[SFS]1-13 On the Trail of History (Author Run), Table #1 (Inactive)

Game Master Christopher Wasko

Maps and Slides


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Wayfinders

N Android Solarian 3 | SP 14/14; HP 18/18 | RP 2/2 | Jump-jet 7/10 | Attuned: Graviton 3 | EAC 16; KAC 17 (+4 vs AoO from movement)| Fort +3; Ref +3; Will +3 (+2 vs disease, mind-affecting, poison & sleep) | Init: +2 | Perc: +5

Secondary gunner:
Attack: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Front, Light Particle beam: 3d6 ⇒ (2, 4, 5) = 11
Port, Laser Net: 2d6 ⇒ (4, 6) = 10
Starboard, Light Laser Canon: 2d4 ⇒ (2, 2) = 4

"The light particle beam is our best weapon and that is in the front arc!"

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

Delea continues to assist I-5.

diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

Second Seekers (Luwazi Elsebo)

Host Shirren Operative (Detective) 4 |SP 28/28 HP 30/30| RP 6/6 | EAC 20 KAC 22| Fort +2 Ref +8 Will +5|Init +6|Percep: +8, SM +11 |Speed 50ft| Current Conditions: |

Ba'hob takes the extra shields and then pulls more to the front from our aft.

Computers (Rebalance): 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25

Taking 9 SP from aft and adding them to the front

Pegasus FS/PS/SS/AS//HP: 17/15/15/1/57 (before gunnery phase)

"I would advise to keep them out of our aft for the time being."

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Turning the turret to line up a shot Rocket presses the fire button
To hit: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Damage if hit: 3d6 ⇒ (1, 1, 3) = 5


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Ba'hob "The Accountant" wrote:

Ba'hob takes the extra shields and then pulls more to the front from our aft.

[dice=Computers (Rebalance)]1d20 + 10 + 4

Taking 9 SP from aft and adding them to the front

Pegasus FS/PS/SS/AS//HP: 17/15/15/1/57 (before gunnery phase)

"I would advise to keep them out of our aft for the time being."

I'm not sure if they changed this in errata, but I think you need to keep at least 10% of the remaining shield points in any remaining arc you're rebalancing from. So you could take 6 from the aft and leave 4 (10% of 48), but not 9 and leave 1. That would leave the Pegasus's defense stats at 14/15/15/4/57.

Second Seekers (Luwazi Elsebo)

Host Shirren Operative (Detective) 4 |SP 28/28 HP 30/30| RP 6/6 | EAC 20 KAC 22| Fort +2 Ref +8 Will +5|Init +6|Percep: +8, SM +11 |Speed 50ft| Current Conditions: |
GM Skeemo wrote:
I'm not sure if they changed this in errata, but I think you need to keep at least 10% of the remaining shield points in any remaining arc you're rebalancing from. So you could take 6 from the aft and leave 4 (10% of 48), but not 9 and leave 1. That would leave the Pegasus's defense stats at 14/15/15/4/57.

That makes sense. I misread it as 10% from the location's SP not total current. So that works fine.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

GM Screen:
Turret attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 8d4 ⇒ (3, 3, 1, 1, 4, 1, 1, 3) = 17 1s become 2s for total of 21 damage

Rocket aims high and misses his mark, but I-5's particle beam lands squarely on the attacker's hull, verifying that their crew did not yet bother to reboot the port shields. The enemy turret's coilgun rips through your forward shields, however, and the residual damage starts causing your thrusters to glitch.

