (Ranks in Piloting or BAB) + DEX Mod + ship mods (none) + help from the captain (currently none)


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9
Raonalt wrote:
But you can only fire each one the guns once per round and our current position puts us only with starboard in range. But we have a turret so one of us uses the starboard and the other the turret?. I don't have access to the book right now as im out all day do I use my attack modifier?

I was imagining that you could fire anywhere in the flight path I drew, which is why I chose it. Sorry it that goofed us up a bit. But I think you're right, that each of the gunners can still get an attack, using the starboard arc and the turret.

Exo-Guardians

1 person marked this as a favorite.
SP 32/32; HP 34; RP 5; EAC 21; KAC 23; Fort +5; Ref +4; Will +4 (+2 vs. fear effects)

"Get cocky, kid," Obozaya urges in a gleeful voice as she opens fire in the turret.

Targeting: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Damage: 3d6 ⇒ (3, 5, 5) = 13

Gunnery Check = 1d20 + the gunner’s base attack bonus (4) + the gunner’s Dexterity modifier (3) + bonuses from computer systems (not sure if this should be +4 for the ship's computers though I see Garrett says it's 0) + bonuses from the captain and science officers + range penalty.


Female Human Envoy 4
Obozaya Vesk wrote:
bonuses from computer systems (not sure if this should be +4 for the ship's computers though I see Garrett says it's 0)

Hmm, not sure about that +4, there are definitely some floating +1 mods that can be applied to a certain number of checks per round, and those can clearly work if we haven't used them yet.

Scarab Sages

I've looked at the rules and I can't find if the +4 computers is the same as a bonus from computer systems..but for now, let's just assume it is until one of us finds an answer one way or the other

Raonalt fires the laser and it flies right in front of one of the enemy ships

Obozaya takes a beter shot and opens fire at one of the ships

I'm not 100% sure if the listed AC in the target blocks is something I still need to modify with pilot skills and stuff..but for now I'm going to assume that's the target number for you to hit

I think from your current position the most sense is to hit blue in it's rear?

and manages to hit his target and blasts right through the junky ships rear shields

The junkers return fire using their turrets (so they all can get you in one of their firing arcs)
To hit using their gunnery check with a floating +1: 1d20 + 5 + 1 - 2 ⇒ (1) + 5 + 1 - 2 = 5 -2 for distance
To hit using their gunnery check with a floating +1: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
To hit using their gunnery check with a floating +1: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

And one of them manages to hit
Damage to your right sided shields: 3d4 ⇒ (2, 1, 4) = 7

Damage:
Enemy
Hull points: 8
Rear shields: 5 - gone
You
Hull points: 0
Right sides shields (which I think is starboard?) 7 (from 15 total)

Which I think brings us at the end of this round and the beginning of round 2; engineering phase


Female Human Envoy 4

Just getting this out of the way so it's ready when the Piloting phase comes around, I'm going to encourage on the Piloting check for initiative.

Assist with Piloting: 1d20 + 9 ⇒ (16) + 9 = 25

That will give our pilot a +2 on the initiative check.


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Also posting this now for when the time comes around:

"Okay, gonna line you up for our forward guns and turret this time, hopefully get around behind the one with no rear shield left," Iseph remarks, his eyes scanning his displays and his fingers moving rapidly over a touchscreen readout of potential paths through the enemy squadron. "Guess I'm still getting the hang of this thing."

Use Evade maneuver for +2 AC and +2 TL. Will move our ship once I see where they've ended up.

Piloting, Ship Bonus, Assist, DC 18: 1d20 + 14 + 1 + 2 ⇒ (8) + 14 + 1 + 2 = 25


Female Human Envoy 4

Was that the Piloting check for your maneuver, or the one for initiative? I was giving you one for initiative (because winning initiative is awesome), which I don't think you rolled...


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Sorry, forgot I needed to make separate checks. Let's call that the initiative check, since I have to make that first anyway, and I'll make another check later for my declared action.

