Redelia's SFS Dreaming of the Future (Inactive)

Game Master Redelia

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Venture Lieutenant, Play by Post (online)

Scan results:
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 10
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Turret) coilgun (4d4)

Enemy pilot roll for initiative: 1d20 + 7 ⇒ (20) + 7 = 27

I need your pilot to do a piloting check for initiative. In future turns I will do this roll for you to keep things moving, but I want you to do the first one.

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Pilot check for Initiative: 1d20 + 9 ⇒ (13) + 9 = 22


Venture Lieutenant, Play by Post (online)

You lost in initiative, so you need to move first. You are on the location marked with an 'L' on the map, facing the enemy. Please draw your path. Let me know if you have questions on how to move the ship.

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Pushing on the thrusters and a small turn of the direction controls allowing the ship to slide just enough to make it harder to hit and Evade any possible incoming fire.
Evade 10 +1.5 X 2 = 13 if I did the math right and reading the stunt correct

Pilot Evade: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22

Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.

Ok I think I did it right please tell me if not.

Try and catch us sucker.
Ready for a broad side hit everyone.

Acquisitives

Kalkan Toprak Male NG Shirren Priest Mechanic 1 | SP 0/7 HP 6/12 | RP 3/4 | EAC 14; KAC 16 | | Speed 30ft | Fort +3; Ref +5; Will +2| Init: +3 | Perc: +5, SM: +1
BOT ME:
[dice=Cortex@]1d20+5[/dice] [dice=dmg@EAC]1d8[/dice]

Kalkan hits the com button, his raspy voice echoing through the turret's speakers. "You got this! He lined it up for ya!" Just to top things off, he places a target over the enemy hull.

Encourage, DC 10: 1d20 + 3 ⇒ (11) + 3 = 14 Plus 2 to turret attack rolls!

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K'Klacklun, hoping they won't be necessary, nevertheless attempts to divert power to the weapons.
Engineering: 1d20 + 11 ⇒ (14) + 11 = 25

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Relinquishing the computers time for the pilot and gunners, Compucast continues scanning the enemy ship trying to see if there is anything else he can determine about it.

scan: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

Manifold Host

Early Stage Barathu Level 4 Soldier Bounty Hunter I HP 34 ST 34 R 5 I EAC 19 KAC 21 I Fort +7 Ref +5 Will +5 I Int +7

Balloonboy prepares to fire as soon as he can, his body swiveling to prepare to fire as soon as they can take the shot.

(just giving you the roll now to save on time.)

Turrent: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 4d4 ⇒ (2, 4, 4, 3) = 13

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Don't forget the +2 from engineering like you need it.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Probably best to permanently assign a +1 from the computer to that turret as well.


Venture Lieutenant, Play by Post (online)

The enemy ship moves forward.

enemy actions:
captain:
taunt Deloran: 1d20 + 10 ⇒ (3) + 10 = 13
"You hairless ape, you have no idea how to fly a ship!"

The enemy ship does not fire at you. You get the impression it probably tried to do something with the turret guns on the asteroids you disabled.

Balloonboy's shot clearly goes through the shields and hits the enemy ship.

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 47; DT —; CT 10 (next at 45)
Shields basic 15 (forward 0, port 5, starboard 5, aft 5)

***round 2***

enemy engineer divert to weapons: 1d20 + 6 ⇒ (4) + 6 = 10

enemy init pilot: 1d20 + 7 ⇒ (19) + 7 = 26
your init pilot: 1d20 + 9 ⇒ (6) + 9 = 15

enemy ship has moved.
enemy science, rebalance shields: 1d20 + 6 ⇒ (11) + 6 = 17

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 47; DT —; CT 10 (next at 45)
Shields basic 15 (forward 6, port 3, starboard 3, aft 3)

You may take all your actions for round 2.