Pegasus FS/PS/SS/AS/HP: 0/15/15/4/50. Engines are glitching (-2 to all Piloting checks).
Gunnz Initiative: 1d20 + 14 + 1 + 1 + 2 - 2 ⇒ (2) + 14 + 1 + 1 + 2 - 2 = 18

GM Screen:

Enemy FS/PS/SS/AS/HP: 18/0/15/5/74
Enemy Initiative: 1d20 + 17 ⇒ (12) + 17 = 29
Enemy Engineer (power weapons, DC 16): 1d20 + 10 ⇒ (17) + 10 = 27
Enemy Captain (demand pilot, DC 21): 1d20 + 7 ⇒ (5) + 7 = 12
Enemy Science Officer (balance, DC 16): 1d20 + 12 ⇒ (19) + 12 = 31 Now 10/9/9/10/74

Enemy wins initiative! PCs move first.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

"oopse... that was the turbo-charger that just went critical. Dart." shrieks Gunnz, with almost a hint of glee in her voice as she brings the Pegasus around directly behind the alien craft. Buckles moan in tortured agony as she tries to frantically avoid the stream of magnetically accelerated particles.

evade,ambush,glitch, DC16: 1d20 + 15 + 1 - 2 ⇒ (6) + 15 + 1 - 2 = 20

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

Come on, team, we can do this!
assist I-5: 1d20 + 7 ⇒ (15) + 7 = 22

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

"Oh no... The thrusters! Ba'hob, can you balance the shields?"

Engineering : 1d20 + 10 ⇒ (15) + 10 = 25
If Ba'hob can rebalance the shields, Arratoi will patch the thrusters. If Ba'hob is unable to or takes a different action, then Arratoi will divert power to shields to restore 8 points to fore shields. Both engineering actions are DC 16

Wayfinders

N Android Solarian 3 | SP 14/14; HP 18/18 | RP 2/2 | Jump-jet 7/10 | Attuned: Graviton 3 | EAC 16; KAC 17 (+4 vs AoO from movement)| Fort +3; Ref +3; Will +3 (+2 vs disease, mind-affecting, poison & sleep) | Init: +2 | Perc: +5

"Come on!" I-5 shouts while he fires again

Secondary gunner:
Attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Front, Light Particle beam: 3d6 ⇒ (5, 2, 4) = 11
Port, Laser Net: 2d6 ⇒ (6, 5) = 11
Starboard, Light Laser Canon: 2d4 ⇒ (4, 4) = 8

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

" ..let me try that again"

To hit: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage if hit: 3d6 ⇒ (5, 3, 5) = 13

Second Seekers (Luwazi Elsebo)

Host Shirren Operative (Detective) 4 |SP 28/28 HP 30/30| RP 6/6 | EAC 20 KAC 22| Fort +2 Ref +8 Will +5|Init +6|Percep: +8, SM +11 |Speed 50ft| Current Conditions: |

Ba'hob quickly adjusts the remaining shields across all quarters.

Computer Balance Sields: 1d20 + 10 + 4 ⇒ (20) + 10 + 4 = 34

I suspect that makes it 10/8/8/8


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

GM Screen:
Piloting (flip and burn, DC 21, +2 bonus): 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37
Coilgun Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Coilgun Damage: 8d4 ⇒ (4, 2, 3, 1, 2, 3, 4, 2) = 21 1 becomes 2 for total of 22
Missile Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Missile Damage: 4d8 ⇒ (7, 1, 6, 7) = 21 1 becomes 2 for total of 22
Damaged Systems (2 CTs): 2d100 ⇒ (27, 74) = 101 Sensors and Engines

Gunnz brings the Pegasus around behind the mystery ship, but her excited expression turns to horror as the ship's thruster appendages simply change their orientations, and the apparently reversible ship suddenly protrudes its forward weapons from its rear. Flip and burn with a bonus from its unique design. The coilguns unload on the Pegasus's forward arc, distracting I-5 and Rocket so much that their own shots barely miss. As if that weren't bad enough, a valve opens in the ship's body and launches a missile, which explodes violently against the Pegasus's hull. Furthermore, your rapidly deteriorating surface sensors show fragmented clips of the missile's shrapnel clinging to the Pegasus's hull, gradually transforming into misshapen spherical drones with several segmented tentacle appendages that continue to rend the outer steel. The engineer can forcibly remove the drones with an Engineering check, or the Pilot can shake them off with a successful barrel roll, flip and burn, or flyby stunt. Amidst all the chaos, three hollow, semi-transparent tubes begin to extend from the enemy ship's body toward you, their outer rims set with grapples and fast-acting foam that might form an airlock if it makes contact.

