Rando's Starfinder 2018 - Zothune
(Inactive)
Game Master
rando1000
Exsilium
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
Sharlavaka waded through the crowds, most of which only came up to his hips, with a surprising amount of finesse and skill. He was slowed more by not walking straight over the Dwarfs than anything else.
Tamrat pipes up as they're moving through the crowd, "Friends please, we must be getting through! If you could kindly allow us passage, it would be most appreciated!"
Diplo: 1d20 + 16 + 1d6 + 1 ⇒ (3) + 16 + (6) + 1 = 26
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Impressive bonuses.
As Sharlavaka moves ahead dexterously, Tamrat calls out in a friendly but authoritative voice, and the common miners, with some grumbling, move aside as best they can to allow you passage. Of course, in a couple blocks you'll be hemmed in again, but any time saved may be crucial.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Pushing your way toward the light at the end of the vast cavern that makes up The Old City, you get a bit tangled up again a couple blocks to exit. Meanwhile...
I'll be posting a map later.
"We're going to land at the edge of the Quardath. That means you guys have about a quarter mile to cover. Can't get closer than that; buildings are too tight and Defense Force hovercars are canvasing the area."
Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'
Thalin tries to work his way through the crowds as smoothly as he can, causing as little disruption as possible while taking every move forward he can find.
Acrobatics: 1d20 + 18 ⇒ (17) + 18 = 35
Athletics: 1d20 + 13 ⇒ (7) + 13 = 20
Yep, same dice rolls as I remember. And I didn't cheat and change the order! If I had, wouldn't I have made the totals 30 and 25 instead?
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
You've made it to the outer city, and from here you can see the battle raging in the air. Defensive hovercars are pelting downward into the streets a few blocks ahead, presumably at Azlanti invaders. The invaders are firing back, occasionally taking out hover.
The PCs are moving toward Map South, to rendezvous with the Exsilium in an open area. Mostly Dwarven bystanders are moving toward Map North (toward the Old City and the safety of the caverns). Azlanti troops are hot on their tails.
Street Round 1
Thalin's kind of hard to see; he's mingled into the crowd thanks to some decent rolls. Shalavaka's coming in behind, with the rest of the crew following.
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Well, this was going to get awkward. Sharlavaka armed his weapon, but didn't wish to fire until he was sure of his fire lanes. Shooting over the Dwarfs was possible, but dangerous. He continued to move towards the Azlant, hoping for a better shot.
Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
Six-Pack, advance via rooftop... Target Azlanti troops, no Dwarf casualties. Indexing images for recognition.
Step aside, let us through... We've got the Azlanti scum, get to safety. James advances as much as he is able.
Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'
Hunh. They'r righ' in t' mix w' t' civilians. Gotta git us bet'r angle . . .. No time fer t' kit. Thalin looks to his left, and sees if he can't climb up onto that building so that he can shoot over the other dwarves instead of through them . . ..
Athletics (Climb): 1d20 + 13 ⇒ (2) + 13 = 15
Athletics (Climb): 1d20 + 13 ⇒ (5) + 13 = 18
Dicebot thinks that was a HORRIBLE idea, obviously.
Stone or brick wall is a DC20. Smoother walls, like space station walls are a DC25. Missing by more than 4 means falling, but his effective climb speed is only 15' so he couldn't have gotten far. Missing by 4 or less means no progress, so he's at the bottom of the wall, feeling pretty sheepish, I imagine.
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
Noting how their heavy hitter was having trouble getting into position, Eshenvral approached him carefully from behind and chanted something elvish. The Vesk would then find himself lifted up into the air against his accord, with only Esh's voice there to abate any panic. "You'll get a better angle of them from high up. Take advantage while you can, it'll last seven minutes only."
Casting Flight (T3) to give Sharlavaka a flight speed.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Thalin Shieldbearer wrote:
Stone or brick wall is a DC20. Smoother walls, like space station walls are a DC25. Missing by more than 4 means falling, but his effective climb speed is only 15' so he couldn't have gotten far. Missing by 4 or less means no progress, so he's at the bottom of the wall, feeling pretty sheepish, I imagine.