Sovereign Court

QUIG male ysoki bounty hunter mechanic 4 | SP 32, HP 25 (30)/26, RP 5 | EAC 17, KAC 17 | F +3, R +1, W +3 | Spd 30' | Perc +8 | Init +2

The rat is rocked by the blast to the ship's side. "Scout! All power to the shields!"

engineering, divert to shields: 1d20 + 13 ⇒ (12) + 13 = 25

Scarab Sages

Quig diverts power to the shields

Which seems to restore 5% of your CPU which is 175 ..so 5% of 175 is...8,75..which is more then the 7 damage your starboard shield had...so it's full again

Enemy init: 1d20 + 10 ⇒ (11) + 10 = 21

You win init..so the enemy moves first

All 3 enemy ships turn to face you head on and move towards you.

-----------------

Damage:
Enemy
Blue
Hull points: 8
Rear shields: 5 - gone
You
Hull points: 0
Right sides shields : 0 (from 15 total)

Helm phase for movement (and possible stunting)

Followed by gunnery phase - which I think you can take at the same time..I doubt you'd be moving out of firing range.


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Iseph banks hard around to starboard, shifting a bit to one side then the other in the midst of his turn to present a more challenging target. He comes around behind a pair of goblin junkers, lining up the forward guns! "Take out the one to the left, if his shields are still down," he says clinically.

Use Evade maneuver for +2 AC and +2 TL. I believe the blue one has lost his rear shields, right?

Piloting, Ship Bonus,DC 18: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28

Exo-Guardians

Male Shirren Priest Mystic (4) | S28 HP30 R6 | EAC 16, KAC 16 | F+3 R+2 W+8 | Init+1 | Perc+11

Hmm. Not sure how much good another sensor scan is going to do... and shields are back at full. So... I'll try to target a system? This is a "push" action but I'm not clear on how that is different except that it won't work if our sensors are damaged, and they're not. (And it's hard, so I may not make it, but...

Keskodai is beginning to appreciate all the various things he can do with his computers. Ooh, I wonder what that button does? So many choices. How about.... this. He selects the icon of the ship that just struck the starboard shields, then an icon he thinks represents their weapons. That looks important.

Science Officer--Target Systems (DC 15+tier of enemy ship+countermeasures): 1d20 + 5 ⇒ (20) + 5 = 25 (Plus any other bonuses? Computer? Captain?) If successful, we get a critical hit on the weapons system on a natural 19 or 20.

Exo-Guardians

SP 32/32; HP 34; RP 5; EAC 21; KAC 23; Fort +5; Ref +4; Will +4 (+2 vs. fear effects)

Targeting: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 3d6 ⇒ (6, 3, 1) = 10

"OBOZAYA!" Obozaya hollers as she gleefully fires another salvo toward the ship that just shot them.


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Our ship gives a static +4 bonus to Computers checks, as well as a +2 to any two checks per round, so we should remember to use those!


Male Kasatha kasatha Solar 4 | SP 32 | HP 32 | RP 3 | EAC 16 | KAC 16 | Fort +5 | Ref +2 | Will +5 | Init +2 | Perc +7

Raonalt listens to the commands and aims for the ship on the left damage from other shots.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 3d6 ⇒ (1, 2, 6) = 9

firing just at the last second as the ship banks into view.

Scarab Sages

@Iseph, yes. The blue one has lost it's rear shields..and some hull points

Iseph banks hard around to starboard, shifting a bit to one side then the other in the midst of his turn to present a more challenging target. He comes around behind a pair of goblin junkers, lining up the forward guns and Keskoda tries to locate a weak point in the enemy ship and manages to find a prime targeting location Obozaya quickly exploits the opening by unloading into the rear of the blueish junker which hit square in the back bypassing it's shields

The 2 junkers in front of you unload with their rear light lasers while the other one tries to do the same with it's front arc weapon

To hit front AC: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
To hit front AC: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
To hit front AC: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20

Which I think results in 2 hits to your front shields

Damage: 2d4 ⇒ (3, 3) = 6
Damage: 2d4 ⇒ (3, 4) = 7

Damage:
Enemy
Blue
Hull points: 18
Rear shields: 5 - gone
You
Hull points: 0
Front shields: 13 (from 15
Right sides shields : 0 (from 15 total)

Scarab Sages

Engineering phase:

to keep things moving I'll NPC Keskoday and Quig in for now.
i'm assuming you'd want to repair your shield

Keskoday tries to divert some energy to your shields working along side Quig

1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 13 ⇒ (15) + 13 = 28

together they almost manage to repair all damage to the forward shields

up:
Helm phase

1d20 ⇒ 11
From the "moon" a tractor beam is fired which catches your spaceship in it. it seems to drain some power out of your systems (It lowers your AC and TL by 2 until the start of the next helm phase).