Your comm unit flickers with a hologram of Dr. Monsylkis, nearly unrecognizable from pixelation and feedback. "̵̨̧̥̗͕͉͕͚̳̀̀̐̃̇̐̉͟H̢̧̨͕̗̪̼͙͔͆̍̊̇̔̚͝͠͝ǫ̵̨̡͍̜͓̭̽̌͂̓͠ḷ̪̱͕̱̰̲̈́͒͑͗̐͊̆̌͠d̓̉̔͋͑ ̵̥̫͇͈̺̃̀͞.̷̫̱̙̤̬̬̌͒̏͂̅̔̔̐͟͡͡.̨̫̭̠̜̈́͛̈́̕͘.̩̼͓̺̍̾͆̽̀̀̕͡͡ͅc̛̥̘̭͍̜̐̓̈́̔͢ă̈̎͊̑͗̈́ ̵̲̫̲̫͙̻̫̌̅͟͝ṉ̸̛̤̲͚̀̅̓̉̀͗ͅ k̴̢̯̟͖̹̗͆̅̄͊̐̋̉̚͝e̵̡̹̺̜̯̬͐̔̅͐̈́ę̯͖͚̮͇̦̑͗̑̈́͒̎͟͜͡p̧̣̝͇͈̓̓̽̇̊͡.͚̦̝̥̩̗̦̞̦͑̔̓̇̽͝ .̸̢̭̳̭̥̲̺̻͙͈̑͛̄̀̿͋̆͝.̢̙̟̠̭͙̜͍́̈͂̎̇̂͘͢ͅl̶̺̣̤̩̆͒̊̂͋͌͐͟i̢̛͇̪͔͙̒͒͋̽̊͘͠t̏͋͂̓͂͂̽́ ̷̡̗̠̹̤͟t͙̜̭̭̯́͌̍̆͑̀͊l̡̛̘̞̠̜̗̎́͒̃͊͘͜͝ȇ͖͉͚̠̰͖͂́̓̏.̷͎̘͚̥̟̫̟̒͊͒̑̋̉͂.̧̗̣̝̈͛͗͐̇͆ ̶̲̘͔̟͈ͅ.̢̛͖͚͖̪͕́͑̒͒͋̾̎͟͡͡o̴̧̧̟͓͋̍̄̏̈͛͛̏͟n̶̨͎̩̦͉̉̇́̋͆͠ t̡̨̛̟͖͕̥̭̘̉̉̊͛͒̀̕͟ĥ̷̡͚͈͙̦̅̍̇̒͑e̶̢̛͚̩͚͆̏̐̾͘ͅ w͈̭͇̟͛̊͑̃̽͊̆͢͞a̟̜̫͖̰͛̉̎͛̅ÿ̶͔͇̪̠̙̦̭́̇͛̈́̕͢͡͡.̧̛̬͖̪̮̹̣͉̖̞̉̔͛̅͡.̛̝̹̼͈̳̬̬̍̿̇͐͒̇͞ ̸̮.̶̨̞̲̻̩̳̰̗͇̈́́͌͂͋͋̊̓͟s̶̨̛̻̞̤̣̯͔̝̈̔́̀̑͜ṱ̻̟̳̤͒̈̀̈́̂͢ͅŗ̥͓̮͚̣́̋̄̽͡ơ͇̲̬̭̮͂́̚͞ ǹ̸̼͙͖͕̦͙̪̲̙́̿̈́͊̄̑͠g͉̥̗͈̺̳̻̳̽̅̓̂͘!̡͙̗̜̗̬͖̽͛̐̏̃"̵̝͍̖̗̗̮̯̳̪̥̎͗̏͛̇̐̚͡