No worries, walls are stone. Missed by 2.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Eshenvral Kothiavus wrote: Casting Flight (T3) to give Sharlavaka a flight speed. Very nice.
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
"Seven minutes? Should be sufficient." Sharlavaka felt confusion and disorientation as he bodyweight shifted to neutral. But he had enough Zero-G experience to make up for this, and began to float over to a building. He suspected that simply floating into the area would be what many would dub 'target practice', and while he was resilient he would prefer to avoid the wrath of the Azlant military's entire might.
Instead, he used the windows of the nearby buildings as cover and kept to the minimum height that would give him a clean shot.
Tell me when I can start shooting, Rando. Also it was so hard not to make a 'Seven minutes is all I can spare' joke.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Initiative, Round 1
Tamrat: 1d20 + 4 ⇒ (16) + 4 = 20
Thalin: 1d20 + 12 ⇒ (14) + 12 = 26
Sharlavaka: 1d20 + 4 ⇒ (11) + 4 = 15
Esh: 1d20 + 3 ⇒ (16) + 3 = 19
Joyride: 1d20 + 3 ⇒ (19) + 3 = 22
Azlanti: 1d20 + 4 ⇒ (11) + 4 = 15
Bystanders: 1d20 ⇒ 1
Conveniently, entire party, Azlanti, bystanders
Tamrat radios to Sharlavaka, "Look alive, get ready to start shooting!"
Using Hurry on Sharlavaka.

Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
"Let's give them some more targets, shall we?" The elf murmured, taking a moment to look around for good positions. Finding a good building that was higher up and had some blasted out windows, he weaved his hands together and twisted photons into a new form.
To the eyes of the Azlanti invaders, an unexpected squad of dwarven defenders have emerged in a strategic position, yelling out gibberish that sounded vaguely dwarven and blasting towards them in a harrying maneuver. Over his commlink, he spoke a codified message that would let the actual defenders know that these reinforcements were merely holograms.
Holographic Image T2, creating a false contignent of dwarves. They're providing "Harrying fire" without actually twying to strike the Azlanti, and are ducking behind their cover after firing their weapons.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
So extra move action for Sharlavaka this turn and "the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll."
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Getting to the place he could get the best shot, Sharalvaka paused then opened fire.
To Hit: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 2d8 + 7 ⇒ (1, 3) + 7 = 11
Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'
The dwarven temperament shies through as Thalin doesn't even consider closing with the Azanti at this point, but continues to try to climb this wall!
Athletics (Climb): 1d20 + 13 ⇒ (9) + 13 = 22
If 15' is enough for him to scramble up on that roof, then he will pull his weapon and try to get a bead on the bad guys. If not, then he will attempt to continue to climb.
Athletics (Climb): 1d20 + 13 ⇒ (13) + 13 = 26
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Sharlavaka hits one with a solid attack. They survive the hit, however.
Thalin is capable of reaching the top of the building in one move action.
So...
Joyride stated he wanted to move, Sixpack is also moving into place to rain hell on the additional Azlanti, which appears to be an entire platoon of about 40 (whom Sharlavaka and Thalin can now see because they've got altitude).
The defensive forces are also targeting them, so don't feel like your goal is to take them all out
Esh cast flight LAST ROUND, technically he can still act if he wants.
Sharlavaka flew up and attacked.
Thalin climbed the wall (technically I think he can still attack as well.
Tamrat use a special ability.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Most of the Azlanti continue to open fire on the fleeing miners and other civilians. Several others manage to take out a Defense Force hovercraft, which crashes off-map and destroys a building.
One of the troops fires his rifle at Sharlavaka.
1d20 + 10 ⇒ (5) + 10 = 15
2d10 + 5 ⇒ (2, 3) + 5 = 10
Three of them managed to perceive Sixpack, but only one is in a position to bother with him.
