[SF] Dead Suns AP - GM Ewok (Inactive)

Game Master EwokBanshee

Map

Ship!


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Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Wow, 38 doesn't do it? :O

Pippimi hops when her team gets electrocuted "Wha? Corpse Fleet have very strange idea about proper way to discipline!" She also listens to Zulu and Zoran explain the options and their new finger-based-cheaty-tool, and comments "Seem like best to hold onto finger until under extra lot of pressure to hack. If team have to succeed at computer wizard stuff or die." She shrugs, not really understanding much beyond the importance of saving the ace in the hole for the time that it matters most.

She nods as Lenny provides his angle and says "Then maybe better to leave here alone for now. Not risk another very bad shock. Then later when need distraction, can come back here and chop up zombies to draw attention?"


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Ref DC24: 1d20 + 15 ⇒ (9) + 15 = 24 Assume evasion negate all damage?

"WOAH!" Davrin's trigger reflex saves him once again as he bounds away just in time before the arc of electricity strikes him. He manages to look abashed at his less fortunate teammates.

"So boss, we trying again?" The halfling looks game.

Grand Lodge

Slides

Yeah, you're pretty hurt by the lack of "normal" Level 11 Mysticism in the party on this skill check. It's doable without but tough. And yepp, Evasion works on this! Davrin's a quick little guy.

The team shakes off the pain and debates what to do next. Try again with the security key, try again without, or move to another room and come back to this one later.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

My votes for continue onward for now, come back if we've gotten stuck. If we do, I'd suggest directly across the hall. Of course, you guys are the ones taking the electrocution risk, so up to you all.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Eh, what's one more try? :P

Lenny nods his head vigorously after the "shock", meaning to encourage the android.

Zulu, you were pretty close. I say we make another go at it.

IF Z agrees:
Computers: 1d20 + 7 ⇒ (17) + 7 = 24

Grand Lodge

Slides

Zulu Reflex, DC 24: 1d20 + 13 ⇒ (4) + 13 = 17

Status
Pippimi SP: 88/88, HP: 79/79
Davrin SP: 77/77 HP: 68/68
Zoran SP: 100/100, HP: 73/73
z45719 SP: 39/76, HP: 72/72
Lenny SP: 62/110, HP: 78/81

In order to keep us moving, and not threaten Zulu with a shock unnecessarily, I'll take us to Pip's suggested location. You can always come back.

You head out of the room and across the hallway to the set of double doors you passed earlier. Lenny tries to handle, finding that it has an electronic lock. You can unlock this with Engineering or Computers, two Aids allowed. You can make multiple attempts.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi stands on lookout while the techy team members handle the lock, though her "lookout" skills leave a lot to be desired.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Look alive Pip! I've got this lock!

Just before he touches it, Lenny hesitates. His fingers hover just over while he decides if this is going to shock him.

Engineering: 1d20 + 14 ⇒ (17) + 14 = 31


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Davrin takes a deep breath to prepare himself, then steps in to help.

engineering, aid: 1d20 + 8 ⇒ (19) + 8 = 27


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Yeah, gonna let you handle that and I will keep an eye out as well." Zoran says keeping an eye down the halls.

Perception: 1d20 + 15 ⇒ (19) + 15 = 34

Grand Lodge

Slides

Zoran's suit sensors "hear" the vibration of the faint metallic click of robotic feet coming down the hallway. He guesses you only have a few more minutes until that robotic patrol comes back around asking questions. Thankfully, Lenny's new engineering know how proves more than enough. He switches a few wires and the door clicks open. That's interesting, this is a deadlock. Looks like it was locked from the outside.

This room is brighter than most of the ship, with crisp white light flooding down from the entire ceiling. A series of four barred cells runs the length of the aft wall, each with a barred door with a keypad lock. A metal cabinet hangs on the fore wall, behind a small metal desk with a computer terminal and a metal chair built into it.

Perception, DC 28:

You see a slight shimmer of light between two of the bars on those cells. Moving your head back and forth you see more shimmers across the bars. It appears that the four cells appear to just be barred cages, but are really covered in invisible, airtight force fields. These cells would be almost impossible to break through though you guess the keypads could be opened from the outside with some creative engineering.

Seeing no danger, you search the room. The cabinet behind the desk is currently unlocked. Inside you see a shadow box with the clear outline of a bony security key similar to the one you found. The dust around the outline seems to imply the key was here for a while and then recently taken. The second thing you notice is an obviously homemade device. It is a mess of wires, bones, and components of various other pieces of equipment.

