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

Game Master Christopher Wasko

Maps and Slides


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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

Rocket keeps trying to keep the enemy vessel in his target lock

To hit turret: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage if hit: 3d6 ⇒ (3, 3, 3) = 9

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 ⇒ (13) + 6 + 2 = 21
Damage: 3d6 ⇒ (1, 6, 3) = 10

I-5 keeps the enemy ship in the crosshairs of his targeting computer and let's go with another barrage of particles when the ship is right where he wants it.


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

GM Screen:
Turret Attack: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
Turret Damage: 8d4 ⇒ (4, 3, 3, 4, 3, 2, 1, 2) = 22
Critical Damage: 1d100 ⇒ 4 Life support

Sparks fly from the enemy ship's turret as it fires almost blindly off into space. Rocket narrowly missed, but I-5 lands a solid hit on the ship's hull, setting off another explosion!

Round 9
Pegasus FS/PS/SS/AS/HP: 22/1/1/2/20. 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 ⇒ (18) + 14 + 1 + 1 + 2 - 2 = 34

GM Screen:
Enemy FS/PS/SS/AS/HP: 9/0/9/1/33. Turret malfunctioning (-4 turret attacks), engines glitching (-2 piloting), life support glitching (-2 captain actions).
Enemy Initiative: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34
Enemy Captain (encourage engineer, DC 21): 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Enemy Engineer (patch turret, DC 21): 1d20 + 10 ⇒ (4) + 10 = 14 1/2 actions complete
Enemy Science Officer (balance shields, DC 16): 1d20 + 12 ⇒ (17) + 12 = 29 Now 9/8/1/1/33
Enemy Pilot (evade, DC 16): 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16

The enemy ship is starting to visibly struggle, its flight becoming erratic and its hull visibly damaged. It banks toward you, spinning in a sequence of evasive maneuvers.

PCs win initiative by modifiers again! Enemy ship has moved, you may take all your actions, ending with gunners. You guys just might pull this off...

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

"Yay! Great shot, I-5! Do that again!"

dipl. to assist I-5: 1d20 + 7 ⇒ (18) + 7 = 25

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

Arratoi attempts to bolster the forward shields while praying Gunnz manages to keep the enemy ship in our front arc...

Engineering, Divert to shields, DC16: 1d20 + 10 ⇒ (2) + 10 = 12

Arratoi slams his fist down in disappointment. "We had a deal, ship! C'mon, work with me here!!"

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: |

" Keep them in our front arc. And let us see if we can take our their turret on the next shot"

Computers (Target Weapons): 1d20 + 10 + 4 - 2 ⇒ (18) + 10 + 4 - 2 = 30

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)

Banking hard left the patched engines scream and a subtle vibration starts building as the pegasus continues to be pushed beyond her design limits.

Flying more by instinct than controls...which are all blinking red, Gunnz flicks off the warning klaxons with an annoyed gesture.

"Okay bugs..." she snarls as the Pegasus is sent through another set of tight evasive twists and turns.

evade DC 16,ambush: 1d20 + 14 ⇒ (20) + 14 = 34

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

to hit turret: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Damage if hit: 3d6 ⇒ (2, 5, 6) = 13

As Rocket hits the fire control button he realized that he was supposed to hit another of the buttons to aim first

"...oops..'

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 ⇒ (16) + 6 + 2 = 24
Damage: 3d6 ⇒ (6, 1, 6) = 13

"I got you now, not going to loose you!" I-5 is concentrating hard on tracking the other vessel and manages to hit it again!


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

GM Screen:
Turret Attack: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Turret Damage: 8d4 ⇒ (1, 3, 4, 2, 4, 2, 4, 2) = 22

The malfunctioning turret continues to spray ammo out into space. Rocket's attack misses the mark, but I-5 lands a solid blow on the port side; it appears they caught on to your strategy and rebalanced some of their shields to the port quadrant, but I-5's attack is still strong enough to cut through and strike steel.

