[SFS] 1-00: Claim to Salvation (GM Blake's Table A) (Inactive)

Game Master Blake's Tiger

SFS 1-00: Claim to Salvation

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Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

Okay, so, if I have this correctly, I can move 10 spaces and must move at least 1 space before each 60 degree turn. So I should be able to pull off reaching my new spot on the map. Feel free to correct me if I'm wrong, as this is my first Starfinder space combat. Iseph is trying to circle around and get behind the two lower goblin ships so all guns can be used.


GM Blake takes the microphone form the Clockwork Bot. You did it correctly, Xynen. Good position. They can't shoot you except with turrets.

Obozaya-bot fires the forward particle beam using the computer assist at the goblin junker directly in front of you.

Obozaya-bot Gunner: 1d20 + 4 + 2 - 2 + 2 ⇒ (10) + 4 + 2 - 2 + 2 = 16

Not that it mattered, but I tossed Navasi's Encouragement onto that since she hadn't used it yet.


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GM Screen:

Goblin 1 Gunnery: 1d20 + 5 ⇒ (15) + 5 = 20
Goblin 1: 3d4 ⇒ (4, 1, 2) = 7
Goblin 2 Gunnery: 1d20 + 5 ⇒ (11) + 5 = 16
Goblin 2: 3d4 ⇒ (1, 4, 1) = 6
Particle Bean Cannon-Bot: 3d6 ⇒ (1, 6, 6) = 13
Critical 1: 1d100 ⇒ 98

Iseph pilots around the goblin fighters, escaping the range of the lasers at either end of their ships. However, a turret on each of the ships spins and a hatch opens. An indescribable variety of debris is forcefully released from the hatch and peppers your forward shields. You're fairly certain that at least one goblin bounced off of your shields along with the debris.

Obozaya opens fire and burns through the starboard shield on the nearest junker, damaging its targeting system and power core.

Your forward shields take 13 damage.

Starship Combat Round 2! Rinse and repeat!

GM Screen:

Mystery: 1d20 + 4 ⇒ (7) + 4 = 11
Goblin 1: 1d20 + 10 ⇒ (12) + 10 = 22
Goblin 2: 1d20 + 10 ⇒ (6) + 10 = 16
Goblin 3: 1d20 + 10 ⇒ (10) + 10 = 20

Procedure Reminder:

What I need for you is for you to declare your role (captain, pilot, science officer, engineer, gunner) with or without RP.

Pilot make a Piloting Check for Initiative and provides me with a second Piloting Check in a spoiler (see Slide 3 for template).
Engineers declare their actions and make appropriate rolls without spoiler (see Slide 3 for template).
Any Science Officers declare their actions and make a Computers Check without spoiler (see Slide 3 for template).
Gunners declare primary, secondary, etc. and provide me with a d20 in a spoiler (see Slide 3 for template). I will assign primary to the most damaging gun in range, secondary to the second most, etc.
Captain provide me with a d20 in a spoiler (see Slide 3 for template) and declare your actions. If you are assisting the Engineer or Science Officer, you can forgo the spoiler and apply the appropriate modifier at the time you roll.

I will call for ship movement when your ship's initiative is reached (remember it's backwards from tactical combat), and the Pilot make move the ship on the map. If the Pilot wishes to perform a maneuver, he/she may open his/her Piloting spoiler to determine the success/failure of the maneuver.

Once all ships have moved. I will resolve the round using the Spoiled Gunnery rolls for attacks and post a summary. Feel free to RP your experience following the summary.

We will then start all over again for the next round.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields (Comm Penalty) (vs. DC 18): 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21

"Shields diminished! I'll see what I can do!"

Quig tries to divert power as best he can, and manages to get some of it.

Forward shields should be restored 8 points back to 10/15.

The Exchange

Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

Navasi watches the action, offering advice and encouragement as it seems appropriate. "Keep him in your fore sights, watch our aft."

Captain’s Orders:

Bluff, expertise: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (2) = 16


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

"What the hell?" Iseph asks at the strange goblin tactic. He pushes a few buttons on the controls as he figures what to do next.

