Rando's Starfinder 2018 - Zothune (Inactive)

Game Master rando1000

Exsilium


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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 |

If we're able to do it here, then Esh would jack himself in to help.

Computers: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Computers: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35


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

Computers: 1d20 + 19 ⇒ (4) + 19 = 23
Computers: 1d20 + 19 ⇒ (9) + 19 = 28
Savin' the good rolls... yikes!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Esh is the primary mover in this scene, taking the connection and popping the sensors over to an inverted loop so they no longer function properly. Joyride assists as the duo manages to convince the ship to reroute heat ventilation back in on the engines, something it's designed NOT to do.

Having completed that, the team is ready to make their move. Opening the door, Sharlavaka has an opportunity to rush the two guards as a surprise before initiative.

Sharlavaka's action.


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 |

Sharlavaka was neither sublte nor gentle. These were the enemy. He had claws. There was no real question what would happen next. As the Vesk walked out of the room and the two guards turned to look claws shot out towards there throats...

To Hit (1): 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14
Damage: 1d6 + 18 ⇒ (3) + 18 = 21
To Hit (2): 1d20 + 13 - 4 ⇒ (6) + 13 - 4 = 15
Damage: 1d6 + 18 ⇒ (1) + 18 = 19

No, dice, it would be just awful if you supported my badass narrative. Is Flatfooted a thing in Starfinder?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

I'm going to say the 15 hits. The one guard sitting in a chair with his back to you is Flat Footed (-2 AC) and since he wasn't facing you, I'm going to give you 2 more. The 14 misses even him, though. So 19 damage to one guard.

I'm not going to worry about a map here. The room's too small. Just assume Sharlavaka can get out of the way for any of his allies who still have a means of attack.

Top of Round 1
Sharlavaka: 1d20 + 4 ⇒ (19) + 4 = 23 - 1st
Guards: 1d20 + 4 ⇒ (4) + 4 = 8 - 6th
Joyride: 1d20 + 6 ⇒ (13) + 6 = 19 - 4th
Esh: 1d20 + 3 ⇒ (20) + 3 = 23 - 2nd
Tamrat: 1d20 + 4 ⇒ (14) + 4 = 18 - 5th
Irina: 1d20 + 3 ⇒ (19) + 3 = 22 - 3rd


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 |

Sharlavaka continued to assault the pay before moving further towards, keeping his victims in range while freeing some space for one of the others.

To Hit (1): 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11
Damage: 1d3 + 18 ⇒ (2) + 18 = 20

To Hit (2): 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Damage: 1d3 + 18 ⇒ (3) + 18 = 21


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 |

Esh draws from a slick container at his hip an ancient length of wood, and aims it for the one Sharlakava seemed to be having the most trouble with. "Please, remain calm. You'll be dead soon enough."

Wand of Hold Person (29 charge s -> 28)
, DC... Actually, I never used this before. I have no idea what the will save is.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

DC is 15

1d20 + 5 ⇒ (15) + 5 = 20 Unfortunately, he resists being held.

Sharlavaka's enemy is definitely feeling pain, but is far from down.


Female Human Envoy 5

Irina stands back shouts "For Quinn and the Revenge!"

Spending 1 Resolve, all attacks against BOTH guards are +1 to hit and damage (morale bonus) until Irina's next action.


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 knows they need to contain the situation, cut off communications...

He works furiously to sabotage the guards' and communicators and give them pause, all the while.

Amplified Glitch: 1d20 + 19 ⇒ (14) + 19 = 33


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Definite success there. No calls for help coming any time soon.

Holding on Captain Tamrat, then the bad guys go.


Tamrat motions to the guard that Sharlavaka had attacked and says, "Keep up on that one! Sharlavaka, chop chop!"

Using Get 'Em on the guard that Shar had attacked and Hurry on Shar.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The two Azlanti guards are completely taken aback. From their perspective, you were suspect but not dangerous, otherwise you'd have been taken to the brig. Now they see otherwise.