Engineering, DC 21:

It looks like this piece of junk is some sort of homemade distress beacon. Checking your datapad you see that your guess is correct, the distress signal you picked up after landing leads right here.

The cabinet also contains a serum of enhancement (commando), a grappler, 100 feet of adamantine cable, an advanced medkit, and a pouch of nine plasma sapphires which all shine with the light equal to a beacon, despite not having any power source. A tenth jewel appears to be a slightly brighter plasma sapphire...

Alright, I forgot how incredibly high Identify Item checks were. We can figure out a way to give you bonuses to this check when the party has more time to play with it. Using the ship's library would help, Taking 20 would help, Aid's could help.

Identify Item - Mysticism, DC 36:

This is actually a naturally occurring Standard Photon Crystal.

Of course, the computer terminal on the metal desk is quite enticing to some of you.

Hack, Computers DC 29:

This secured tier 4 computer is used exclusively to control the cell doors and maintain a list of prisoners (who they are, when they began their incarceration, and when they were removed). By hacking it you can not only open and close the cell doors but you also learn that the cells are supposed to contain “four dwarf-form corporeal undead: names unknown, loyalties unknown” who were imprisoned 6 months ago. There’s no note of these prisoners ever being released, even though the cells appear to be empty.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Zoran motions for the group to hurry in, "The security bots are coming back. Hopefully they don't get alerted by the mess we left in the hangar...if they head that way."

Perception: 1d20 + 15 ⇒ (14) + 15 = 29

Once inside he starts to look over the room closely before spotting the forcefield covering the cells.

"Those aren't normal cages, airtight forcefields you can barely see. We won't be getting in unless we work over those keypads."


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

geez, sorry I took a few days off and forgot about posting. I'm fine with moving on for now,maybe there's something we'll find that will help the whole hacking thing, like another finger key. I'm not aware of an engineer trick that I might have.

Reflex: 1d20 + 13 ⇒ (19) + 13 = 32

Zulu hisses as he is shocked and kicked from the system.

Unwilling to try again for the moment, he moves along with the group.

Engineering: 1d20 + 20 ⇒ (19) + 20 = 39
Computers: 1d20 + 20 ⇒ (8) + 20 = 28

"Distress beacon." he says towards the hunk of junk before sitting down on the terminal, but the residual electricity damage was causing his processors to glitch a bit.

hopefully Lenny and Davrin felt like aiding.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

"Hm!" Pippimi picks up the distress beacon "If enemies knew team coming, then maybe distress beacon good trap. But enemies not know, right?" She flips the beacon over "So someone make this just for fun?"

Pippimi also picks up a pair of plasma sapphires just in case a bunch of light is going to be needed. "Bunch of cells with forcefields sound like jail that currently being used. So maybe prisoners hiding inside? Maybe prisoners actually want to help fight against Corpse Fleet?" She saunters over to the first of the force fields and cranes her neck to look under the bed and up near the ceiling.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Uh, another terminal. What are the odds this one will shock us to?

He takes his customary position over Zulu's shoulder, back-seat hacking and providing annoying typo corrections.

Computers, aid: 1d20 + 7 ⇒ (20) + 7 = 27

He looks around momentarily, sighing as he remarks There's no way there'd be a coffee maker anywhere on this ship. It'd come in handy with all the time we're spending at the keyboard lately!


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Assuming Zulu relays the contents of the final computers spoiler thanks to Lenny's aid:

Upon hearing that the cells should contain prisoners, Pippimi asks "Can Zulu check why prisoners inside cells? If for crimes against Corpse Fleet, then maybe team can work together, yep! Also, Pippimi not actually seeing any prisoners inside..."

Grand Lodge

Slides

Zulu hacks into the computer and is about to search up Pippimi's request when a noise interrupts your train of thought. SCREEEEEEECH Your heads are on a swivel, looking for the source of the noise.

Perception:

Zoran Perception: 1d20 + 15 ⇒ (7) + 15 = 22
Davrin Perception: 1d20 + 22 ⇒ (8) + 22 = 30
z45719 Perception: 1d20 + 14 ⇒ (11) + 14 = 25
Pippimi Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Lenny Perception: 1d20 + 11 ⇒ (17) + 11 = 28

Bad news, Davrin was off by one.

Then... the lights go out. AND SOMETHING GRABS YOUR LEG!