Round 10

Pegasus FS/PS/SS/AS/HP: 22/1/1/2/20. 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 ⇒ (14) + 14 + 1 + 1 + 2 - 2 = 30

GM Screen:
Enemy FS/PS/SS/AS/HP: 9/0/1/1/28. Turret malfunctioning (-4 turret attacks), engines glitching (-2 piloting), life support glitching (-2 captain actions).
Enemy Initiative: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18
Enemy Captain (demand turret, DC 21): 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Enemy Engineer (patch turret, DC 21): 1d20 + 10 ⇒ (3) + 10 = 13 1/2 actions complete
Enemy Science Officer (target engines, DC 16): 1d20 + 12 ⇒ (10) + 12 = 22
Enemy Pilot (evade, DC 16): 1d20 + 17 - 2 ⇒ (15) + 17 - 2 = 30

The enemy ship banks around its port side, again spiraling into a series of evasive maneuvers.

PCs win initiative! Enemy ship has moved, so go ahead and 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: |

Ba'hob continues to target the enemy's weapons systems.

Computers (Target System0: 1d20 + 10 + 4 - 2 ⇒ (18) + 10 + 4 - 2 = 30

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

Arratoi again tries to shore up the forward shields!

Engineering, Divert to shields, DC16: 1d20 + 10 ⇒ (12) + 10 = 22

And this time he succeeds at restoring 8 shield points to the forward shields.

"Keep our forward arc on 'em! That's the only arc where we have any real shield protection. All the other arcs are paper thin!"

Second Seekers (Luwazi Elsebo)

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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

"Wow, I-5, keep it up!"

somehow my quiet, shy mystic is ending up feeling like a cheerleader...

dipl. to assist I-5: 1d20 + 7 ⇒ (13) + 7 = 20

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 ⇒ (13) + 6 + 2 = 21
Damage: 3d6 ⇒ (1, 2, 5) = 8

"Go down, will you!" I-5 is concentrating hard and scores another hit!

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 whining of the Pegasus's engines starts to fill the ship, getting inside the crew's head and setting fillingsimplants humming.

Gunnz, a manic look in her eyes, sends the Pegaus corkscrewing behind the larger but slower ship as unsecured objects continue to thrown around the cabins. Somewhere in the ship the sound of a storage locker door banging open adds a percussive counter point to the music of the engines.

evade, DC 16: 1d20 + 14 + 1 - 2 ⇒ (8) + 14 + 1 - 2 = 21

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

".....yeah, what he said!"

to hit turret: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage if hit: 3d6 ⇒ (5, 5, 3) = 13

".. I need to stop hitting the wrong button on this thing...'


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

GM Screen:
Turret Attack: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Turret Damage: 8d4 ⇒ (3, 1, 4, 3, 4, 2, 3, 4) = 24

The enemy turret continues its fruitless spray, while I-5 lands another solid blast on its exposed flank.

Round 11

Pegasus FS/PS/SS/AS/HP: 30/1/1/2/20. 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 ⇒ (9) + 14 + 1 + 1 + 2 - 2 = 25

GM Screen:
Enemy FS/PS/SS/AS/HP: 9/0/1/1/28. Turret malfunctioning (-4 turret attacks), engines glitching (-2 piloting), life support glitching (-2 captain actions).
Enemy Initiative: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Enemy Captain (demand turret, DC 21): 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Enemy Engineer (patch turret, DC 21): 1d20 + 10 ⇒ (3) + 10 = 13 1/2 actions complete
Enemy Science Officer (target engines, DC 16): 1d20 + 12 ⇒ (11) + 12 = 23
Enemy Pilot (evade, DC 16): 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25

The enemy continues its evasive flying, but is visibly struggling to get your ship in its sights.

PCs win initiative by one! Enemy ship has moved, go ahead and 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

"Wow, I-5, you are doing incredibly well!"
dipl. to assist: 1d20 + 7 ⇒ (6) + 7 = 13

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)

Sparks explode from an overhead power line as Gunnz puts the Pegsus through a set of twists that really the pre-sales folk probably wouldn't have approved of. "I hope our insurance is paid up" she calls, pulling the ship around to the undefended port side of the enemy ship once again.

evade DC16: 1d20 + 14 + 1 - 2 ⇒ (12) + 14 + 1 - 2 = 25

"Don't suppose anyone could look at those engines, they are not quite running as smoothly as I'd like."