The guard who is in melee with Sharlavaka draws his curved blade and attacks, but unfortunately his attention is taken away by the pain:
1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
1d10 + 12 ⇒ (1) + 12 = 13

Seriously?

The second one aims through the doorway at Esh with a plasma pistol:
1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
3d8 + 7 ⇒ (2, 4, 8) + 7 = 21

Top of Round 2
All PCs go before the bad guys, so everyone can just post when you're ready.


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 |

Clicking a noise of irritation, Sharlavaka continued his assault.

To Hit 1: 1d20 + 13 - 4 ⇒ (17) + 13 - 4 = 26
Damage: 1d3 + 18 ⇒ (3) + 18 = 21

To Hit 2: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Damage: 1d3 + 18 ⇒ (1) + 18 = 19


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 |

The elf brings up his biopic arm, sheilding himself from most of the plasma. "I said, stop."

He again pointed the wand at the Azlanti, willing the spell to actually take hold.

27 charges, DC: 15.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

1d20 + 5 ⇒ (2) + 5 = 7

This time, the spell takes effect. The guard is held in place by the magic!


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 |

Joyride and Tamrat, yeah?


Tamrat says, "Keep focusing on that one! Joyride, snap to it!"

Improved Get' Em on the same guard, and Hurrying Joyride.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Joyride, followed by the badguys. One is Held, one is severely injured.


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

Without a weapon, Joyride and Six-Pack have little to do... Put down your weapons, you don't need to die.


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 could disarm the Held guard and use the weapon for yourself


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Eshenvral Kothiavus wrote:
You could disarm the Held guard and use the weapon for yourself

This is true. Plasma pistol, 3d8.


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

Joyride moves to the ensorcelled guardsman. You won't be using this at the moment... the gadgeteer gentle takes the man's pistol.


Remember, you’ve got an extra move action too.


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 |

Move action up to the guy, move action to take the gun with no interference, standard to shoot the gun?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

1d20 + 13 ⇒ (8) + 13 = 21
1d10 + 12 ⇒ (2) + 12 = 14

Clang. The Azlanti guard's blade bounces off Sharlavaka's nearly impenetrable armor.

Eshenvral Kothiavus wrote:
Move action up to the guy, move action to take the gun with no interference, standard to shoot the gun?

Sounds fair to me. Joyride, you can shoot if you like, before the end of the round. Once that's done, we'll go to the top, if this guy survives that is.


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

Unconfortable wwith killing an already injured man... Why can't we just all get along?

atk injured: 1d20 + 10 ⇒ (15) + 10 = 25
dmg injured, specialization: 3d8 + 4 ⇒ (4, 7, 6) + 4 = 21


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Joyride finishes up the one Sharlavaka has already ripped up. What do you want to do with the held one? And are you snagging any other equipment from them?


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 |

Sharlavaka bound the held guard with titanium line and tossed him back into the guest room. It wasn't that merciful, given he planned to flash fry the ship with its own engines, but it was more of a chance than being dead would give him.

He waited for the others to salvage any gear they needed, but clearly intended to rake any more assailants in much the same way.


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

Perhaps cliche, but... should I put his uniform on?


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 |

Sharlavaka looked at the remains of the man. "Probably best take less bloody one."


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

Love your practicality! James also check on the communicators and any other gear that would allow access to rooms or systems.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Armor: KAC: +6; EAC: +8 (security access node in palm of gauntlet)
two comm links (set to ship security frequency)
two plasma pistols (3d8, 40/39 charges)
two carbon steel curve blades (1d10; 1d6 bleed critical)


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

And a party favor for you, and one for you... Joyride hads out the newly acquired resources.

Speak up and take what you need/want! Does the uniform go over my light armor?


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 |

Starting at the equipment, Sharlavaka shrugged. "Not required." The pistols would serve others better, it was wiser to let the smarter team members monitor enemy comms and pass what he needed to others and his claws were far more lethal the knives.