Hoogedy Boogedy:

Grapple @ Zoran: 1d20 + 17 ⇒ (7) + 17 = 24
Strangle Bludg. damage: 1d12 + 10 ⇒ (6) + 10 = 16
Strangle Con damage: 1d4 ⇒ 1

Grapple @ Pippimi: 1d20 + 17 ⇒ (9) + 17 = 26
Strangle Bludg. damage: 1d12 + 10 ⇒ (4) + 10 = 14
Strangle Con damage: 1d4 ⇒ 1

advanced semi-auto pistol @ Zoran: 1d20 + 15 ⇒ (20) + 15 = 35
Damage @ EAC: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Damage @ KAC: 2d6 + 8 ⇒ (2, 6) + 8 = 16

advanced semi-auto pistol @ Zoran: 1d20 + 15 ⇒ (4) + 15 = 19
Damage @ KAC: 2d6 + 8 ⇒ (5, 1) + 8 = 14

advanced semi-auto pistol @ Pippimi: 1d20 + 15 ⇒ (19) + 15 = 34
Damage @ KAC: 2d6 + 8 ⇒ (5, 6) + 8 = 19

THEY'RE COMING OUT OF THE FLOOR! Metal SCREECHES apart as five different floor panels are prying open from beneath. Out pop the heads of five decaying dwarves in torn space suits. Pictures on Slide 2! They lay prone in the floor Yepp, they are prone, have cover, and the lights went out, enjoy shooting at these bad boys. and two grab out at Zoran and Pippimi! Luckily the undead monsters have nothing on the adventurers' armor! Shots ring out in the dark, metal slugs pinging off Zoran and Pippimi's armor.

Initiative:

Foe: 1d20 + 4 ⇒ (16) + 4 = 20
Zoran Init: 1d20 + 13 ⇒ (9) + 13 = 22
Davrin Init: 1d20 + 10 ⇒ (6) + 10 = 16
z45719 Init: 1d20 + 7 ⇒ (14) + 7 = 21
Pippimi Init: 1d20 + 9 ⇒ (5) + 9 = 14
Lenny Init: 1d20 + 6 ⇒ (11) + 6 = 17

The undead move fast, but Zoran and Zulu move faster! The pair's lightning reflexes allow them to outmaneuver the enemy.

Round 1, Zoran and Zulu are up.
Pippimi SP: 80/88, HP: 79/79
Davrin SP: 77/77 HP: 68/68
Zoran SP: 64/100, HP: 73/73
z45719 SP: 52/76, HP: 72/72

Lenny SP: 62/110, HP: 78/81

Big bad scary monsters


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Unbothered by the darkness and determined to put her best paw forward, Pippimi waves at the decaying dwarves "Hullo hi! Before team forced to perforate you, Pippimi wondering if zombie-dwarves want to join fight against Corpse Fleet?" She speaks in common.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Guarded Step & Improved Get'Em.

"I can grant you release to the Lady now or you can help us send your captors first, choose quickly." Zoran warns as he fires at the one attempting to grab him.

Shock Shirren-Eye Rifle + Get'em: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Damage (E & P): 2d10 + 11 ⇒ (9, 2) + 11 = 22

Grand Lodge

Slides

Also, DC 22 Mysticism to identify these bad boys, somebody might be able to make that.

Zoran's bullet bounces off the floorboard that the dwarf is hiding under, pinging into the wall. The dwarf responds back in a rough tongue. "Kartoffeln essen, Verräter!" (I'm guessing nobody has Dwarven as a language? Also... these friends have +8 to their ranged AC from prone and cover. +0 to their melee AC. -4 to their melee attacks.)

One of the dwarves stands up (Which is a move action but doesn't trigger an AOO because he doesn't leave the square) and shifts over to trap Pippimi between him and the other zombie slashing out from the ground. His knife and another metal shell scrape along her armor, not doing anything. Two more shots ring out in the dark, bullets impacting deep into Zoran's breastplate. From the floor boards comes a deep and groaning song, echoing up from the twisted metal plates to vibrate into your suit sensors. "kaaaaaa... oraaaaaa... kaaaaaa... maaaaaa... tayyyyyyy."