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

"The engines are fully patched. I can try to hold 'em together for every maneuver, but that'll put a complete stop to any shield regeneration!"

Exo-Guardians

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

" ....maybe I'd do better if someone told me _I was doing a good job...*sniff*.. Rocket silently thinks to himself as he hears I-5 getting more nice words directed at him

To hit Turret: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage if hit: 3d6 ⇒ (3, 3, 5) = 11

"..maybe that will earn me a nice compliment, it sure was a nice solid hit for once.." Rocket smiles as he plinks away a small tear forming in his right eye
" ..I sure hope this makes for a proud moment later on down the line.."

Just kidding, no hurt feelings here

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)

"Beautiful Rocket! Right up the Wazoo!" calls back Gunnz.

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

I just realized it didn't sound like it but Arratoi's previous statement was asking if anyone prefers he work on holding the engines together rather than restoring shields...?

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

I guess engines at this point..going first is pretty important

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: |

Given that we have most of our shields restored in front, Do the Hold together on the engines. If we need to later, Ba'hob can jump and provide two actions in Engineering if needed.

Still thinking to disable their offense. Targeting Weapons systems

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

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

Engineering: 1d20 + 10 ⇒ (17) + 10 = 27

Sorry, literally getting on a plane. Here's an engineering roll to hold the engines together. No time to post any flavor at the moment...

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

"What was that Delea?" I-5 turns towards her when he can barely hear her over the bleeping of malfunctioning systems and alerts. While he does that the enemy ship moves out from the crosshairs and I-5 needs too much time to rectify it.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 3d6 ⇒ (6, 4, 2) = 12


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

GM Screen:
Turret Attack: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Turret Damage: 8d4 ⇒ (3, 3, 4, 1, 3, 3, 3, 1) = 21
Critical Damage: 1d2 ⇒ 2
The enemy's turret finally gets a lock on your ship, sending a barrage of coilgun fire at your forward arc. Much of Arratoi's shield energy gets depleted, but the protective barrier holds strong and keeps your hull from being hit. More importantly, Gunnz's encouragement to Rocket seems to pay off, as the ysoki gunner zeroes in on the compromised turret and fires one clean shot to its base. With a brilliant electrical explosion, the entire turret mount detaches, dangling from the ship by wires and cables!

Round 12

Pegasus FS/PS/SS/AS/HP: 9/1/1/2/20. 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 ⇒ (14) + 14 + 1 + 1 + 2 - 2 = 30

GM Screen:
Enemy FS/PS/SS/AS/HP: 9/0/1/1/17. Turret wrecked (unusable), engines glitching (-2 piloting), life support glitching (-2 captain actions).
Enemy Initiative: 1d20 + 17 - 2 ⇒ (4) + 17 - 2 = 19
Enemy Captain (encourage engineer, DC 15: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Enemy Engineer (hold it together - turret, DC 21): 1d20 + 10 ⇒ (18) + 10 = 28 Turret glitching (-2 penalty)
Enemy Science Officer (target engines, DC 16): 1d20 + 12 ⇒ (1) + 12 = 13
Enemy Pilot (evade, DC 16): 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 21

The ship banks in the opposite direction, flying erratically in an effort to throw off gunfire. You spot several automated machine arms crudely affixing the turret back into place, barely holding it together, as it takes aim at you again...

PCs win initiative! Enemy ship has moved, so please take all your actions, ending with gunners. You're almost there! You've wrecked their turret, but their engineer is holding it together this round!

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 moves over to work with Arratoi in Engineering. "You keep us flying and hold the engines together, I will get some shields back"

Engineering (Divert to Shields) DC 16: 1d20 + 10 ⇒ (16) + 10 = 26

Ba'hob restores what he can to the front shields.

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 ⇒ (1) + 6 = 7
Damage: 3d6 ⇒ (4, 3, 3) = 10

I-5 struggles to get the enemy ship back into the crosshairs and fires a wild shot into space

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)

Before I move, can you double check the facing of the enemy ship. With a move of 4 and a turn of 2, it should not have been table to turn around totally - unless it did a barrel roll, flip and burn or turn in place. But I take it from the description that it did an evade?