Pegasus FS/PS/SS/AS/HP: 0/8/8/8/16. Sensors are glitching (-2 to all science officer actions), engines are malfunctioning (-4 to all pilot actions).
Gunnz Initiative: 1d20 + 14 + 1 + 1 + 2 - 4 ⇒ (19) + 14 + 1 + 1 + 2 - 4 = 33

GM Screen:
Enemy FS/PS/SS/AS/HP: 10/9/9/10/74
Enemy Initiative: 1d20 + 17 ⇒ (5) + 17 = 22
Enemy Engineer (power weapons, DC 16): 1d20 + 10 ⇒ (3) + 10 = 13
Enemy Captain (encourage pilot, DC 21): 1d20 + 1 ⇒ (10) + 1 = 11
Enemy Science Officer (target engines, DC 15): 1d20 + 12 ⇒ (12) + 12 = 24
Enemy Pilot (evade, DC 16): 1d20 + 17 ⇒ (15) + 17 = 32

Lucky 19, PCs win initiative! Enemy ship has moved, you may take all your actions ending with gunners.

Second Seekers (Luwazi Elsebo)

Host Shirren Operative (Detective) 4 |SP 28/28 HP 30/30| RP 6/6 | EAC 20 KAC 22| Fort +2 Ref +8 Will +5|Init +6|Percep: +8, SM +11 |Speed 50ft| Current Conditions: |

"Running may be the best action. Though stay to their flank. Let me know where I should focus shields."

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

"I believe the doctor was trying to tell us that help is on the way! We can do this, team!

If anyone is going to try to remove the things sticking to the hull, I will assist that person. I'll roll the check in a spoiler so everyone can decide before they see my result.

aid roll:

dipl: 1d20 + 7 ⇒ (10) + 7 = 17

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Gunnz, do you want to shake them off or shall I attempt to force them off?

GM Skeemo, if Gunnz will attempt to shake them off, Arratoi will try to patch the malfunctioning engine. If Gunnz won't attempt to shake them off, Arratoi will try to forcibly remove them. Either way, my engineering roll is spoilered below:

Engineering roll:

Engineering: 1d20 + 10 ⇒ (11) + 10 = 21

Second Seekers (Luwazi Elsebo)

Host Shirren Operative (Detective) 4 |SP 28/28 HP 30/30| RP 6/6 | EAC 20 KAC 22| Fort +2 Ref +8 Will +5|Init +6|Percep: +8, SM +11 |Speed 50ft| Current Conditions: |

Once we move Ba'hob blances the shields to get the most in what ever arc is facing our opponent

Balance Shields:

Comupters (Balance): 1d20 + 10 + 4 - 2 ⇒ (19) + 10 + 4 - 2 = 31

If forward arc: 6/6/6/6
if other arc: 0/14/2/8 (which ever is facing gets the 14

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"Ah man...I'll try to distract them long enough for us to deal with those..whatever those are"

Turret gunnery:

to hit: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage if hit: 3d6 ⇒ (4, 6, 1) = 11

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz, delighted to be able to try an unusual manoeuvre hits the near-space equivalent of an after burner. Starfinders are forced back into their force-absorbing seats as the Pegasus is put through a truly contorted set of gyrations.

Flyby pilot: 1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20

"Open up with them boys, this is the last and best shot we have."

As well as the front and turret, if someone wants to either full attack or use the port laser net, we could get a third weapon in on it.

"Smoke em if you've got'em. "

Looking through the rather melted front window, Gunnz has the satisfaction of seeing the burrowing things vanishing off into space.

I can run if you want, but I'm hoping that message means we have some support not too far away.

Wayfinders

N Android Solarian 3 | SP 14/14; HP 18/18 | RP 2/2 | Jump-jet 7/10 | Attuned: Graviton 3 | EAC 16; KAC 17 (+4 vs AoO from movement)| Fort +3; Ref +3; Will +3 (+2 vs disease, mind-affecting, poison & sleep) | Init: +2 | Perc: +5

Gunnery: 1d20 + 6 ⇒ (4) + 6 = 10

I-5 is caught off guard by Gunnz amazing maneuver, his shot only grazes the enemy ship "Whoah! A warning would have been nice!"