While caught within the tractor beam, a ship cannot move; however, a PC currently acting as a pilot can escape from the tractor beam’s hold at the start of the helm phase by succeeding at a high enough piloting check


Damage:
Enemy
Blue
Hull points: 18
Rear shields: 5 - gone
You
Hull points: 0
Front shields: 4 (from 15)
Right sides shields : 0 (from 15 total)


Female Human Envoy 4

Navasi will once again assist with the initiative piloting check

Assist with Initiative: 1d20 + 9 ⇒ (11) + 9 = 20


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Iseph feels the ships controls suddenly begin to fight him, as the tractor beam takes hold! He rapidly taps a series of buttons, takes a tight grip on the controls, hoping he can break free!

Just adding some color to the initiative check.

Initiative: Piloting, Ship Bonus, Assist: 1d20 + 14 + 1 + 2 ⇒ (12) + 14 + 1 + 2 = 29

Scarab Sages

Enemy init: 1d20 + 10 ⇒ (2) + 10 = 12

-------------------------------------

The red junker tries to slide closer to your ship

Piloting check: 1d20 + 10 ⇒ (3) + 10 = 13 (Dc=10+(2*1)

which it just barely manages to do.

The blue one just turns in place and the yellow one starts something which might at some point become a flanking maneuver

----------------------------------

You guys can move now..and fire

Exo-Guardians

SP 32/32; HP 34; RP 5; EAC 21; KAC 23; Fort +5; Ref +4; Will +4 (+2 vs. fear effects)

O! Bo! Za! Ya!" the vesk hollers, blasting away at the approaching red ship.

Targeting: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage: 3d6 ⇒ (6, 2, 4) = 12


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Iseph tracks the three opponents a moment before deciding to continue his focus on the tail of the junker whose rear shields are damaged.

Continue to use Evade maneuver, get behind blue.

Piloting, Ship Bonus, DC 18: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20


Male Kasatha kasatha Solar 4 | SP 32 | HP 32 | RP 3 | EAC 16 | KAC 16 | Fort +5 | Ref +2 | Will +5 | Init +2 | Perc +7

Raonalt locks his eyes on the scanners attempting to keep the lock on the Goblin ships. "Keep it up! We've got this." He shouts out to the others as he fires his weapons.

Targeting: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 3d6 ⇒ (3, 4, 2) = 9

Scarab Sages

Iseph the Pregenerated wrote:

Iseph tracks the three opponents a moment before deciding to continue his focus on the tail of the junker whose rear shields are damaged.

Continue to use Evade maneuver, get behind blue.

You might have missed it, but your ship is stuck in a tractor beam; you can't move and your defenses all lowered. I'll use your piloting check for the escape the tractor beam attempt

By pushing the engines full speed Iseph manages to break your ship free only barely managing to do so

I've moved you back..but I'm not 100% sure it's where you started from.

Oboyaza and Raonalt fire their guns into the enemy while the junkers unload on your ship

To hit: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 Damage: 2d4 ⇒ (1, 3) = 4
To hit: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 Damage: 2d4 ⇒ (4, 3) = 7
To hit: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 Damage: 3d4 ⇒ (2, 1, 4) = 7

As the blue junker explodes in a shower of metal parts your front shields get blow away and your ships rocks as it takes a shit to your starboard sides shields

Damage:
Enemy
Blue - gone
You
Hull points: 0
Front shields: 15 (from 15)
Right sides shields : 3 (from 15 total)

Scarab Sages

Up: Engineering phase


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Sorry, forgot we were in the tractor beam. Looks like you got us back in the right spot.


Female Human Envoy 4

Navasi will assist whichever piloting roll Iseph prefers

Piloting Assist: 1d20 + 9 ⇒ (4) + 9 = 13

Exo-Guardians

Male Shirren Priest Mystic (4) | S28 HP30 R6 | EAC 16, KAC 16 | F+3 R+2 W+8 | Init+1 | Perc+11

Seems like shields are still the issues, so when it's my turn I'll (try to) Rebalance Shields again.