1d20 + 10 ⇒ (3) + 10 = 13
2d10 + 5 ⇒ (6, 1) + 5 = 12
Holding to see if Esh and Thalin would like to act, then I'll put up a new man and start round 2.
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
Eshenvral Kothiavus wrote: "Let's give them some more targets, shall we?" The elf murmured, taking a moment to look around for good positions. Finding a good building that was higher up and had some blasted out windows, he weaved his hands together and twisted photons into a new form.
To the eyes of the Azlanti invaders, an unexpected squad of dwarven defenders have emerged in a strategic position, yelling out gibberish that sounded vaguely dwarven and blasting towards them in a harrying maneuver. Over his commlink, he spoke a codified message that would let the actual defenders know that these reinforcements were merely holograms.
Holographic Image T2, creating a false contignent of dwarves. They're providing "Harrying fire" without actually twying to strike the Azlanti, and are ducking behind their cover after firing their weapons.
Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'
I said I don't think I can, but if the judge says I can, well . . ..
Once in position, Thalin pulls his ring and sends a plasma blast downrange. Literally.
Single-Valve Plasma Ring @ between 60' and 80' distance w/ Far Shot: 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21
E & F: 1d4 + 3 ⇒ (3) + 3 = 6
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Eshenvral Kothiavus wrote: Uh, boss? I did act. Sorry, had a few to many drinks when I posted, wasn't tracking well I guess.
Thalin hits as well, doing some damage.
The Dwarves continue to push inward, attempting to get out of the way of the invaders, or occasionally turning to counter-attack.
Top of Round 2
Map Round 2
Let me know if anyone thinks they're out of place.
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Ignoring the incoming fire, Sharalvaka opened up again. It wasn't like he could easily miss firing into the pack like this.
To Hit: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 2d8 + 7 ⇒ (4, 3) + 7 = 14
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
In the back of his mind Eshenvral continues to have his holograms fire into the Azlanti platoon. If return shots are being given, he has one of phantom dwarves 'die' after getting hit, in order to seem realistic. He himself moves forward through the crowd, before then taking a left and stepping into the clear grassy area. His hands began to spark with arcane power, sending shiver down his spine. The mage then stepped forward, and unleashed it all at once through his enemies.
Arcing Surge: 10d6 ⇒ (6, 5, 5, 1, 4, 4, 6, 2, 2, 2) = 37 18 reflex for half, 120 ft. line from his position. Should slam a large chunk of them.
Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'
The dwarf tries to adjust position to maximize his cover, before taking a shot at the one closest to him . . ..
Trick Attack w/ Survival & Take 10 - Because I can: 10 + 17 + 4 = 31 Succeeds and makes him FF if CR 11 or less
Single-Valve Plasma Ring: 1d20 + 11 ⇒ (4) + 11 = 15
E&F w/ Trick: 1d4 + 3 + 4d8 ⇒ (1) + 3 + (1, 6, 2, 2) = 15 Or 4 if not Tricked
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Was waiting to see if Tamrat and Joyride were going to jump in with actions in round 2.
Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
rando1000 wrote: Was waiting to see if Tamrat and Joyride were going to jump in with actions in round 2. Sorry, I'm waiting on grenade action. Are there any cameras I can hack to better locate Azlanti forces?
Wiped from work. Will have actions up tomorrow.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote: rando1000 wrote: Was waiting to see if Tamrat and Joyride were going to jump in with actions in round 2. Sorry, I'm waiting on grenade action. Are there any cameras I can hack to better locate Azlanti forces? Map
So Six-Pack is that sort of orange blob on the right near Thalin (it was originally a 6 but looks blurred). He should be able to reach the main bulk of the Azlanti moving in with grenades, if he wants.
As far as cameras, there are plenty of opponents in visual range to attack, but if you're looking for a better overview of the situation, you're going to have to access military equipment of the Defense Forces, who have eyes in the sky. Alternately, you might try contacting Gardathir and see if they have any agents or equipment positioned to assist you.
Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
Six-Pack clambers along the rooftops, finally perching behind what cover he can find. The words stream across Joyride's terminal. [i]Approaching unsubs identified as Azlanti troops. Nearest enemy cluster found, no risk of civilian casualties, no structure damage. Launching...
atk behind front line 15' radius (catchng the front line), grenade launcher, grid intersection AC 5: 1d20 + 8 ⇒ (11) + 8 = 19
dmg frag grenade: 1d6 ⇒ 1
Opening an encrypted channel, including the team and ship - Gardathir, this is James Maxwell, callsign "Joyride" of the Exsilium... we are about to bug out - once we board, requesting intel and video feeds for analysis.
Will overlay to discern attack pattern, goal and enemy vulnerability. Will share results.
If there is anything we can help with, please advise and I will relay to the Captain.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Message acknowledged, Joyride. Still no word from your handler Morgrym. Afraid he might have been in a safehouse that was hit with grenades during initial incursion.
Six Pack's attack hits but with limited effect.
Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
Safehouse? What safehouse, please forward coordinates to my node and Exsilium... Otis, please query the Captain regarding a possible focused search and rescue sortie.
Unfortunately, Morgrym is the high value target.
Thank you, Gardathir Communications. Keep us advised, we will reciprocate.
Tamrat leans out from cover and takes a shot at the Azlanti directly in front of Sharlavaka and radios to the party, "Focus your fire on that one!"
Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d12 + 6 ⇒ (6) + 6 = 12
Using improved get 'em on the Azlanti I shot, so everyone will get a +2 against them.
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
"Why focus on one when I can focus on all of them?" The technomage proposed, his hands sparking with seed lighting in preparation for another strike.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Thalin's trick attack was a miss, BTW.
Tamrat's shot is a success, but the trooper fights on.
Speaking of which:
Two fire at Thalin, though being on the roof he has cover; they need to hit KAC 27, which is gonna be rough.
1d20 + 10 ⇒ (10) + 10 = 20
2d10 + 5 ⇒ (6, 4) + 5 = 15
1d20 + 10 ⇒ (6) + 10 = 16
2d10 + 5 ⇒ (9, 4) + 5 = 18
Two more of the ones in front fire at Sharlavaka:
1d20 + 10 ⇒ (12) + 10 = 22
2d10 + 5 ⇒ (1, 5) + 5 = 11
1d20 + 10 ⇒ (17) + 10 = 27 - A hit
2d10 + 5 ⇒ (7, 1) + 5 = 13
And one finishes off the Dwarf to the left of Sharlavaka. They also march forward, prepared to enter melee with the Vesk if necessary.
Dwarves take some potshots, but fail. In fact, one fails to badly it hits Sharlavaka from behind, but glances off his armor without damage.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Top of Round 3
Whole party may act. New map is coming, but essentially, the dwarves will have moved past you, and the Azlanti will have advanced.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
From Last round; sorry I missed it.
Eshenvral Kothiavus wrote: The mage then stepped forward, and unleashed it all at once through his enemies. Almost all of the opponents in question are caught completely off guard by the attack. One falls to the ground, dead. The rest of that entire row of the Azlanti now have smoking entry marks in their armor, and are visibly shaken by the damage they've just received. Unbelievably, they seem prepared to soldier on.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Well, Sharlavaka wasn't sure fighting them all in close combat was a good plan. Even if Azlant soldiers were made of foam, enough foam could bury you. Instead, he floated backwards and kept firing. Flight was useful. Maybe he should get a jetpack?
To Hit: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 2d8 + 7 ⇒ (7, 8) + 7 = 22
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
Deciding that he has a chance for at least one more shot with his spell, esh peaks himself outside of cover long enough to finish another shot of lighting, tearing through his already battered and rattled targets.
Arcing Surge: 10d6 ⇒ (1, 1, 1, 4, 6, 3, 6, 2, 1, 4) = 29 18 reflex for half, 120 ft. line from his position.