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Nice teamwork! The combination of engineering and piloting means both checks are right on the money.

GM Screen:
Turret Attack: 1d20 + 9 ⇒ (8) + 9 = 17 EDIT: Just realized Gunnz didn't use an evade maneuver, so this should have hit, but I'm not going to have time in the next 5 minutes to rewrite my post. Chalk it up to a GM goof, PCs get a little breather this round.
Turret Damage: 8d4 ⇒ (3, 4, 1, 1, 4, 2, 1, 2) = 18
Critical Damage: 1d100 ⇒ 30 Gonna add a +1 for cool factor and say Rocket hits a weapon arc 1d2 ⇒ 2 turret

Arratoi works like a madman to hold the engines together just as Gunnz fires up the thrusters and spins the Pegasus just over the attacker's hull, getting close enough to knock the little drones off! The three tubes reach out toward your ship as you get close, but barely miss as you soar past them! Gunnz then banks the ship around to the port arc so wildly that I-5 misses its mark, but the evasive stunt also causes the enemy ship's coilguns to not quite keep pace, careening off into the void. Rocket clings to his rapidly firing weapon: it seems the enemy reboosted its shields, but Rocket's attack is powerful enough to cut through and hit the base of the coilgun turret, causing an explosion of sparks and debris! Nice nat 20, Rocket!

Round 6

Pegasus FS/PS/SS/AS/HP: 6/6/6/6/16. Sensors are glitching (-2 to all science officer actions), engines are malfunctioning (-4 to all pilot actions, held together for initiative).
Gunnz Initiative: 1d20 + 14 + 1 + 1 + 2 ⇒ (12) + 14 + 1 + 1 + 2 = 30

GM Screen:
Enemy FS/PS/SS/AS/HP: 10/0/9/10/72. Turret glitching -2 turret attacks.
Enemy Initiative: 1d20 + 17 ⇒ (13) + 17 = 30
Enemy Engineer (power weapons, DC 16): 1d20 + 10 ⇒ (14) + 10 = 24
Enemy Captain (encourage pilot, DC 21): 1d20 + 1 ⇒ (7) + 1 = 8
Enemy Science Officer (target engines, DC 15): 1d20 + 12 ⇒ (14) + 12 = 26
Enemy Pilot (flip and burn, DC 21): 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38

Wow. I guess every single +1 counts, huh? PCs win initiative by 1 in modifiers (like everything else this round)! Enemy ship has moved, so take all your actions! Your engines are malfunctioning again unless an engineer holds them together.

For the first time during this dogfight, the enemy ship seems a little off-kilter. It flies forward and reverses itself again to try to get you back in its sights.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Apologies, looking for a little clarification on the engine damage. It's currently malfunctioning and needs one more patch to set it to a glitching penalty, correct? (At least until it gets hit again, which would push it to wrecked.) If this is right and one more patch is needed, then Arratoi will apply the roll below to attempt patching the engine a second time.

If my understanding is wrong and patching the engine will no longer do anything, then Arratoi will try diverting power to the shields to restore 8 points to the fore arc.

Engineering roll:
Engineering: 1d20 + 10 ⇒ (14) + 10 = 24


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

It looks like I misinterpreted your action last turn, Arratoi. I thought you were using the "hold it together" action to take away the malfunctioning effect for one turn (I forgot "patch" was the name of a separate action), which is how Gunnz made her Piloting check to perform the Flyby. If you were patching she would not have succeeded on her Piloting check to flyby, and would have taken a free attack from the enemy ship.

Because of my confusion, I'll let you decide retroactively which action you would rather have taken last turn. If you go with patch, you'll be only 1 action away from reducing the malfunctioning status to glitching, but the enemy ship will get a second free attack against you and the drones will still be tearing up your hull because the flyby would have been unsuccessful. If you go with hold it together, the action will have played out as written above, but you'll still need two engineering actions to fully reduce the status from malfunctioning to glitching. Your choice. Sorry for the confusion!