So +4 to Piloting from the Ship, and an additional +1 from Good maneuverability, gives me a +19 to piloting.

Piloting: 1d20 + 19 - 2 ⇒ (15) + 19 - 2 = 32

Piloting:
Piloting: 1d20 + 19 - 2 ⇒ (12) + 19 - 2 = 29


Shirren Priest Mystic 4 | KAC 16, EAC 16 | HP 30, SP 28, RP 6 | F+3,R+2,W+8 | Init+1, Perception +11 | Blindsense (Vibration 30')

Keskodai takes the role of secondary gunner and fires at the vessel.

Ranged attack

Spoiler:
1d20 ⇒ 19


Female LG damaya lashunta xenoseeker technomancer 4 | SP 20/20 HP 24/24 | RP 6/6 | EAC 16; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 2/4 2nd 3/3 | Active conditions: None.

"Wait up Keskodai!" Raia calls out as she follows him to the gunnery station. "I'll take this side, you take that one!" she says as she pulls up the targeting for one of the smaller guns.

________

Rolls:

+6 to shooting, +15 to computers
1d20 ⇒ 2 hehe...

I don't see another action for me to take as a science officer. Scanning seems to be the only available option until level 6. Sound about right? If this is incorrect, she would stay at her station and perform that action. Keskodai, it doesn't matter to me which side I'm on.


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Later in the fight, Balance Shields might be useful on occasion.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

Obo growls happily as her previous shot hits. She fires again hoping to incapacitate the ship.

Gunner’s Attack

Gunnery Attack:
Ranged Attack: 1d20 + 4 + 3 - 2 ⇒ (4) + 4 + 3 - 2 = 9


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The faster and more maneuverable fighters quickly swarm around the larger Pegasus-class ship. Iseph has his work cut out for him. How will he handle this situation?

The Exchange

Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

"Maybe I can distract them..."

Taunt during their gunnery phase.

Turning on comms to broadcast to the goblins, Navasi says "I always heard goblins don't know how to properly lead a target with turret guns."

Bluff: 1d20 + 8 ⇒ (14) + 8 = 22

Did I do that right? I finally found the captain's options...


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

Piloting Manuever: FLyby: 1d20 + 19 - 2 ⇒ (1) + 19 - 2 = 18

Iseph attempts to fly by the goblin ship infront of them but misjudges the cone of their weapons, not letting themself get hung up on the mistake they circle back around behind the goblins hoping for a good couple shots in return.

DC = 20+(2 x Enemy Ship tier) though I assume a 1 is a crit fail. Can still move, but provokes a free attack from the ship and we must attack as normal from final position.


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That was what your other Piloting roll was for in the spoiler (29), so you succeed. I suppose you can save your maneuver rolls for this phase, since I need the Pilot to post his/her move.

Iseph pulls out a clutch maneuver and evades the fighter's fire as he streaks past the goblin ship. Keskodai fires the particle beam cannon on the turret at the junker's damaged and defenseless starboard side.

GM Screen:

Keskodai Flyby: 3d6 ⇒ (6, 2, 5) = 13
Goblin 1: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Goblin 2: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Goblin 3: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Flak: 3d4 ⇒ (2, 2, 1) = 5
Laser: 2d4 ⇒ (1, 2) = 3
Flak: 3d4 ⇒ (4, 4, 1) = 9
Mystery: 1d20 + 4 ⇒ (18) + 4 = 22

The goblin fighter explodes as your starship circles around. Obozaya fires the forward particle cannon but misses his target. Raia finds no targets in range of either the port or starboard weapons. A light laser cannon fires into the forward shield, grazing it. Then the other goblin junker turns its turret and releases another forced explosion of twisted metal, rusty tools, dead batteries, and a crate of rotten fruit. This debris flies just past your port, the goblin pilot firing too hastily due to his fear of Navasi's crew.

To add insult to injury, a tractor beam suddenly locks onto your ship.

You destroyed Goblin Fighter 1

You are caught in a tractor beam. Iseph must succeed a DC 20 Piloting check in the Helm phase in order to break free and move.