Up in the structure, his false contingent of dwarves give off the impression of cheering, making rude gestures and redoubling their apparent efforts. As Azlanti continue to fire upon them, more of the 'dwarves' seem to die. One he decides to execute in a particularly goresome manner, a wild Azlanti shot appearing to sever it's arm and causes it to seemingly loose balance. It falls, crashing with an apparent rattle of leaves into a shrub just below.
Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
James targets the nearest standing Azlanti and pulls the trigger... all the while wondering if there is something more useful he could be doing.
Six-Pack... give me a smoke grenade, center mass and don't include the front line. Let's buy the miners some time. We already lost one.
atk Azlanti, handcannon: 1d20 + 8 ⇒ (5) + 8 = 13
Theatre of the mind-ish... just buying the Dwarves on the top of the screen some time to evacuate the kill zone.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Shalavaka's attack heavily damages another, though it still struggles on.
Esh's bolt takes out an astounding 7 of the troops he'd already injured, injuring two more critically.
Joyride's shot is a miss, but Six-Pack's smoke grenade strikes right where he wanted it, causing confusion as the Azlanti struggle over their injured and dead comrades.
Tamrat and Thalin still to act.
Tamrat forward to the next available cover before taking a shot at the closest Azlanti and saying, "Keep pushing, fend them off!"
Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d12 + 6 ⇒ (1) + 6 = 7
Moving to cover behind the next building, then spending a resolve point to do improved get 'em, giving a +2 to hit against all Azlanti within 60 feet.
Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'
The explorer will attempt to trick the one in the front on his side of the street, moving a little further away from the Azlanti mass before shooting at his selected target.
Trick Attack w/ Survival & Take 10 - Because I can: 10 + 17 + 4 = 31 Succeeds and makes him FF if CR 11 or less
Single-Valve Plasma Ring vs FF w/Improved Get'em: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
E&F w/ Trick: 1d4 + 3 + 4d8 ⇒ (1) + 3 + (1, 8, 1, 3) = 17
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Tamrat's shot finishes off a highly injured troop.
For Thalin, I'm going to give a +1 bonus for higher ground for a total of 17, but that's unfortunately still a miss (barely). Six-Pack should also get the same bonus.
At this point, the Azlanti still standing open fire yet again.
From the side street, two fire at Thalin on the roof (with cover):
1d20 + 10 ⇒ (19) + 10 = 29 Amazing! one hits!
2d10 + 5 ⇒ (5, 8) + 5 = 18
1d20 + 10 ⇒ (10) + 10 = 20
2d10 + 5 ⇒ (8, 7) + 5 = 20
In the front row (those not distracted by the smoke grenade), two focus on the (illusionary) Dwarves firing from above, while one fires on Sharlavaka, now several feet above and behind them.
1d20 + 10 ⇒ (12) + 10 = 22
2d10 + 5 ⇒ (7, 5) + 5 = 17
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
rando1000 wrote: Link for the Revenge, courtesy SerpentViolet.
Revenge
OOC: The “G”s were automatically reformatted from boxes you could check.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Don't care that much, dude. I'm not spending tons of time reformatting your documents.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
OOC: Judging from the fact that "Fire At Will" is a thing, I think gunnery stations aren't weapon specific. Of course it's up to Rando.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
SerpentViolet wrote: OOC: Judging from the fact that "Fire At Will" is a thing, I think gunnery stations aren't weapon specific. Of course it's up to Rando. OOC: I envision a gunnery station looking like a flight simulator, with the ability to call up weapon emplacements all over the ship.
(Fire At Will is on p.324.)
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
SerpentViolet wrote: OOC: Judging from the fact that "Fire At Will" is a thing, I think gunnery stations aren't weapon specific. Of course it's up to Rando. I see your point, but I've always envisioned at least the turrent kind of like the guns on the Millennium Falcon; requiring a gunner to be there. However, I'll allow the gunner from the turret to access the lasers remotely, so it's pretty close to the same thing.