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Gotcha! Okay, let's keep it at hold it together then. Thanks!


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Okay, so now Arratoi has successfully patched 1/2 actions to get the engines back to glitching.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Warning sirens blare and virtually every gauge on the console is red... if still operating at all. Sparks fly and a look of manic glee is in Gunnz eye as she twirls the Pegasus around in a tight loop keeping on the enemy ships damaged port side.

"Now this is more like it!" she says as a buckle on her harness suddenly gives way from the abuse it has been put through.

pilot(evade) DC 16: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

Delea returns to encouraging I-5.

dipl.: 1d20 + 7 ⇒ (9) + 7 = 16

Wayfinders

N Android Solarian 3 | SP 14/14; HP 18/18 | RP 2/2 | Jump-jet 7/10 | Attuned: Graviton 3 | EAC 16; KAC 17 (+4 vs AoO from movement)| Fort +3; Ref +3; Will +3 (+2 vs disease, mind-affecting, poison & sleep) | Init: +2 | Perc: +5

Gunnery: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Front: 3d6 ⇒ (4, 1, 2) = 7

”Guns ready! I-5 calmly states through the intercom after scoring a perfect hit

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"If they are ready, then let's fire them!"

Rocket responds to I-5's comment

To hit Turret: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage if hit: 3d6 ⇒ (3, 2, 6) = 11

Wayfinders

N Android Solarian 3 | SP 14/14; HP 18/18 | RP 2/2 | Jump-jet 7/10 | Attuned: Graviton 3 | EAC 16; KAC 17 (+4 vs AoO from movement)| Fort +3; Ref +3; Will +3 (+2 vs disease, mind-affecting, poison & sleep) | Init: +2 | Perc: +5

"Rocket, you must show me how to increase energy output on these after this!"

Second Seekers (Luwazi Elsebo)

Host Shirren Operative (Detective) 4 |SP 28/28 HP 30/30| RP 6/6 | EAC 20 KAC 22| Fort +2 Ref +8 Will +5|Init +6|Percep: +8, SM +11 |Speed 50ft| Current Conditions: |

Thinking that cripping them would be better than the little bit a shields that could be shifted, Ba'hob targets the weapons of the other ship

Computers (Target System): 1d20 + 10 + 4 - 2 ⇒ (6) + 10 + 4 - 2 = 18


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

GM Screen:
Turret Attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Turret Damage: 8d4 ⇒ (1, 3, 3, 1, 4, 2, 3, 3) = 20 1s become 2s for 22 damage

Rocket and I-5 both hit home, further damaging the turret's foundation. Their efforts are futile, though: the coilguns train onto the Pegasus, rip through the remaining shields, and completely wreck your engines! The Pegasus's interior become awash in red emergency lights, as automated evacuation sequences start blaring over the comm system. Walklights illuminate the way to the derelict ship's escape pods, although Gunnz sees through the windshield that the enemy ship is slowly banking around, its three tubes extending out toward you again...

Pegasus HP reduced to 0. What do you do?

Acquisitives

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Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

I'll invoke my Hero of the Stars boon which will restore 20 hp to our ship. That should give us another round...maybe two.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

That's right! We are back in the game!

In a last ditch effort to salvage the ship, Arratoi screams as he pulls a massive lever, tapping into a heroic power reserve in the engine's core! The Pegasus lives, just as the enemy's turret begins visibly malfunctioning as a product of your weapon fire!