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 |

The armor did seem useful, but he would not debase himself by undressing in front of non-elves, however closely he regarded them as comrades in arms. The pistol on the other hand was welcomed and readily accepted. "I won't be able to maintain the hologram reliably after we leave this area, so be quick about suiting up if you're doing so."


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

Esh, you're looking light on conventional protection... take one of the suits. Don't be shy, these are extreme times...

Hellz, I just looked a man. Hologram can make for a nice privacy screen.


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 |

Sharlavaka didn't care about nudity - his own or others - but pointed towards the suite's bathroom.


"I'll take the pistol. Seems nobody else is too interested."


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:


Does the uniform go over my light armor?

Unfortunately, these guards' uniform IS their armor; you'd have to take yours off and put theirs on.

Eshenvral Kothiavus wrote:

The armor did seem useful, but he would not debase himself by undressing in front of non-elves, however closely he regarded them as comrades in arms.

Not pushing, but you can still go back into your "quarters" and change, then come back out. Right now no one is aware you've left them.


Male Human Starving Artist 6, Cartographer 6, Babysitter 4

After some pressure, the elf relents to using the human's armour. While he's changing, he tries to see if he can transplant some of his own armor's upgrades into this one.

Would that be possible?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Uret Jet wrote:

After some pressure, the elf relents to using the human's armour. While he's changing, he tries to see if he can transplant some of his own armor's upgrades into this one.

This late in the campaign, I'm not gonna be too picky about cool ideas. Give me an Engineering check.


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 |

Engineering: 1d20 + 17 ⇒ (19) + 17 = 36


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

With the intimate knowledge of technology only a cyborg/scientist can muster, Esh manages to incorporate his armor gadgets into the new armor in a few minutes.

I'm going to move you along; if anyone has anything else you'd like to do QUICKLY before leaving this room, we'll handle it in Discussion.

Heading to the elevator, it's not hard for Esh and/or Joyride for make use of the guard's ID badge to activate it. Descending one full level, you find yourself just a few dozen yards away from the prison unit. Before you get there, you will encounter the secured storage depot your equipment is in.

The halls are already starting to be unusually warm, and engineers are running back and forth trying to figure out what's wrong. You reach the location of your equipment with little trouble and only a few odd looks.

I've rolled a Disable Device check in secret; I just need to know who's doing it, and if anyone is aiding another. If for some reason you decided NOT to Disable the lock, please let me know your alternate plan.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

I'm just going to move it forward; since the secret roll was 16, and the DC 25, I'm sure either Esh or Joyride could have easily opened it.

Working on concert, it takes Joyride and Esh mere seconds to "pop the lock," electronically speaking, and open the door. No one seems to have noticed.

The room, a few meters away from the entrance to the cell block, houses mostly crap, because a) there are few prisoners currently here, and b) anything of real value would have been seized for the war effort against the Pact Worlds, by way of Zothune.

That said, since you were not officially prisoners, they merely held all your stuff here, rather than going through it and keeping the good stuff.

You are able to quickly gather your equipment.

What is your strategy for entering the prison block?

Prison block


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 |

Mounting his cannon and testing the weapon, Sharlavaka suggested, "Guards likely stronger, tougher than guards on door were. Suggest opening salvo of grenades if anyone carries such. Cells should hold against shockwaves." They were cells, after all, and meant to be pretty tough for obvious reasons.


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 |

The elf pauses, and checks to make sure that the cells could in fact hold up against grenades.

Take ten on engineering for 27.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

More than likely, yes, the doors, if anything, should be only slightly damaged, at least by any of the grenades you have.


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 |

He nods his head, "A promising start. Hm... Joyride, you and I may be able to turn any security protocols they have in there against them as well, to soften them up even further."


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

How so? Do we know of any other prisoners... perhaps we can add to our ranks.

With access to some system directories, James begins to look at food prep, identifying meals for prisoners - number, times as day, etc...

Food delivery, anyone? And, when we have a few minutes, I need to reattach Six's grenade launcher.

computers, meals to brig: 1d20 + 20 ⇒ (6) + 20 = 26

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