Exo-Guardians

SP 0/16 | HP 17/18 | RP 4/4 | Spells 1st 3/3 | EAC 15, KAC 18, CMD 26 | F+2, R+0, W+6, +2 vs poison, spells, and SLAs | Init +0, Perc +8 | Dwarf Mystic 2

Sorry I haven't done PbP starship yet. I was thinking we'd get a callout when we were supposed to take crew actions for round 1 and thought EVERYONE ELSE was jumping the gun haha. Should I have had an attack in round 1? I'll make 2 now, with my difference-making +0 attack. Ignore the first if it's not supposed to be.

Round 1 Attack, light laser: 1d20 ⇒ 1
Round 1 Damage, light laser: 2d4 ⇒ (1, 4) = 5

Round 2 Attack, light laser: 1d20 ⇒ 1
Round 2 Damage, light laser: 2d4 ⇒ (4, 2) = 6

Two 1's... Or just ignore the post entirely and GArven will go back to being irrelevant in space

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

"I believe that I can coax additional thrust from the engines, if you would like." K'Klacklun informs the crew over the comm system.

If the captain or pilot respond in the affirmative:
K'Klacklun attempts to divert power to the engines. Speed increases by 2 this round.

If the response is negative or non-responsive:
K'Klacklun attempts to divert power to the weapons again. Weapon damage roll results of 1s are treated as 2s this round.

Engineering Roll in spoiler so not to unduly influence response:
Engineering (to divert power per above): 1d20 + 11 ⇒ (18) + 11 = 29


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.
Deloran Starrunner wrote:
Don't forget the +2 from engineering like you need it.

The diverted power from engineering turns damage rolls of a 1 to a 2, but unfortunately does not provide any bonus to attack rolls. (CRB, pg. 323)

Manifold Host

Early Stage Barathu Level 4 Soldier Bounty Hunter I HP 34 ST 34 R 5 I EAC 19 KAC 21 I Fort +7 Ref +5 Will +5 I Int +7

Balloonboy twists the guns for another barrage.

attack: 1d20 + 9 ⇒ (5) + 9 = 14-2 if not encouraged to shoot by captain
damage: 4d4 ⇒ (1, 1, 2, 3) = 7If power diverted, 1s become 2 for 9.

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Thanks for the speed, lets see what happens when I put us at his tail pipe
DC 13
Pilot Evade: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19

Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.

Captian do you want me to stay close enough to board her?

On map: Red arrows are normal, Blue is the extra


Venture Lieutenant, Play by Post (online)

Kalkan and Compucast?

Acquisitives

Kalkan Toprak Male NG Shirren Priest Mechanic 1 | SP 0/7 HP 6/12 | RP 3/4 | EAC 14; KAC 16 | | Speed 30ft | Fort +3; Ref +5; Will +2| Init: +3 | Perc: +5, SM: +1
BOT ME:
[dice=Cortex@]1d20+5[/dice] [dice=dmg@EAC]1d8[/dice]

Kalkan's face gets closer to the speaker. "Balloon-y! Do it again! C'mon!" A small amount of spittle hits the speaker, but the point gets across.

Encourage Turret, DC 10: 1d20 + 3 ⇒ (20) + 3 = 23

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast continuines the scan the enemy ship, as there seems little additional need for him at the moment.

scan: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

"They have rebalanced their shields after that shot from the turret!" he calls out over the intercom.


Venture Lieutenant, Play by Post (online)

Balloonboy again gets through the shields and hits the enemy ship.

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 43; DT —; CT 10 (next at 45)
Shields basic 12 (forward 6, port 3, starboard 3, aft 0)

critical: 1d100 ⇒ 32 weapons are glitching
arc: 1d4 ⇒ 3

enemy engineer, divert to weapons: 1d20 + 6 ⇒ (5) + 6 = 11 nope

enemy init: 1d20 + 7 ⇒ (5) + 7 = 12
your init: 1d20 + 9 ⇒ (9) + 9 = 18

enemy science officer, rebalance shields: 1d20 + 6 ⇒ (9) + 6 = 15 nope.

Players are up. Gunners, please wait until after the pilot moves the ship; other than that, you may post in any order.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

"Shall I continue to add to our speed?" K'Klacklun asks the crew over the comm system.