Hoogedy Boogedy:

tactical knife @ Pippimi: 1d20 + 17 + 2 - 4 ⇒ (6) + 17 + 2 - 4 = 21
Damage @ KAC: 2d4 + 10 ⇒ (3, 2) + 10 = 15

advanced semi-auto pistol @ Zoran: 1d20 + 15 ⇒ (12) + 15 = 27
Damage @ KAC: 2d6 + 8 ⇒ (4, 6) + 8 = 18

advanced semi-auto pistol @ Zoran: 1d20 + 15 ⇒ (13) + 15 = 28
Damage @ KAC: 2d6 + 8 ⇒ (4, 2) + 8 = 14

advanced semi-auto pistol @ Pippimi: 1d20 + 15 ⇒ (1) + 15 = 16
Damage @ KAC: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Round 2, Zulu is up twice.
Pippimi SP: 80/88, HP: 79/79
Davrin SP: 77/77 HP: 68/68
Zoran SP: 32/100, HP: 73/73
z45719 SP: 52/76, HP: 72/72
Lenny SP: 62/110, HP: 78/81

Blue Big bad scary monster 22 Damage
Yellow Big bad scary monster 0 Damage
Green Big bad scary monster 0 Damage
Red Big bad scary monster 0 Damage
Pink Big bad scary monster 0 Damage


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

"OK, Pippimi taking that as a 'not interested'."

Pippimi attempts to grab a hold of blue while the dwarf is exposed and hold him firm for her allies to fill with holes. She steps out of the flank as she does so.

Grapple attempt; vs KAC+8: 1d20 + 27 + 2 ⇒ (6) + 27 + 2 = 35 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 7 + 5 ⇒ (3) + 7 + 5 = 15

Don't forget the +1 on ranged attacks vs. blue due to coordinated shot.


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Thanks much, Pip! Hold it down!"

Davrin fires a short at Pip's target, then retreats a step back to assess the situation.

vs Blue:
trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (4, 2, 6, 5, 1, 2) = 20
major disruption pistol vs EAC, Pip bonus: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28 sonic dmg: 3d6 + 5 ⇒ (3, 2, 3) + 5 = 13
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu slides to get a clear line then calibrates against Pippimi's target, then opens fire.

round one move and calibrate, round two full attack

Attack 1, get em, deadly aim: 1d20 + 16 + 2 - 4 - 2 ⇒ (18) + 16 + 2 - 4 - 2 = 30
Damage, F/S, calibrated, deadly aim: 3d8 + 11 + 11 + 4 ⇒ (3, 8, 7) + 11 + 11 + 4 = 44

Attack 2, get em, deadly aim: 1d20 + 16 + 2 - 4 - 2 ⇒ (19) + 16 + 2 - 4 - 2 = 31
Damage, F/S, calibrated, deadly aim: 3d8 + 11 + 11 + 4 ⇒ (3, 1, 8) + 11 + 11 + 4 = 38


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"And so it shall be. Tormented spirits your day of decision is here. Quickly...one at a time, Pip has chosen the first." Zoran says pointing his gun up at their target, even through the pain of his last attack.

Shock Shirren-Eye Rifle + Get'em + CS: 1d20 + 13 + 2 + 1 ⇒ (6) + 13 + 2 + 1 = 22
Damage (E & P): 2d10 + 11 ⇒ (6, 4) + 11 = 21

He then steps back and drops prone to avoid the fire coming his way.+4 AC from Ranged but -4 from Melee.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Mysticism, DC22: 1d20 + 7 ⇒ (14) + 7 = 21 bleh

stellar mode: photon 1

Lenny rushes around from behind the desk, ready to end the undead dwarves with the purifying fire of his blade.

I do not think these will be a problem for long...

[move] form solar sword
[move] 10'

Grand Lodge

Slides

Pippimi steps aside, smashing the floor panel back down onto the undead dwarf beneath it to pin his arms down. I don't think cover interacts with melee attacks and prone gives you an additional +4 to hit. Davrin and Zulu follow up with energy blasts that vaporize the dwarf's exposed head. Between Pippimi and Zoran's modifiers you managed to turn a +8 AC bonus to a -1. Zoran tries to shift his aim to another animated corpse but ends up shooting the floor instead. Between the volleys of fire, Lenny runs into the fray! Lenny, you can extend that 10 foot move if you want since your target is dead.

tactical knife @ Pippimi: 1d20 + 17 ⇒ (15) + 17 = 32
Damage @ KAC: 2d4 + 10 ⇒ (3, 3) + 10 = 16

advanced semi-auto pistol @ Pippimi: 1d20 + 15 ⇒ (10) + 15 = 25
Damage @ KAC: 2d6 + 8 ⇒ (5, 5) + 8 = 18

advanced semi-auto pistol @ Pippimi: 1d20 + 15 ⇒ (16) + 15 = 31
Damage @ KAC: 2d6 + 8 ⇒ (5, 1) + 8 = 14

advanced semi-auto pistol @ Pippimi: 1d20 + 15 ⇒ (7) + 15 = 22
Damage @ KAC: 2d6 + 8 ⇒ (1, 6) + 8 = 15

The standing dwarf runs forward, brandishing a combat knife. It slips into Pippimi's armor, scratching at a vulnerable seal. With Pippimi as the only unobstructed enemy, another rain of bullets spring up from the floor boards to bounce harmlessly off the skittermander's armor.