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
No standing at shakey consoles as the ship is tossed and battered? Instead, we get the moving leather bucket seats? Sweet.
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
...Lowest initiative moves first...? What?
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Eshenvral Kothiavus wrote: ...Lowest initiative moves first...? What? "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."
I assume this gives the faster ones the most discretion.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Also see my house rule in the Gameplay section though. I'm allowing the highest initiative (which wasn't you, this time) to choose first movement or allow the loser to move first for tactical advantage.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
It occurs to me we'll need to pause before the gunnery phase to allow Quinn time to take her action.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
OOC: Guys, how about granting Vera the power to override Lockout? (Sorry if this is repetitive.)
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
*Sighs, rubs his forehead* Happy to here your cat's recovering. I've been out of sorts these last few days myself because one of our dogs was having issues. Conversely though, she didn't recover. We had to take her to the vet for the last time yesterday night.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Eshenvral Kothiavus wrote: *Sighs, rubs his forehead* Happy to here your cat's recovering. I've been out of sorts these last few days myself because one of our dogs was having issues. Conversely though, she didn't recover. We had to take her to the vet for the last time yesterday night. Ouch. I know what it's like to lose a cherished pet, particularly when he/she lingers first. I hope you gradually feel better.
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Take care of yourself, Esh.
Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
As for the lockout thing, I think it would make sense for Vera to override the lockout on Quinn's order.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Captain Olivia Quinn wrote: As for the lockout thing, I think it would make sense for Vera to override the lockout on Quinn's order. I like that.
SV
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Eshenvral Kothiavus wrote: *Sighs, rubs his forehead* Happy to here your cat's recovering. I've been out of sorts these last few days myself because one of our dogs was having issues. Conversely though, she didn't recover. We had to take her to the vet for the last time yesterday night. That's rough. I lost a cat earlier this year. May her memory be a blessing.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
OOC: The one almost nice thing with the cat I lost to cancer was that he waited for me to get to him in the hospital before he gave up the ghost.
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Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Cancer can, as a whole, go **** itself in the face with a chainsaw.
Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
Okay, got Quinn updated on her character sheet, pretty sure I got the numbers right, need to fix it though here I forgot about the 1st level race bonus.
Just thought of something funny I should do... Quinn should teach everyone Mandarin so we can have a secret language. Haha.
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Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Captain Olivia Quinn wrote: Quinn should teach everyone Mandarin so we can have a secret language. Haha. I have a slot for language open. :-)
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Captain Olivia Quinn wrote:
Just thought of something funny I should do... Quinn should teach everyone Mandarin so we can have a secret language. Haha.
Hao le! (好了)
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
Suppose one could be up or down relative to the galactic plane, but otherwise not much difference.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Eshenvral Kothiavus wrote: Suppose one could be up or down relative to the galactic plane, but otherwise not much difference. Well a planetary gravity well is a frame of reference, even once you're in orbit.
Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
Okay then, Mandarin lessons begin our next downtime!
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Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Whoo, time to play Jayne Cobb.
...I'll be in my bunk.
Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
Sharlavaka wrote: Whoo, time to play Jayne Cobb.
...I'll be in my bunk.
Shiny!
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
rando1000 wrote: I was unaware that an official FAQ had changed the Diplomacy DC on Encourage to a hard 15. Sharlavaka does get the +2 bonus from Encourage this round. That's Encourage. What happened to Demand?
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
You know, I gotta be honest. I juat plain find the "space battle" aspect of this game to be kinda boring and monotonous. Coupled with the fact I understand the rules for it fairly poorly. Maybe it's more exciting in live sessions, I don't know.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Eshenvral Kothiavus wrote: You know, I gotta be honest. I juat plain find the "space battle" aspect of this game to be kinda boring and monotonous. Coupled with the fact I understand the rules for it fairly poorly. Maybe it's more exciting in live sessions, I don't know. Might be. Also science officer is less exciting than piloting and shooting stuff, for most people. You're rolling to give someone a bonus. Everyone except the gunner and the pilot is basically a bard or cleric, by comparison.
