LINE-04 "Lynn" |
Perception: 1d20 + 0 ⇒ (14) + 0 = 14
What does the body look like in a general sense? That'd dictate Lynn's reaction more than anything.
GM Aerondor |
@Arratoi Often there is a penalty for failure on hacking, suck as lockouts etc. Thus taking 20 is not normally an opotion.
Arratoi manage to bring down the internal firewall. Behind in there is a bit of a dossier on Sheng's business partners. A quick skim reveals that he documented Renew-You’s roller-coaster business trajectory: the family-run cybernetics clinic was on the verge of losing its operating permit when suddenly one of the owners died. Despite the mysterious death of its physician Kinnakt, the clinic switched to biotech augmentations of markedly improved quality. The clinic’s two remaining owners began turning a profit and were considering expanding their business (hence consulting Shenge). However, Shenge’s dossier notes that the owners abruptly closed shop last week.
Sheng's body suddenly flashes... well... an area of his arm does. The dead bodies eyes open and he surges to his feet!
Status, bold may post:
Arratoi
Mother-One
HK 4 SP; 3 hp
Line-04
Medrick
William
Sheng
Mother-One |
Mother-One was still busy with all the computer stuff, trying to see if there was a way to explore the contents some more as the creature comes alive and in a reflex draws her rifle, ready to fire should it be needed.
William Thomas Riker |
Will groans.
"Lovely."
However, that doesn't stop him from sending a quick piece of malware into the corpse's datajack, and then ripping off a shot at the reanimated corpse.
Trick Shot (Computers): 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25 Vs DC 20+CR.
Membrane Holdout Pistol (EAC): 1d20 + 4 ⇒ (10) + 4 = 14, for 1d6 + 1d4 ⇒ (5) + (3) = 8 Fire damage.
Medrick |
Medrick sees his ally take a shot at Sheng without warning. Woo! He just stood up ! Why are you shooting him!!! Medrick is unsure what to do. [i] People do not normally respond well to being shot so I am sure we will need to fight him... But I don't want to fight him. He could be a friend. We came here to help him...[/b]
Medrick draws his arc pistol (set to stun) but doesn't aim it at the enemy. Easy there. I don't want to hurt you...
diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16
Probably not an easy sell with a laser in him. But definitely what Medrick would try.
Medrick |
Is there a check we can make to try to identify it? And I agree with you, but I know this character wouldn't. He wouldn't want to attack until it attacked first.
Arratoi |
Are we using the map for positioning? I'd like to get squishy Arratoi out of the line of fire if we're now in combat but I don't have a sense of where everyone is standing.
And here are a couple of identify creature rolls.
Engineering, Identify: 1d20 + 9 ⇒ (10) + 9 = 19
Life Science, Identify: 1d20 + 6 ⇒ (14) + 6 = 20
GM Aerondor |
William snaps off a quick shot, singing the corpse with his old style pistol. Meanwhile Medrick doesn't seem to quite realise the peril he is in, chatting with a corpse.
Strictly speaking it would be a mysticism check for this, but I would also accept Medicine, or maybe either life or physical sciences checks for a hint about it.
I've given you all yellow borders to make you easier to spot, and Mr Sheng has a pink one
Status, bold may post:
Arratoi
Mother-One
HK 4 SP; 3 hp
Line-04
Medrick
Sheng 8
William
LINE-04 "Lynn" |
Mysticism to identify creature: 1d20 + 5 ⇒ (13) + 5 = 18
It's undead (or maybe aberration?), so I think it's safe to assume reasoning with it won't be possible.
Lynn utters "I don't think this is Shenge anymore..." as she quickly taps a couple of buttons on her headset. With a sudden gush of music from the headset's speakers, she ♫♪begins to sing♫♪.
The air around her seems to pulse in response, quickly condensing into three shimmering ripples of force. The ripples pack down into pulsating spheres and fire towards the newly risen creature!