Starship Combat Round 3


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

Piloting: Initiative: 1d20 + 19 - 2 ⇒ (2) + 19 - 2 = 19

Piloting: Break Free of Tractor Beam: 1d20 + 19 - 2 ⇒ (20) + 19 - 2 = 37
Does this count as using a maneuver for the movement phase?

"Hold on tight everyone, I'm going to try and get us out of this!" Iseph says over coms, trying hard not to to feel smug about the flyby they performed. "Good shot by the way Kesko!"


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It's a feature of the Scenario and does not specify, so I'm going to say that breaking free does not interfere with the rest of your pilot options for the round.

GM Screen:

Goblin 2: 1d20 + 10 ⇒ (14) + 10 = 24
Goblin 3: 1d20 + 10 ⇒ (4) + 10 = 14


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields (Comm Penalty): 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14

"Blasted thing!"
Quig continues to divert to shields but the ship just isn't having it.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

Obozaya bears her teeth at the pile of junk flying past her view port.

She focuses on the closest target and fires

Gunners Attack:

1d20 + 4 + 3 - 2 ⇒ (1) + 4 + 3 - 2 = 6

DAMN THESE CONTROLS


Female LG damaya lashunta xenoseeker technomancer 4 | SP 20/20 HP 24/24 | RP 6/6 | EAC 16; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 2/4 2nd 3/3 | Active conditions: None.

Maybe this time I'll get a chance! Determined to be useful, Raia stands ever ready at her gunnery controls. "Keep it up everyone, we got one!" she calls through the comm.

Gunnery:

Shoot: 1d20 + 6 ⇒ (14) + 6 = 20


Shirren Priest Mystic 4 | KAC 16, EAC 16 | HP 30, SP 28, RP 6 | F+3,R+2,W+8 | Init+1, Perception +11 | Blindsense (Vibration 30')

Gunnery attack

Spoiler:

1d20 ⇒ 13

Kesko give out a squeal as he sees the enemy ship explode. He squints and fires at the next vessel.

The Exchange

Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

"Watch your pitch, Iseph, and bank just... now!"

Aid Piloting vs DC 10: 1d20 + 9 ⇒ (12) + 9 = 21 Should give you +2


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One of the remaining goblin fighters begins to circle around behind the larger ship.

Helm Phase

Meta: As your tertiary gunner, Raia will only get her shot if there is a target within your forward arc and either starboard or port arc. Primary = best gun in range, Secondary = Second best gun in range. Therefore, your turret and your biggest gun with a target are already going to miss. That doesn't mean you should do that. Staying out of range may be better than Raia's attack. I just wanted to give you a heads up before I resolved the round.


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

Seeing one of the goblin fighters circle around behind, Iseph continues forward and around the remaining fighter, hoping the others can shoot it down while.


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GM Screen:

Goblin 2: 1d20 + 5 ⇒ (3) + 5 = 8
Goblin 3: 1d20 + 5 ⇒ (10) + 5 = 15
Goblin 3 Laser Cannon: 2d4 ⇒ (4, 1) = 5
Tractor Beam: 1d20 + 4 ⇒ (14) + 4 = 18
Raia Laser Cannon: 2d4 ⇒ (4, 1) = 5

The second goblin fighter loops around and fires its forward cannon at the ship, but it passes harmlessly over the starboard wing. The other fighter fires as well. The laser is on target but dissipates across the starboard shields (5 shield damage). Obozaya, Kesdokai, and Raia try to blow the closest goblin fighter out of the sky, but the tiny craft pitches and yaws, making it a difficult target to hit. Raia scores a lucky shot against the forward shields with the starboard laser cannon, burning through the goblin's forward shield but causing no structural damage.

The tractor beam locks back onto your ship.

Starship Combat Round 4!

Taunt penalty has expired.


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GM Screen:

Pilot 2: 1d20 + 10 ⇒ (18) + 10 = 28
Pilot 3: 1d20 + 10 ⇒ (17) + 10 = 27

The goblin song pauses as the two pilots chatter at each other in their native language. Then they start the annoying song again, but by now you've gotten used to it.