Round 3. Everyone is up!
Pippimi SP: 75/88, HP: 79/79
Davrin SP: 77/77 HP: 68/68
Zoran SP: 32/100, HP: 73/73
z45719 SP: 52/76, HP: 72/72
Lenny SP: 62/110, HP: 78/81

Blue Big bad scary monster 132 Damage
Yellow Big bad scary monster 0 Damage
Green Big bad scary monster 0 Damage
Red Big bad scary monster 0 Damage
Pink Big bad scary monster 0 Damage

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)
GM Ewok wrote:
Lenny, you can extend that 10 foot move if you want since your target is dead.

Yup, let's do that.

stellar mode: photon 2

Give just a few moments more and I'll burn them all... but keep a safe distance. You know, supernova

For the time being he slashes at the next undead dwarf, breathing heavily as he hacks at it like he's trying to chop an old tree stump.

[full action] full attack vs. GREEN
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (12) + 15 - 3 = 244d6 + 14 + 2 ⇒ (2, 3, 3, 4) + 14 + 2 = 28
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (18) + 15 - 3 = 304d6 + 14 + 2 ⇒ (2, 1, 4, 3) + 14 + 2 = 26


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

With Lenny having chosen the next target, Pippimi rolls around to flank the undead dwarf-ish creature. She reaches down to try to grab it, hoping to expose it to more fire from her allies. "One by one!" She looks over to the rest of the dwarves "Please take number and wait in line."

Grapple attempt w/ flank; vs KAC+8: 1d20 + 27 + 2 ⇒ (4) + 27 + 2 = 33 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 7 + 5 ⇒ (1) + 7 + 5 = 13


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Quite a methodical bunch, aren't we?" Davrin quips as he fires upon the next target that Lenny and Pip are focusing on.

vs Green:
trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (3, 7, 8, 8, 2, 3) = 31
major disruption pistol vs EAC, Pip bonus: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28 sonic dmg: 3d6 + 5 ⇒ (1, 5, 6) + 5 = 17
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Grand Lodge

Slides

Lenny and Pippimi surround the closest dwarf, whose head and arms are poking out of the rent flooring, and hack away. Lenny tears a hole in the dwarf's armor and Lenny grabs his arm! Never one to be left out of a good time, Davrin throws a sonic blast into the fray. The blast caves in the dwarf's armor, the body going limp.

advanced semi-auto pistol @ Lenny: 1d20 + 15 ⇒ (18) + 15 = 33
Damage @ KAC: 2d6 + 8 ⇒ (2, 6) + 8 = 16

advanced semi-auto pistol @ Lenny: 1d20 + 15 ⇒ (20) + 15 = 35
Damage @ KAC: 2d6 + 8 ⇒ (1, 5) + 8 = 14
Damage @ KAC: 2d6 + 8 ⇒ (5, 3) + 8 = 16

advanced semi-auto pistol @ Lenny: 1d20 + 15 ⇒ (15) + 15 = 30
Damage @ KAC: 2d6 + 8 ⇒ (4, 1) + 8 = 13

One of the dwarves shouts from their prone position, "Haare vergessen, muskeln schießen!" Gunshots ring out and bullets dent Lenny's armor. One hits his visor, sending a crack into the faceplate.

Round 4. Everyone is up!
Pippimi SP: 75/88, HP: 79/79
Davrin SP: 77/77 HP: 68/68
Zoran x2 SP: 32/100, HP: 73/73
z45719 x2 SP: 52/76, HP: 72/72
Lenny SP: 36/110, HP: 78/81

Blue Big bad scary monster 132 Damage
Green Big bad scary monster 115 Damage

Yellow Big bad scary monster 0 Damage
Red Big bad scary monster 0 Damage
Pink Big bad scary monster 0 Damage


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Previous Round:

Get'em and Inspiring Boost (Lenny): +26 SP.

"Keep sending them onward. No time to catch your breath Lenny!" he calls out keeping everyone on track.

Current Round:

"Now for the yellow-eyed one. Take it down." Zoran calls out from the ground firing off another round.

Shock Shirren-Eye Rifle + Get'em + CS: 1d20 + 13 + 2 + 1 ⇒ (10) + 13 + 2 + 1 = 26
Damage (E & P): 2d10 + 11 ⇒ (7, 2) + 11 = 20

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

stellar mode: photon 3

Um, Pippimi, please order your turn before lenny to step away for a moment :D

Assuming that Pip gets just out of range (15' radius)...