That said, it's kind of fun from my perspective, having control of so many ships.
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
Being a GM is always fun, can't fault you tgere. I'll try to give my science officer posts a bit more life next time- and uh, actually make them.
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Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Spock it up, damnit! Maximum Logic!
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
SerpentViolet wrote: rando1000 wrote: I was unaware that an official FAQ had changed the Diplomacy DC on Encourage to a hard 15. Sharlavaka does get the +2 bonus from Encourage this round. That's Encourage. What happened to Demand? Rando?
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Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
haha whoops just realized my last post here was as Zelda not as Quinn lmao good thing it was discussion and not the gameplay thread llol
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
SerpentViolet wrote: That's Encourage. What happened to Demand?
Rando?
Not sure what your question is here.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Rando, you mentioned that they applied a revision to the Captain's action Encourage. I was wondering what happened (if anything) to the action Demand.
SV
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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
"For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier."
FAQ
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
I'm afraid I may be unavailable for Saturday and Sunday, as I have a family emergency to go and help with. Sorry if it causes a delay.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Sharlavaka wrote: I'm afraid I may be unavailable for Saturday and Sunday, as I have a family emergency to go and help with. Sorry if it causes a delay. Take care of yourself and your family. Hear from you when you get back on.
Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Piloting for initiative: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
I'm heading out of town this weekend, will have limited time, if any, to post. So if you don't see anything for a few days, don't worry. I'll be back at it next week.
Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |
Is there a way for me to get shields back up where we just lost them?
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
You can redistribute again like you did last round, though they're getting slim all the way around. Right now, you have 4 Forward, 3 Port, and 3 Starboard. Boosting them will require Otis to succeed at a Divert check, which he just failed the 2nd round in a row. He only needs a natural 7 or better, but the dice are not his friend right now.
Note that it is Helm Phase, so this would be when Esh would act, if you'd like to try that.
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Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
So good news my car is fine, the mechanic got it started just fine. So weird.
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Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
So the bad news if you need to take your car to an exorcist? Which is probably expensive. Not everyone gets a family discount...
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Sharlavaka wrote: So the bad news if you need to take your car to an exorcist? Which is probably expensive. Not everyone gets a family discount... Especially if you live in a multi-cultural area. You might have to throw a Rabbi, a Catholic Priest, a Korean Shaman, an Imam, a Medicine Man and who knows who else at it before you get down to the problem.

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Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
Actually good news... I called my friend when the car yet again wouldn't start because I knew my cousin was annoyed and I don't have the money for towing anyway so I prayed it would start so at least I could drive it home... but he'd said that he would come by in the morning and see if we could jump it, and if not he'd have it towed to his house. Well, it started so I decided to drive it to his house, and then got a ride home. After a few days with the car, he realized what was going on.
See, the car starts fine. I drive it, I park. I go in the store, I return and.. it won't start. Next time, it starts fine but as soon as I turn it off, it won't start again. So, he got a stopwatch and timed it. 20 minutes after the car is turned off it will start. Once. Then you have to wait another 20 minutes. After some Google Fu, he figured out it's the crankshaft sensor. So, as a birthday/Christmas present he bought a crankshaft sensor for my car (not all that expensive) and installed it for me... and lo and behold the car starts and restarts just fine. :P
Now, the question you might have is, why didn't the mechanics do this? Because mechanics rely on their code sensors to tell them what is wrong with a car and the crankshaft sensor doesn't throw out codes. The car starts, all the codes say everything is working... no problem. So, they turned off the engine and called us to say "Yep, we started the engine just fine, no bad codes" then by the time I got there to pick up the car, it'd reset and started fine for me, which I then drove home and went inside my house until a few days later when I went shopping again and didn't take enough time for it to reset, so yet again it won't start... but it's finally fixed. Yay.
Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |
Evil Spirit Banished by Technomancy!
...hey, we have the plot for the next section.
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