Goblin:
"Shoot the front, you idiot! Their shields are down!"
"You're an idiot! They'll blast you to bits with their big gun!"
"No, you're an idiot!"
"I know you are but what am I?"
"Shut up and kill them! Take their stuff!"


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields: 1d20 + 14 ⇒ (12) + 14 = 26 - Shields heal for a total of 8, distributed evenly against the ones that are damaged.

"Will try to power these shield up again! We seem to be holding on just fine."

If I'm correct...
Forward Shields: 15/15
Port Shields: 15/15
Starboard Shields: 14/15
Aft Shields: 15/15

We're in fantastic shape right now!

(Edited)


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Forward Shields: 15/15


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

Piloting: Initiative: 1d20 + 19 ⇒ (20) + 19 = 39

Break Tractor Beam DC 20: 1d20 + 19 ⇒ (20) + 19 = 39

Iseph continues proving they're an ace pilot as the tractor beam fails to pull the ship in once again.


Shirren Priest Mystic 4 | KAC 16, EAC 16 | HP 30, SP 28, RP 6 | F+3,R+2,W+8 | Init+1, Perception +11 | Blindsense (Vibration 30')

Kesko fires another blast out of her weapon, trying to finish off another group of goblins.

Attack

Spoiler:
1d20 ⇒ 18

Im just rolling a blank d20, because I'm not sure which modifiers to add in, FYI.


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Dextereity modifier + (BAB or Piloting ranks, whichever is higher)


Female LG damaya lashunta xenoseeker technomancer 4 | SP 20/20 HP 24/24 | RP 6/6 | EAC 16; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 2/4 2nd 3/3 | Active conditions: None.

"I hit him!" Raia exclaims, eager for more success with her team. "We've got them now!"

Gunnery:

Shoot: 1d20 + 6 ⇒ (2) + 6 = 8


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”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

Gunnery:

ranged attack: 1d20 + 4 + 3 - 2 ⇒ (17) + 4 + 3 - 2 = 22

Obo roars as she sees her attack make solid contact. a 22 better it at least.

Gunnery Check per CRB:

Core Rule Book wrote:
Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty


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OK. Moving on without Navasi's action.

GM Screen:
Goblin 2: 1d20 + 10 ⇒ (20) + 10 = 30
Goblin 3: 1d20 + 10 ⇒ (7) + 10 = 17

Quig demonstrates his mastery of engineering as he increases the shield output enough to keep up with the incoming damage, leaving the hull unscathed. Iseph expertly breaks free of the tractor beam.

As the two goblin fighters try to swoop into your ship's rear arc, Iseph...

Helm Phase

@ Z..D..: Taunt penalty is over, so it's a 24.


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

...steers hard to starboard and circles back around the two goblin ships hoping their crewmates can take advantage of the positioning.

The Exchange

Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none
GM Blake wrote:
OK. Moving on without Navasi's action.

I thought the bot-bot was going to cover me... I am back today, though, and catching up.

Having faith in her own crew, Navasi again turns to taunting the goblins during the gunnery phase. "Give up now and fly away, little goblins! I see your guns are malfunctiong, and about to explode."

Bluff: 1d20 + 9 ⇒ (4) + 9 = 13

Ugh, that's not going to do anything.


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My bad. Running too many Navasis.


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

I made my move, is there something else we're waiting on? Not trying to rush just want to make sure I haven't missed anything.


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No, just a series of unfortunate events. My apologies.

GM Screen:

Goblin 2 Turret: 1d20 + 5 ⇒ (15) + 5 = 20
Flak: 3d4 ⇒ (4, 2, 3) = 9
Goblin 3 Aft Laser: 1d20 + 5 ⇒ (2) + 5 = 7
Laser: 2d4 ⇒ (1, 2) = 3
Particle Beam 1: 3d6 ⇒ (2, 3, 3) = 8
Particle Beam 2: 3d6 ⇒ (3, 6, 2) = 11
Critical: 3d100 ⇒ (84, 42, 19) = 145

The two goblin fighters exchange fire with the larger vessel, much to one of the fighter's dismay as the particle beams tear through the port shield and several important, if jury-rigged, systems while it fires erratically into space. The other goblin ship simply vomits more debris, which bounces off of your forward shields, draining them noticeably but leaving them intact. Raia has trouble aiming the starboard laser cannons.