Can't hold it any longer...!

Lenny rushes into the middle of the remaining dwarves and releases a burst of solar energy from his body.

Fire damage (all three), DC19 reflex for half: 12d6 ⇒ (5, 5, 4, 3, 5, 4, 1, 2, 1, 5, 1, 1) = 37 Well, that had more 1s than I'd hoped

[move] 20'
[standard] supernova

stellar mode: unattuned


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

turn one

Zulu activates his jetpack to hopefully get a bit better angle on the floor monsters from his new hover spot near the ceiling. He then calibrates against yellow.

turn two

And commences firing.

attack 1, get em, deadly aim: 1d20 + 16 + 2 - 2 - 4 ⇒ (17) + 16 + 2 - 2 - 4 = 29
Damage, F/S, calibrated, deadly aim: 3d8 + 11 + 11 + 4 ⇒ (3, 7, 4) + 11 + 11 + 4 = 40

attack 2, get em, deadly aim: 1d20 + 16 + 2 - 2 - 4 ⇒ (17) + 16 + 2 - 2 - 4 = 29
Damage, F/S, calibrated, deadly aim: 3d8 + 11 + 11 + 4 ⇒ (4, 2, 4) + 11 + 11 + 4 = 36


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi backs off, giving Lenny an opening to blast the foes, and instead fires her acid dart rifle at the yellow dwarf-wight. (Nimble Fusillade to move half my speed as part of a full attack)

Dual Acid Dart Rifle; Get 'em: 1d20 + 16 + 2 - 6 ⇒ (15) + 16 + 2 - 6 = 27
Acid Dart damage (P+A): 2d8 + 11 ⇒ (5, 3) + 11 = 19
Dual Acid Dart Rifle; Get 'em: 1d20 + 16 + 2 - 6 ⇒ (15) + 16 + 2 - 6 = 27
Acid Dart damage (P+A): 2d8 + 11 ⇒ (8, 7) + 11 = 26
Dual Acid Dart Rifle; Get 'em: 1d20 + 16 + 2 - 6 ⇒ (15) + 16 + 2 - 6 = 27
Acid Dart damage (P+A): 2d8 + 11 ⇒ (6, 7) + 11 = 24


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"The yellow-eyed one you say? The yellow-eyed one you've got!" Davrin exclaims. He takes a step forward, taking cover behind the cabinet. (Wait, is the cabinet low enoough for Davrin to look over? If not, I'll have to change my position.)

vs Yellow:
trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (3, 4, 1, 4, 7, 1) = 20
major disruption pistol vs EAC, get'em: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33 sonic dmg: 3d6 + 5 ⇒ (2, 1, 1) + 5 = 9
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Grand Lodge

Slides

Zoran's words give Lenny new vigor but his sniper round pings of the flooring the dwarf is hiding under. Zulu and Pippimi also rain fire down on the dwarf but his hiding place beneath the floor shelters him. That prone and cover bonus is wild.

Reflex, DC 19: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Reflex, DC 19: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Reflex, DC 19: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

Lenny runs into the center of the swarm, exploding in a fiery blast. The fire washes over the zombies, charring their armor. Davrin pops out from behind the cabinet and snakes a sonic blast into the targeted zombie.

Grapple @ Lenny: 1d20 + 17 - 4 ⇒ (1) + 17 - 4 = 14

advanced semi-auto pistol @ Lenny: 1d20 + 15 ⇒ (3) + 15 = 18
Damage @ KAC: 2d6 + 8 ⇒ (5, 6) + 8 = 19

advanced semi-auto pistol @ Lenny: 1d20 + 15 ⇒ (20) + 15 = 35
Damage @ KAC: 2d6 + 8 ⇒ (5, 1) + 8 = 14
Damage @ KAC: 2d6 + 8 ⇒ (6, 3) + 8 = 17

The dwarves fight back, one fumbling against Lenny's leg while the others send in small arms fire. Another lucky shot bounces of Lenny's faceplate, which absorbs most of the impact. These undead are Crit happy.

Round 5. Everyone is up!
Pippimi SP: 75/88, HP: 79/79
Davrin SP: 77/77 HP: 68/68
Zoran SP: 32/100, HP: 73/73
z45719 SP: 52/76, HP: 72/72
Lenny SP: 42/110, HP: 78/81

Blue Big bad scary monster 132 Damage
Green Big bad scary monster 115 Damage

Yellow Big bad scary monster 48 Damage, FLATFOOTED
Red Big bad scary monster 19 Damage
Pink Big bad scary monster 19 Damage

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

stellar mode: photon 1

Lenny frowns that the undwarves are still standing.