Round 7

Pegasus FS/PS/SS/AS/HP: 0/6/6/6/20. Sensors are glitching (-2 to all science officer actions), engines are malfunctioning (-4 to all pilot actions, no push actions; 1 engineering action to patch complete).
Gunnz Initiative: 1d20 + 14 + 1 + 1 + 2 - 4 ⇒ (11) + 14 + 1 + 1 + 2 - 4 = 25

GM Screen:
Enemy FS/PS/SS/AS/HP: 10/0/9/10/54. Turret malfunctioning (-4 turret attacks).
Enemy Initiative: 1d20 + 17 ⇒ (12) + 17 = 29
Enemy Engineer (patch turret, DC 21): 1d20 + 10 ⇒ (6) + 10 = 16
Enemy Captain (demand engineer, DC 21): 1d20 + 7 ⇒ (8) + 7 = 15
Enemy Science Officer (target engines, DC 15): 1d20 + 12 ⇒ (18) + 12 = 30

Enemy wins initiative! Take your engineering and helm actions.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Just checking... Have we been applying the additional damage provided by the Solar Powered Weapon boons to our guns?

Arratoi gets to work trying to finish patching up that engine!!

Engineering, Patch Engine DC21: 1d20 + 10 ⇒ (18) + 10 = 28


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

That boon only applies to weapons with "laser" in the name, so your starboard and port weapons. That said, if you're worried about winding up in the enemy ship's forward arc this round from losing initiative, you could try to get your port side facing the enemy. That way you can use both your automated defenses boon and/or your laser net's point ability to try and stop another missile from hitting you. Ba'hob could even move 10 of the remaining SP to that arc in case the turret hits.

Arratoi finishes patching the engines! Malfunctioning condition reduced to glitching, pilot action penalty only -2 now, and Gunnz can make stunts again.

Second Seekers (Luwazi Elsebo)

Host Shirren Operative (Detective) 4 |SP 28/28 HP 30/30| RP 6/6 | EAC 20 KAC 22| Fort +2 Ref +8 Will +5|Init +6|Percep: +8, SM +11 |Speed 50ft| Current Conditions: |

Ba'hob does what can to put the most shields in what ever arc faces the target.

Computers (Balance): 1d20 + 10 + 4 - 2 ⇒ (11) + 10 + 4 - 2 = 23

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz, excitement gone from her face starts to pale.

"This is not how it is supposed to go."

Seeing little point in trying anything other than a high risk routine Gunnz flies straight at the strange ship.

flyby stunt: 1d20 + 14 + 1 - 2 ⇒ (8) + 14 + 1 - 2 = 21

"Fire everything we have at it!" she shouts through the intercom.

I see no way to win this. Maybe we'll get some criticals

"And round about now would be a good time to review the evacuation procedures..."


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Gunnz dive-bombs the wavering ship, giving I-5 a shot at its vulnerable port flank, and Ba'hob diverts remaining shields to the aft quadrant to cover your rear. The attacking ship rounds behind you and fires its coilguns and another missile.

GM Screen:
Malfunctioning Turret Attack: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
Turret Damage: 8d4 ⇒ (2, 3, 1, 1, 4, 4, 3, 4) = 22
Missile Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Missile Damage: 4d8 ⇒ (3, 4, 1, 8) = 16

Gunnz rigorously swerves the ship from side to side, and both the attacker's weapons miss!!

You may now complete your gunnery phase. I-5 may fire any weapon other than the turret at the enemy's port quadrant. If there were ever a time for a hat trick, now would be that time.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

If the enemy is indeed firing missiles we should try to get our laser net facing them..it's not doing anything against their massive coil gun damage..but at the very least we (by which I mean I-5) can try to shoot the missile out of the skies

Laser net:
Point
A weapon with this special property is always short range and
can’t be fired against targets that are outside the first range
increment. If a tracking weapon would hit a ship in an arc that
contains a weapon with the point special property, the gunner of
the targeted starship can attempt an immediate gunnery check
with the point weapon against the incoming tracking projectile
using the bonus listed in parentheses in the weapon’s Special
entry (instead of her usual bonus to gunnery checks). The DC for
this gunnery check is equal to 10 + the tracking weapon’s speed.
If the attack hits, the tracking weapon is destroyed before it can
damage the ship. A point weapon can be used to attempt only one
such free gunnery check each round, but this usage potentially
allows a point weapon to be fired twice in a single round.