Starship Combat Round 5!

GM Screen:

Goblin 2: 1d20 + 10 ⇒ (20) + 10 = 30
Goblin 3: 1d20 + 10 ⇒ (3) + 10 = 13
Tractor: 1d20 + 4 ⇒ (2) + 4 = 6


Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None

Engineer's Rolls
Divert to Shields (vs. DC 18): 1d20 + 14 ⇒ (6) + 14 = 20

"Keeping those shields up! Don't want to dip into actual ship damage... that takes too long to repair!"
8 hull points restored, 1 to starboard shields and the other 7 to the forward shields.


Shirren Priest Mystic 4 | KAC 16, EAC 16 | HP 30, SP 28, RP 6 | F+3,R+2,W+8 | Init+1, Perception +11 | Blindsense (Vibration 30')

Kesko lines up the goblin ship and fires yet another blast.

Attack

Spoiler:

1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
That doesn't include range penalties or bonuses from the ship or from Engineering.


Female LG damaya lashunta xenoseeker technomancer 4 | SP 20/20 HP 24/24 | RP 6/6 | EAC 16; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 2/4 2nd 3/3 | Active conditions: None.

Focus Raia, focus! Peace can't always be found, sometimes fighting is the only way. As much as I hate to admit it... She pushes the comm button. "Nice work Quig, shields are better than the hull!" Then she lines up another shot, should the opportunity arise.
________

Gunnery:

Shoot: 1d20 + 6 ⇒ (13) + 6 = 19


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

Iseph continues to maneuver as best they can, though the goblins seem to be catching on to their tactics.

Pilot: 1d20 + 19 ⇒ (7) + 19 = 26

Break Tractor?: 1d20 + 19 ⇒ (5) + 19 = 24

The Exchange

Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

Navasi looks over Kesko's shoulder. "That's it, take a deep breath...."

Diplomacy Encouragement: 1d20 + 9 ⇒ (17) + 9 = 26

That should give you a +2 on your attack.


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Tractor beam missed this round.

I moved goblin 3 so you can move on to Helm Phase.

The Exchange

Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

Navasi will continue to encourage Keskodai for the +2 gunnery advantage.

Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19


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The Captain only has one action per round, not per phase. Though, it looks like you repeated your same action for Round 5, fishing for a lower roll.


Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 SP 24 HP 28 RP 6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

Iseph decides to try a somewhat risky move and steers in between the two goblin ships, hoping the close proximity allows for a good shot on either side of the ship and protects the forward shields from more damage.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

gunnery attack: 1d20 + 4 + 3 ⇒ (10) + 4 + 3 = 17

Obo tracks the goblin fighters in her turret and lets loose another shot.


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GM Screen:

Goblin 2: 1d20 + 5 ⇒ (19) + 5 = 24
Laser: 2d4 ⇒ (4, 2) = 6
Goblin 3: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Flak: 3d4 ⇒ (1, 1, 3) = 5
Particle Beam: 3d6 ⇒ (4, 2, 2) = 8
Particle Beam: 3d6 ⇒ (4, 3, 2) = 9
Starboard Laser Cannon: 2d4 ⇒ (3, 3) = 6
Tractor: 1d20 + 4 ⇒ (19) + 4 = 23

The other goblin fighter zips away and fires its rear laser cannon, protecting its defenseless fore. The forward shields on the Pegasus-class ship rise under Quig's care and then fade under the laser assault (6 damage), and the starboard shields absorb the impact of dozens of bits of metal, stone, and one stuffed goblin doll (5 damage). Keskodai, inspired by Navasi's encouragement, burns through the distant fighter's aft shields and grazes the hull. There is a sudden explosion as Obozaya and Raia fire through the closer fighter's shields and destroy something critical.

Goblin 3 is destroyed.

Then the tractor beam locks on again.

Starship Combat Round 6!


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

gunnery attack: 1d20 + 4 + 3 ⇒ (11) + 4 + 3 = 18

One more to go. Lets finish this.

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