You were supposed to burn better...

He lays into the one in front of him.

[full action] full attack RED
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (16) + 15 - 3 = 284d6 + 14 + 2 ⇒ (3, 1, 2, 4) + 14 + 2 = 26
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (9) + 15 - 3 = 214d6 + 14 + 2 ⇒ (4, 1, 5, 4) + 14 + 2 = 30


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Finish that one off! Can you pluck them out of the ground Pip?" Zoran says unleashing another shot at the yellow dwarf before reloading.

Shock Shirren-Eye Rifle + Get'em + CS: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34
Damage (E & P): 2d10 + 11 ⇒ (5, 3) + 11 = 19


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

The moment Lenny's flame blast fades, Pippimi rolls into action! She rushes for the yellow dwarf, circling around him and trying to pull him out of his little hidey-hole. "Roger roger Zoran!"

Grapple attempt, get em; vs KAC+8: 1d20 + 27 + 2 ⇒ (11) + 27 + 2 = 40 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 7 + 5 ⇒ (2) + 7 + 5 = 14


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu keeps firing on his yellow eyed enemy hiding in the floor.

Attack, get em, deadly aim: 1d20 + 16 + 2 - 2 - 4 ⇒ (6) + 16 + 2 - 2 - 4 = 18
Attack, deadly aim, calibrated: 3d8 + 11 + 11 + 4 ⇒ (6, 1, 2) + 11 + 11 + 4 = 35

Attack, get em, deadly aim: 1d20 + 16 + 2 - 2 - 4 ⇒ (9) + 16 + 2 - 2 - 4 = 21
Attack, deadly aim, calibrated: 3d8 + 11 + 11 + 4 ⇒ (3, 1, 8) + 11 + 11 + 4 = 38

battery 20/40 40/40


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Wait, which one are we going after now?" Davrin mumbles as he closes in on the group in close combat. He shrugs his shoulders and fires upon his previous target.

vs Yellow (unless it's down, then Red):
trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (3, 6, 6, 5, 2, 4) = 26
major disruption pistol vs EAC, get'em: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24 sonic dmg: 3d6 + 5 ⇒ (6, 2, 1) + 5 = 14
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Grand Lodge

Slides

Lenny strikes down at the trapped dwarf, stabbing him once in the sternum. (Lenny, is +15 to hit right?) On the other side, Zoran's rifle bolt hits the undead dwarf before Pippimi pins him beneath the metal slab. Meanwhile, two enormous energy blasts blow off wall panels as Zulu's shots miss the hiding dwarf. Thanks to Pippimi's strong hold on the dwarf, Davrin is able to scrap a blast across the dwarf's forehead. The anger leaves the dwarf's face and it goes limp beneath the floor.

Grapple @ Lenny: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15

advanced semi-auto pistol @ Davrin: 1d20 + 15 ⇒ (10) + 15 = 25
Damage @ KAC: 2d6 + 8 ⇒ (2, 2) + 8 = 12

One dwarf, trapped between Pippimi and Lenny, is unable to get a hold on either being's leg. The final dwarf pokes out of a hole in the floor to send a small shell over Davrin's shoulder.

Round 6. Everyone is up!
Pippimi SP: 75/88, HP: 79/79
Davrin SP: 77/77 HP: 68/68
Zoran SP: 32/100, HP: 73/73
z45719 SP: 52/76, HP: 72/72
Lenny SP: 42/110, HP: 78/81

Blue Big bad scary monster 132 Damage
Green Big bad scary monster 115 Damage
Yellow Big bad scary monster 121 Damage

Red Big bad scary monster 45 Damage
Pink Big bad scary monster 19 Damage

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

stellar mode: photon 2

GM Ewok wrote:
(Lenny, is +15 to hit right?)

That's right

Lenny easily steps aside as the dwarf grabs at him.

You all are a pitiful, undead brute squad! Is this the best they've got here?

[full action] full attack RED
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 274d6 + 14 + 2 ⇒ (6, 4, 3, 5) + 14 + 2 = 34
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (7) + 15 - 3 = 194d6 + 14 + 2 ⇒ (3, 1, 3, 1) + 14 + 2 = 24


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi takes a quick step to the side of the red dwarf to flank with Lenny, then tries to pull him out of his bunker. Already discounting red, she calls out "One left!"