Rocket continues to fire and hopes for the best
To hit turret: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Damage if hit: 3d6 ⇒ (3, 6, 3) = 12

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

"You can do this, I-5!"
diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

Wayfinders

N Android Solarian 3 | SP 14/14; HP 18/18 | RP 2/2 | Jump-jet 7/10 | Attuned: Graviton 3 | EAC 16; KAC 17 (+4 vs AoO from movement)| Fort +3; Ref +3; Will +3 (+2 vs disease, mind-affecting, poison & sleep) | Init: +2 | Perc: +5

Attack: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Damage: 3d6 ⇒ (5, 3, 1) = 9

"Eat this!"


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Most of Rocket's turret attack is repelled by the forward shields, but the last surge of his particle beam cuts through to the hull. I-5's surprise attack during the flyby, however, blasts into the exposed port quadrant, causing more visible damage to the ship's functions.

Round 8

Pegasus FS/PS/SS/AS/HP: 0/1/1/16/20. Sensors are glitching (-2 to all science officer actions), engines are glitching (-2 to all pilot actions).
Gunnz Initiative: 1d20 + 14 + 1 + 1 + 2 - 2 ⇒ (12) + 14 + 1 + 1 + 2 - 2 = 28

GM Screen:
Critical Damage: 1d100 ⇒ 73 Engines
Enemy FS/PS/SS/AS/HP: 0/0/9/10/43. Turret malfunctioning (-4 turret attacks), engines glitching (-2 piloting).
Enemy Initiative: 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 21
Enemy Captain (demand engineer, DC 21): 1d20 + 7 ⇒ (20) + 7 = 27
Enemy Engineer (patch turret, DC 21): 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30 1/2 actions complete
Enemy Science Officer (balance shields, DC 16): 1d20 + 12 ⇒ (4) + 12 = 16 Now 9/0/9/1/43
Pilot (back off, DC 16): 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25

Debris flies off some of the ship's thrusters, and its flight becomes more jagged. The enemy pilot throws the ship into reverse, pulling away while keeping you in the forward arc.

PCs win initiative! Enemy ship has moved so you may take all your actions ending with gunners.

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

"Great job, I-5, keep it up!"

diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

"We've still got system damage but our shields are straining!"

Engineering, Divert to Shields DC16: 1d20 + 10 ⇒ (6) + 10 = 16

Arratoi restores 8 shield points to the forward arc.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

The badly damaged co-pilot's chair goes flying across the cabin as the crew is pressed into their chairs by another rapid turn from Gunnz as she tries to keep the Pegasus on the more or less damaged port side of the slow but heavily armored enemy ship.

Jigging left and right she does her best to keep out of the deadly turrets hail of fire.

evade, DC 16: 1d20 + 14 + 1 - 2 ⇒ (11) + 14 + 1 - 2 = 24

"Lets see if you can finish off that turret, then lets get to work on their engines."

Then after a moments introspection she adds
"If you want me to hit the flee button we can probably out pace that rust bucket. For the moment though, I'm guessing we are wanting to find out a bit more about it, as I'm sure the society and pact worlds in general are going to be curious."

Then after another moment.

"Anyone else wondering if this is a Swarm ship? Can we send a tight beam transmission with what we know about it?"


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

@Gunnz I believe you have to move forward 1 before you can turn. I adjusted your trajectory up 1 hex to accommodate. The end result is basically the same: you're out of their forward arc, but their port side is in your forward arc.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Sorry, thought it was just that you had to move your maneuverability hexes before turning. Either way, no biggie, thanks for the fix.

Second Seekers (Luwazi Elsebo)

Host Shirren Operative (Detective) 4 |SP 28/28 HP 30/30| RP 6/6 | EAC 20 KAC 22| Fort +2 Ref +8 Will +5|Init +6|Percep: +8, SM +11 |Speed 50ft| Current Conditions: |

Ba'hob bring what he can to the forward shields

Computers Balance: 1d20 + 10 + 4 - 2 ⇒ (14) + 10 + 4 - 2 = 26

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