Second Seekers (Luwazi Elsebo)

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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

It's tempting to change who I try to help, but that wouldn't be fair. If I-5 hadn't already rolled, I would have tried to help I-5, so I will stick with that.

Delea tries to help I-5. not going to roll, since it makes no difference.

Exo-Guardians

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

Rocket blinks away a tear at Gunz nice words and has trouble getting the enemy in his targeting sights as he only gets a blurry view

to hit Turret: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Damage if hit: 3d6 ⇒ (4, 3, 2) = 9


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

Before I move, can you double check the facing of the enemy ship. With a move of 4 and a turn of 2, it should not have been table to turn around totally - unless it did a barrel roll, flip and burn or turn in place. But I take it from the description that it did an evade?

It can make that move: started facing SW, 2 hexes SW, turn SE, 2 hexes SE, turn E, done.

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)

"No way we can get around the other side of the ship in time, lets hope it's starboard side has no more weapons than the port.
" calls out Gunnz.

evade, Pegaus, ambush, glitching, DC16: 1d20 + 14 + 1 + 1 - 2 ⇒ (2) + 14 + 1 + 1 - 2 = 16

She jiggles the Pegasus left, but not doing any especially fancy flying for a moment makes Gunnz loose concentration and her evasive manoeuvres are not quite as good as before.

Though with the +1 from the Pegaus, even with the Glitching engines, I think she just makes it.


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

Botting Arratoi, since he is traveling.

Arratoi continues diverting excess energy to the forward shields.

Engineering, DC 16: 1d20 + 10 ⇒ (20) + 10 = 30

GM Screen:
Turret Attack: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Turret Damage: 8d4 ⇒ (4, 4, 2, 3, 4, 3, 2, 4) = 26

Ba'hob and Arratoi both boost the shields, and not a moment too soon: the enemy ship's mechanical external appendages point the coilguns directly at your forward arc, and launch an absolutely vicious barrage. The Pegasus's hull gets only grazed, but the shields are completely depleted and the gunners are both distracted as you suffer an onslaught of coilgun fire.

Round 13

Pegasus FS/PS/SS/AS/HP: 0/1/1/2/19. 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 ⇒ (4) + 14 + 1 + 1 + 2 - 2 = 20

GM Screen:
Enemy FS/PS/SS/AS/HP: 9/0/1/1/17. Turret wrecked (unusable), engines glitching (-2 piloting), life support glitching (-2 captain actions).
Enemy Initiative: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18
Enemy Captain (encourage engineer, DC 15): 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Enemy Engineer (hold it together - turret, DC 21): 1d20 + 10 ⇒ (5) + 10 = 15
Enemy Science Officer (target engines, DC 16): 1d20 + 12 ⇒ (20) + 12 = 32
Enemy Pilot (evade, DC 16): 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23

The recoil from that brutal attack takes its toll, however, and the detached turret mount flies out of the tentacles' grips, flailing around the ship like a ball and chain as the enemy pilot continues its evasive maneuvers.

PCs miraculously win initiative, and the enemy turret is totally nonfunctional this round! Enemy ship has moved, you may take all your actions, ending with gunners.

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 ⇒ (17) + 6 = 23
Damage: 3d6 ⇒ (1, 5, 3) = 9

I-5 finally has the enemy ship back in the middle of the crosshairs and fires "Target locked! Waiting for particle beams to recharge!"

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

To hit turret: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage if hit: 3d6 ⇒ (3, 4, 1) = 8

"Firing at will! Let's take them down!"

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!"

dipl.: 1d20 + 7 ⇒ (2) + 7 = 9

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 goes and adjusts targeting to engines. Though I am assuming it is going to be moot

Computers (Target Systems): 1d20 + 10 + 4 - 2 ⇒ (13) + 10 + 4 - 2 = 25

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 twists and turns the shrieking Pegasus. Computer warnings continue to flash on the few screens that continue to remain operating.

"See if you can take out her engines..." she suggests, even as I5 and Rocket send off their salvos. "Oh nice shooting both of you."

evade: 1d20 + 14 + 1 + 1 - 2 ⇒ (2) + 14 + 1 + 1 - 2 = 16 Gahh, two twos in a row.