If response is affirmative:
K'Klacklun attempts to divert power to the engines. Speed increases by 2 this round

If response is negative:
K'Klacklun attempts to divert power to the weapons. Damage results of 1s are treated as 2s.

Engineering roll in secret so not to influence decision:
Engineering: 1d20 + 11 ⇒ (4) + 11 = 15

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

"See if you can stay around the back, they have lowered their rear shields to reinforce the front." calls out Compucast.

He continues to scan the rogue pirate.

computers: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

"I will endeavor to continue to 'speed us up', so to speak," K'Klacklun notes, "but may I suggest that we may also be able to 'slow them down'. Though I abhor violence, a targeted shot or two to our opponent's engines will make it easy enough for us to proceed to our destination without being further inhibited."

@ Compucast - Should you so choose, you could use the Science station to target the opponent's engines as the gunners are doing a pretty good job of getting through and inflicting critical damage. We've already damaged their weapons so that may be an even better area to target.

Acquisitives

Kalkan Toprak Male NG Shirren Priest Mechanic 1 | SP 0/7 HP 6/12 | RP 3/4 | EAC 14; KAC 16 | | Speed 30ft | Fort +3; Ref +5; Will +2| Init: +3 | Perc: +5, SM: +1
BOT ME:
[dice=Cortex@]1d20+5[/dice] [dice=dmg@EAC]1d8[/dice]

Kalkan patches into the Turret again. "You got this, champ! Listen to that Compucast! He's a smart one! Shoot 'em good!" He rubs his smaller arms together, gleeful at the future fall of the pirate.

Encourage Turret, DC 10: 1d20 + 3 ⇒ (10) + 3 = 13

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

"You got it captain. You scum can't run from me."

"K'Klacklun, I don't need any more speed make the guns hot."

DC 13

Pilot Evade: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30

of course now I get a 20
"For I am a leaf on the wind, watch me soar"

Manifold Host

Early Stage Barathu Level 4 Soldier Bounty Hunter I HP 34 ST 34 R 5 I EAC 19 KAC 21 I Fort +7 Ref +5 Will +5 I Int +7

Balloonboy Targets his weapon.

Coilgun: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 4d4 ⇒ (4, 1, 1, 3) = 9

Exo-Guardians

SP 0/16 | HP 17/18 | RP 4/4 | Spells 1st 3/3 | EAC 15, KAC 18, CMD 26 | F+2, R+0, W+6, +2 vs poison, spells, and SLAs | Init +0, Perc +8 | Dwarf Mystic 2

Garven grits his teeth as he tries another shot. Dawflower guide me...

light laser: 1d20 ⇒ 16
damage: 2d4 ⇒ (4, 1) = 5

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

"Rodger, I'll target their engines next. Just want to make sure there are no other surprises out there first." affirms Compucast.


Venture Lieutenant, Play by Post (online)

Balloonboy's shot goes wide, but Garvin hits the back of the enemy ship where it has no shields.

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 38; DT —; CT 10 (next at 35)
Shields basic 12 (forward 6, port 3, starboard 3, aft 0)
rear weapons glitching

enemy engineer, patch: 1d20 + 6 ⇒ (15) + 6 = 21

enemy init: 1d20 + 7 ⇒ (8) + 7 = 15
your init: 1d20 + 9 ⇒ (9) + 9 = 18

enemy science officer, rebalance shields: 1d20 + 6 ⇒ (4) + 6 = 10

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 38; DT —; CT 10 (next at 35)
Shields basic 12 (forward 6, port 3, starboard 3, aft 0)

enemy pilot, flip and burn: 1d20 + 7 ⇒ (20) + 7 = 27

Players are up. Gunners, please wait until after the pilot moves the ship; other than that, you may post in any order.

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Cute trick, but not good enough

DC 13

Pilot Evade: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13

His hand slips off the controls for a second, but quickly corrects.