Keskodai sees lights beginning to flash on his console. "Forward shields down! Maybe we'll get to see the Boneyard after all!"

He considers everything before him then swipes a finger around all four shield quadrants and tries to order the computer to rebalance the shields.
Computers +4 from ship's computer: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20

Sovereign Court

QUIG male ysoki bounty hunter mechanic 4 | SP 32, HP 25 (30)/26, RP 5 | EAC 17, KAC 17 | F +3, R +1, W +3 | Spd 30' | Perc +8 | Init +2

"What's taking you so long? Destroy these punks!" Quig curses the others while he runs around the engineering station, pulling levers and pushing complicated button routines.

engineering, divert to shields: 1d20 + 13 ⇒ (15) + 13 = 28

Scarab Sages

Keshkodai rebalances the shields while Quig manages to restore most of the shields

(Not sure how you want to balance the shields since it seems you can just add all shields together and divide it how you want. But since you also restore 8,75 ..so let's call it 9..evenly distributed between all quadrants. ..any left over goes to the front shields..I'll divide it roughly evenly for no if that's ok)


Damage:
Enemy
Blue - gone
You
Hull points: 0
Front shields: 4 (from 15)
Right sides shields : 2(from 15 total)
Left side shields: 2
Rear shields: 2

1d20 ⇒ 10

The tractor beam almost graces our outer hull but you are free to move for now

------------------------------------

Up piloting:
Initiative: 1d20 + 10 ⇒ (2) + 10 = 12


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Initiative: Piloting, Ship Bonus, Assist: 1d20 + 14 + 1 + 2 ⇒ (11) + 14 + 1 + 2 = 28

Scarab Sages

You guys won initiative and are not in the tractor beam..so you get to move first, after movement - shooting


Female Human Envoy 4
Revvy Bitterleaf wrote:
You guys won initiative and are not in the tractor beam..so you get to move first, after movement - shooting

Umm, if we won initiative then they should have to go first...

Scarab Sages

I just realized that..sorry spaced out for a minute.

Scarab Sages

The enemy junk ships try to close in on your vessel from opposing sides


M Android Operative 4 | SP 24 | HP 28 | RP 6 | EAC 19 | KAC 19 | Fort +1 | Ref +8 | Will +4 | Init +6 | Perc +9

Iseph nimbly banks the ship out from between the junkers, swinging around to come at one of them by the tailpipes!

Use Evade maneuver again, get behind yellow.

Piloting, Ship Bonus, DC 18: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28

Exo-Guardians

Male Shirren Priest Mystic (4) | S28 HP30 R6 | EAC 16, KAC 16 | F+3 R+2 W+8 | Init+1 | Perc+11

Sorry, I'm a little confused as to what phase we're in. Are we in the helm phase? If so, think Keskoday will try to target an enemy ship's weapons systems. I'm a little worried I'm posting too many actions for myself but I also don't want anyone waiting for me.

Keskoday positively quivers in joy as he moves through the options available to him at the science officer's console and sees the results almost immediately. The idea that the ship might soon be open to vacuum seems to be of little concern. "By Phasmara, this is thrilling. Would anyone like me to initiate the self-destruct? If we are going to die, I'm fairly certain few cultures have 'floating in vacuum' as a burial rite. Incineration seems the better choice." Even in your minds, his voice has a certain sing-song quality to it.

As he prattles on, he selects whatever ship Obazaya has designated as her target and tries to identify the enemy's weapon systems.

Computers (Target System): 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23
DC is 15 + Enemy Tier + Defensive Countermeasures. If successful, critical hit on system with a roll of 19 or 20.

Exo-Guardians

SP 32/32; HP 34; RP 5; EAC 21; KAC 23; Fort +5; Ref +4; Will +4 (+2 vs. fear effects)

I'm a little confused too, but I *think* us gunners are up.

"We aren't going to die today, Shirren! I have yet to become famous enough to have odes sung in my honor across the 'verse, so I cannot die yet today. And as you are all on the ship with me, you cannot die today either! Or at least, we cannot all die together; I suppose one of you might still die this day. No offense..."

She opens fire again, at the yellow ship in front of them.

"Goblins on the other hand? Today, they DIE!"

Targeting: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage: 3d6 ⇒ (5, 4, 5) = 14

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