She is obviously starting to either get tired or suffer from the effects to so many high-g stunts in such rapid succession.

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

"Slothful porridge-eating barbed hammer-dropping slimeballs!! Their weapon hits hard!!"

Arratoi gets back to work on the forward shields...

Engineering, Divert to Shields DC16: 1d20 + 10 ⇒ (13) + 10 = 23

Restore 8 shield points to the forward arc


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

Rocket and I-5 coordinate their fire and land solid blows on the ship, but the last fragment of starboard shields keeps the enemy ship barely operational!

Round 14

Pegasus FS/PS/SS/AS/HP: 8/1/1/2/19. 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 ⇒ (7) + 14 + 1 + 1 + 2 - 2 = 23

GM Screen:
Enemy FS/PS/SS/AS/HP: 9/0/0/1/1. Turret wrecked (unusable), engines glitching (-2 piloting), life support glitching (-2 captain actions).
Enemy Initiative: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34
Enemy Captain (encourage engineer, DC 15): 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Enemy Engineer (hold it together - turret, DC 21): 1d20 + 10 ⇒ (19) + 10 = 29 Turret glitching
Enemy Science Officer (target power core, DC 16): 1d20 + 12 ⇒ (3) + 12 = 15
Because I'm impatient...
Enemy Pilot (maneuver, DC 16): 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Turret Attack: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Forward Attack (missile, fire at will): 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Missile Damage: 4d8 ⇒ (6, 2, 2, 2) = 12
Forward Attack (twin laser, fire at will): 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Twin Laser Damage: 5d8 ⇒ (2, 2, 3, 6, 6) = 19

Enemy wins initiative, please take all your actions except gunnery! It has 1 Hull Point left, stay alive and make this round count!!!

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

"Get it, guys!"

actually trying to encourage I-5 again

dipl: 1d20 + 7 ⇒ (3) + 7 = 10

hopefully you guys roll better...

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 starfinders find themselves pressed back into their seats as Gunnz prings the Pegasus around in a turn that was certainly not out of the manual. Seeing the swarm ship had the drop on them, she boots out of the area, trying to get a safe distance from any missiles they might want to fire.

"Bolster those rear shields"

evade DC 16: 1d20 + 14 + 1 - 2 ⇒ (5) + 14 + 1 - 2 = 18

"Rolling Scissors at six!" she calls out, executing a different evasive pattern from before. A nearby screen sparks as the G-forces rip it out of its mounting and it hurtles across the pilots cabin.

"Did I remind you all to pack barf bags?"

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

"..rolling scissors..? I have to start paying attention to the briefings so I know what's going on..."

To hit turret: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage if hit: 3d6 ⇒ (5, 2, 6) = 13

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

"Doing what I can for those rear shields!! C'mon baby, be good to this lil ysoki, yah??"

Engineering, Divert to Shields DC16: 1d20 + 10 ⇒ (14) + 10 = 24

Restore 8 shield points to the rear arc

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 he can to bring the front arc shields to the aft.

Computer (Balance Shield): 1d20 + 10 + 4 - 2 ⇒ (1) + 10 + 4 - 2 = 13

But it looks like the damaged sensors spark and he is unable to do so. But they suddenly focus on his acknowledgements from the society. They calmly speaks to the console. "Now is not a time to fail"

Computer (Balance Shield), shirt reroll with one nova: 1d20 + 10 + 4 - 2 + 1 ⇒ (16) + 10 + 4 - 2 + 1 = 29

The system hums as 6 points of the front shields moved to the aft.

So it should be 2/1/1/16 ?

Exo-Guardians

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

"..rolling scissors..? I have to start paying attention to the briefings so I know what's going on..."

[dice=To hit turret]1d20+7+2
[dice=Damage if hit]3d6

Sorry, I just noticed you said to take all action _except_ gunnery. I kinda jumped the gun

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
_Rocket_ wrote:
_Rocket_ wrote:

"..rolling scissors..? I have to start paying attention to the briefings so I know what's going on..."

[dice=To hit turret]1d20+7+2
[dice=Damage if hit]3d6

Sorry, I just noticed you said to take all action _except_ gunnery. I kinda jumped the gun

Pthhhhtttthhhhh...

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