Exo-Guardians

SP 0/16 | HP 17/18 | RP 4/4 | Spells 1st 3/3 | EAC 15, KAC 18, CMD 26 | F+2, R+0, W+6, +2 vs poison, spells, and SLAs | Init +0, Perc +8 | Dwarf Mystic 2

"Finally getting the hang of this..."

attack: 1d20 ⇒ 5
damage: 2d4 ⇒ (2, 2) = 4

"Blast! I spoke too soon..."

Manifold Host

Early Stage Barathu Level 4 Soldier Bounty Hunter I HP 34 ST 34 R 5 I EAC 19 KAC 21 I Fort +7 Ref +5 Will +5 I Int +7

Guns: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 4d4 ⇒ (4, 2, 4, 4) = 14

Target locked. Eradicating Host form "Smiler"


Venture Lieutenant, Play by Post (online)

results, please read after the remaining posts are done:

Garven is unable to hit the enemy, but Balloonboy does hit. The enemy's shield absorb some damage, but some gets through to the ship.

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 26; DT —; CT 10 (next at 25)
Shields basic 12 (forward 0, port 3, starboard 3, aft 0)

Evidently the enemy ship has realized that you disabled the turret traps, because they begin to shoot at you.

attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 4d4 ⇒ (2, 3, 1, 2) = 8

Your shields absorb the hit, but you don't have much shield left in the front.

your ship status after this turn:
AC 12; TL 12
HP 55; DT —; CT 11
Shields: forward 2, port 10, starboard 10, aft 10

Acquisitives

Kalkan Toprak Male NG Shirren Priest Mechanic 1 | SP 0/7 HP 6/12 | RP 3/4 | EAC 14; KAC 16 | | Speed 30ft | Fort +3; Ref +5; Will +2| Init: +3 | Perc: +5, SM: +1
BOT ME:
[dice=Cortex@]1d20+5[/dice] [dice=dmg@EAC]1d8[/dice]

Wow, fast round!

Kalkan swiftly leaves the captain chair and rushes to the turret. He hovers over Balloonboy's "shoulder" and watches intently.

Encourage Turret, DC 10: 1d20 + 3 ⇒ (9) + 3 = 12 Success, not that you needed it.

---
New round.

Kalkan whispers into Balloonboy's ear?, his grating voice only inches away from the blue flesh. "Do it again..."

Encourage Turret, DC 10: 1d20 + 3 ⇒ (8) + 3 = 11 Success.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

Round before ship is hit (I am a little confused, but it appears that I did not post that round-if I did, then ignore).

K'Klacklun attempts to divert power to the weapons to make the "guns hot", as suggested.

Engineering, divert to weapons: 1d20 + 11 ⇒ (13) + 11 = 24

Round after ship was hit.

"By the Forever Queen! They are shooting at us." K'Klacklun cries. "This is hardly the friendly reception I would have liked. I will do my best to restore the shields, but may I suggest that we avoid getting hit again in the future?"

The shirren attempts to divert power to the shields in an effort to restore the forward shields.

Engineering, divert to shields: 1d20 + 11 ⇒ (3) + 11 = 14


Venture Lieutenant, Play by Post (online)

OK, for the round that is just ending, we are just waiting for Compucast, who said he was going to target engines. After that, I can wrap up the current turn. I have actions from K'Klacklun and Kalkan already waiting for the next turn.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Indeed, as the ships lights flicker as the shields aborb the other ships weaponry, Compucast does his best to lock weapons onto the other ships engines and help make the fight finish faster.

computers, ship, computer: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

My timezone is quite different from others, if you are waiting on me for a post, feel free to make the roll for me. By the way, can I suggest that our pilot and turret gunner take the computer nodes and each get +1 to their rolls.


Venture Lieutenant, Play by Post (online)

The enemy's engines are now glitching.

***round 5*****

enemy engineer, patch engines: 1d20 + 6 ⇒ (6) + 6 = 12

K'Klacklun diverts power to the shields, which restores 8 shield points.

your ship status:
AC 12; TL 12
HP 55; DT —; CT 11
Shields: forward 4, port 12, starboard 12, aft 12

enemy init: 1d20 + 7 ⇒ (8) + 7 = 15
your init:: 1d20 + 9 ⇒ (11) + 9 = 20

enemy science officer, rebalance shields: 1d20 + 6 ⇒ (2) + 6 = 8

The enemy pilot chooses not to move.