Grapple attempt, flank; vs KAC+8: 1d20 + 27 + 2 ⇒ (7) + 27 + 2 = 36 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 7 + 5 ⇒ (2) + 7 + 5 = 14


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Woah!" Davrin exclaims. "That was a close one!" Tempted to go after that one, he wisely decides to focus fire, he fires upon the one sandwiched between the melee fighteres. (Unless it is done by Davrin's turn.)

vs Red (unless it's down, then Pink):
trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (1, 8, 7, 2, 5, 6) = 29
major disruption pistol vs EAC: 1d20 + 17 ⇒ (8) + 17 = 25 sonic dmg: 3d6 + 5 ⇒ (1, 6, 3) + 5 = 15
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Disappointed at his misses from these sneaky monsters, Zulu shifts his aim, calibrates and continues firing.

red, unless it's down then pink, calibrate then fire

Attack red (or pink): 1d20 + 16 ⇒ (15) + 16 = 31
Damage, F/S, overcharge, calibrated: 3d8 + 2d6 + 11 + 11 ⇒ (7, 7, 1) + (5, 4) + 11 + 11 = 46

Grand Lodge

Slides

Lenny slams his sword down into the prone undead, whose blank eyes just stare back towards the taunt. Pippimi steps up across from Lenny, sticking several vibro-gloved hands on the zombie's skull. The zombie's eyes bulge out a little and it's body goes limp.

Davrin shoots through the pair of allies, sonic blast barreling through the crack in the floorboards and into the undead. Zulu takes advantage of the distraction, sending an enormous energy blast into the dwarf's chest.

advanced semi-auto pistol @ Zulu: 1d20 + 15 ⇒ (17) + 15 = 32
Damage @ KAC: 2d6 + 8 ⇒ (4, 6) + 8 = 18

The dwarf's face remains placid and it's arm swivels to fire the pistol at Zulu. He shouts in a gutteral tongue, "Schließe dich mir im Exil an und schalte diese Superwaffe gegen dich selbst ein!" The bullet flies through the vacuum, colliding with Zulu's breastplate.

Round 7. Everyone is up!
Pippimi SP: 75/88, HP: 79/79
Davrin SP: 77/77 HP: 68/68
Zoran x2 SP: 32/100, HP: 73/73
z45719 SP: 34/76, HP: 72/72
Lenny SP: 42/110, HP: 78/81

Blue Big bad scary monster 132 Damage
Green Big bad scary monster 115 Damage
Yellow Big bad scary monster 121 Damage
Red Big bad scary monster 117 Damage

Pink Big bad scary monster 109 Damage, FLATFOOTED


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Almost!"

Shock Shirren-Eye Rifle + Get'em + CS: 1d20 + 13 + 2 + 1 ⇒ (10) + 13 + 2 + 1 = 26
Damage (E & P): 2d10 + 11 ⇒ (10, 7) + 11 = 28

---

"Join your brethren in peace. Your judgement finally comes. Let's finish this Z." Zoran says pointing at the remaining dwarf.

Get'em on Dwarf and Inspiring Boost: +26 SP.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

"Copy." Zulu replies as he shifts aim to the final monster.

Attack, Get em, deadly aim: 1d20 + 16 + 2 - 2 ⇒ (16) + 16 + 2 - 2 = 32
Damage F/S, calibrated, deadly aim, overcharge: 3d8 + 2d6 + 11 + 11 + 4 ⇒ (8, 8, 2) + (6, 4) + 11 + 11 + 4 = 54

battery 1 8/40, battery 2 28/40


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

With her party members working to finish the foe off, Pippimi contributes her own flurry of sword slashes, aiming for the undead dwarf's backside.

Ultrathin Longsword: 1d20 + 19 - 6 + 2 ⇒ (9) + 19 - 6 + 2 = 24
Ultrathin Longsword damage (S): 4d8 + 11 + 7 ⇒ (4, 2, 3, 8) + 11 + 7 = 35
Ultrathin Longsword: 1d20 + 19 - 6 + 2 ⇒ (14) + 19 - 6 + 2 = 29
Ultrathin Longsword damage (S): 4d8 + 11 + 7 ⇒ (2, 3, 4, 6) + 11 + 7 = 33
Ultrathin Longsword: 1d20 + 19 - 6 + 2 ⇒ (11) + 19 - 6 + 2 = 26
Ultrathin Longsword damage (S): 4d8 + 11 + 7 ⇒ (5, 2, 6, 8) + 11 + 7 = 39

"Bye bye!"

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