Kalkan encourages Balloonboy.

OK, we need Deloran to act, and then Balloonboy and Garven can shoot. Compucast can go anywhere in the sequence.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast continues to keep weapons locked on the enemy starship's engines.

"They can't keep taking this damage."

computers,ship: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

DC 13
Pilot Evade: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.

Putting our starboard side shields and weapons to the enemy, fire when ready.

Exo-Guardians

SP 0/16 | HP 17/18 | RP 4/4 | Spells 1st 3/3 | EAC 15, KAC 18, CMD 26 | F+2, R+0, W+6, +2 vs poison, spells, and SLAs | Init +0, Perc +8 | Dwarf Mystic 2

Garven flips over his targetting screen to the starboard side. "We're in space, isn't every side the starboard side?"

attack: 1d20 ⇒ 7
damage: 2d4 ⇒ (2, 1) = 3

Manifold Host

Early Stage Barathu Level 4 Soldier Bounty Hunter I HP 34 ST 34 R 5 I EAC 19 KAC 21 I Fort +7 Ref +5 Will +5 I Int +7

attack: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 4d4 ⇒ (3, 2, 4, 2) = 11

Relativity is important host Garven. Starboard to our ship.


Venture Lieutenant, Play by Post (online)

I believe BalloonBoy and Garven forgot the +1's from the ship, so I'll add that in.

enemy attack: 1d20 + 6 ⇒ (3) + 6 = 9

The enemy is unable to hit your ship, but BalloonBoy gets in a solid hit. The ship is clearly badly damaged.

1d100 ⇒ 95

enemy status, do not read unless you scan:

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 15; DT —; CT 10 (next at 5)
Shields basic 12 (forward 0, port 3, starboard 3, aft 0)
engines malfunctioning, power core glitching

****round 6****
enemy engineer, patch: 1d20 + 6 ⇒ (11) + 6 = 17

enemy init: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
your init: 1d20 + 9 ⇒ (18) + 9 = 27

The enemy ship chooses not to move.

enemy science, rebalance shields: 1d20 + 6 ⇒ (19) + 6 = 25

enemy status, do not read unless you scan:

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 15; DT —; CT 10 (next at 5)
Shields basic 12 (forward 3, port 1, starboard 1, aft 1)
engines malfunctioning (half patched), power core glitching

Manifold Host

Early Stage Barathu Level 4 Soldier Bounty Hunter I HP 34 ST 34 R 5 I EAC 19 KAC 21 I Fort +7 Ref +5 Will +5 I Int +7

Just posting under the assumption that our ace pilot will keep us in range since I'm manning the turret.

More Dakka: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 4d4 ⇒ (1, 1, 4, 2) = 8

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

DC 13

Pilot Evade: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.

Captain do you thing that the enemy will surrender yet? They are just sitting there.

Then Deloran get on the intercom
The guns in the asteroids are they able to tun them on again?


Venture Lieutenant, Play by Post (online)

Compucast diverts power to the engines (this seems a reasonable assumption, since you know the enemy is badly hurt at this point)

Since we're so close to done, I'm also going to bot Garven.

attack: 1d20 + 1 ⇒ (14) + 1 = 15
damage: 2d4 ⇒ (2, 1) = 3 (actually 4 due to divert)

Balloonboy's damage was actually 10 due to divert.

1d100 ⇒ 54


Venture Lieutenant, Play by Post (online)

enemy status:

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 4
Shields basic 3 (forward 0, port 1, starboard 1, aft 1)
engines malfunctioning (half patched), power core glitching, weapons glitching

enemy attack: 1d20 + 6 ⇒ (5) + 6 = 11

nope.

**** round 7 ****
enemy engineer, patch: 1d20 + 6 ⇒ (4) + 6 = 10 nope

enemy init: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
your init: 1d20 + 9 ⇒ (16) + 9 = 25

The enemy ship chooses not to move.

enemy science, rebalance shields:: 1d20 + 6 ⇒ (3) + 6 = 9
enemy attack, turret: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11

OK, you're all up. The enemy ship is clearly very badly damaged, let's get it!

Acquisitives

Kalkan Toprak Male NG Shirren Priest Mechanic 1 | SP 0/7 HP 6/12 | RP 3/4 | EAC 14; KAC 16 | | Speed 30ft | Fort +3; Ref +5; Will +2| Init: +3 | Perc: +5, SM: +1
BOT ME:
[dice=Cortex@]1d20+5[/dice] [dice=dmg@EAC]1d8[/dice]

I'll just skip the round we botted through. This is for now.

Kalkan, very helpfully, points at Balloonboy's HUD. "Look! A weak spot! "

Encourage Turret: 1d20 + 3 ⇒ (18) + 3 = 21 Success

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

DC 13

Pilot Evade: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.

Flying around and around like a shark that is about to make the kill.

Manifold Host

Early Stage Barathu Level 4 Soldier Bounty Hunter I HP 34 ST 34 R 5 I EAC 19 KAC 21 I Fort +7 Ref +5 Will +5 I Int +7

Balloonboy lines up his shot.

Coilgun: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 4d4 ⇒ (4, 2, 1, 2) = 9

Doh!
As Kalkan points out the weakspot, Balloonboy shifts to make room, sending his shot completely wide.

Oh dear. This one will have to recalibrate.

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Community / Forums / Online Campaigns / Play-by-Post / Redelia's SFS Dreaming of the Future All Messageboards

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This is a repeatable set of quests for levels 1-4. It does contain starship combat.

I am wanting to run a quick game of these quests before Gameday VII. I cannot guarantee we will finish before the start of Gameday, but we should. In order to make a quick run happen, all players need to be able to commit to posting once a day, hopefully even twice a day.

Please tell me about the character you would like to play this with. I will wait until I have 9 interested players, or until 48 hours have passed, whichever comes first, and then will choose players.


I'm interested, with a to-be-built-tomorrow mystic probably.

Wayfinders

Deloran is checking in. Can't wait to see the stars and what might be out there.
new to starfinder, please check my character that I did it correctly

Wayfinders

This looks like fun! I've got this solarion here in case there're people to be punched or talked at.

I'd rather play him, but if need be I also have an envoy, who is literally Zapp Brannigan. He does, however, have a perfect track record (one scenario survived to one played, plus a trip to the Scoured Stars).

Exo-Guardians

Donovan Delacroix reporting for the mission. I'm an envoy with mercenary experience.

Second Seekers (Jadnura)

I too would be interested. Level 2 technomancer

Acquisitives

This guy, built to fly the Millennium Falcon. Operative and yes, he has the personality of Han Solo.

Wayfinders

This shirren mechanic 2 is fresh off Dead Suns bk 1and needs to buy equipment. He tries to avoid combat and is a bit particular about people and having them mess around with the instruments on "his" ship, but somewhat friendly. ; )

Acquisitives

This guy is a shirren exocortex mechanic, level 1.

He joined the Society because they pay better than the Stewards. He is working to save up money for the child his Host is carrying. He is fascinated by the Augmented and wishes to become one, despite the difference of race. He worships Hylax, who has protected him through many trials.

I also have a Level 4 character if you want to go high tier. It just looks like other applicants are aiming at 1-2.

Manifold Host

I am known in common by my Codename "Ballonboy". I am a Barathu Soldier, and I'm most known for my skill with a sniper rifle. I hope you will consider me for your mission.


Lupulus, Deloran, Compucast, K'Klacklun, Kalkan, and Ballonboy, please dot and delete in gameplay and then come provide your chronicle sheet info in the discussion thread. (Deloran, if you are unsure what you need to to, please ask your questions in the discussion thread.)

My apologies to those of you who were not selected; thank you for your interest.

Community / Forums / Online Campaigns / Recruitment / Redelia's SFS Dreaming of the Future Recruitment All Messageboards

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