Magic Missile, full round, harmful spells: 3d4 + 4 ⇒ (4, 4, 1) + 4 = 13
Medrick |
medicine: 1d20 + 8 ⇒ (10) + 8 = 18
life science: 1d20 + 8 ⇒ (16) + 8 = 24
physical science: 1d20 + 5 ⇒ (3) + 5 = 8
My round changes depending on if it takes non-lethal damage or not, so that is information I hope to gather with my checks.
Medrick aims his arc pistol at the enemy attempting to make it through his allies.
arc pistol (EAC): 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
-4 from cover
damage? (electric, non lethal: 1d6 ⇒ 4
Standard action to attack
Medrick thinks fast all the infomation he learned and pulls out his semi-auto pistol and fires, trying to avoid hitting his friends.
semi-auto pistol(KAC): 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
-4 from cover
damage?: 1d6 ⇒ 1
crit?: 1d6 ⇒ 5
Move action to draw my other weapon to my other hand and standard action to fire it.
Arratoi |
Got it. Thanks for the clarifications, GM Aerondor!!
Arratoi peeks around the corner to get a look at Sheng and with a note of shock in his voice, Arratoi says, "Woah no! That corroded rust-minded natterling is definitely NOT Sheng anymore! Get 'Em!"
Arratoi then draws his laser rifle which he had stowed earlier when checking out the computer in the room.
As a move action, put Get' Em on Sheng, giving everyone a +1 attack. Use standard action to draw weapon
GM Aerondor |
I'm going to take a punt here that Starfinder undead are immune to non lethal damage, just like in PF. But I can't find a list of what undead immunities actually are in SF. Anyone able to give me a pointer?
Line is pretty sure the creature is undead, and thus immune to non lethal damage. She thus makes sure her magical missiles are very lethal.
Medrick lets fly with his own pistol, while Arratoi shouts out advice.
Status, bold may post: Get 'em active. +1 to hit Sheng
Mother-One
HK 4 SP; 3 hp
Sheng 28 -
William
Line-04
Medrick
Arratoi
William should have missed his shot due to cover, but I missed that, so you get lucky!
Arratoi |
Yup, immune to non-lethal. It's listed in the alien archive book under 'Universal Creature Rules.' However, here's a link to a description on the Starfinder version of d20PFSRD, a website (a bit confusingly) called starjammersrd: CLICK
Medrick |
Here is a nifty list of all the SF immunities. immunities Feel free to steal this.
Mother-One |
Seeing everyone taking shots at the creatures she squeezes the trigger to take a shot at the creature as well and hopefully hit it in the process
Azimuth Rifle (EAC): 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage: 1d8 ⇒ 4
GM Aerondor |
Mother one also lands a good shot on the cybernetic zombie. But can the Hunter-Killer finish it before it can feast upon his life blood?
Status, bold may post: Get 'em active. +1 to hit Sheng
HK 4 SP; 3 hp
Sheng 32 -
William
Line-04
Medrick
Arratoi
Mother-One
GM Aerondor |
Another accurate shot, but still the dead body moves. It takes advantage of HKs risky move and slams him heavily.
AOO on HK: 1d20 ⇒ 12
damage: 1d6 + 5 ⇒ (1) + 5 = 6
Then, seeing the effectiveness, tries it again, sending the android to the ground with a brutal punch.
attack on HK: 1d20 ⇒ 20
damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17
Status, bold may post: Get 'em active. +1 to hit Sheng
HK 12 SP; 16 hp damage; dying
William
Line-04
Medrick
Arratoi
Mother-One
Sheng 37 -
You can spend RP to stabilise remember
Medrick |
Wow this guy has a lot of hit points!
Medrick sees his friend drop, but there is no easy way to get to him to start working on him to fix him up. Hang in there friend... please Medrick then shoots again with his semi auto pistol.
semi-auto pistol (KAC): 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
-4 from cover
damage: 1d6 ⇒ 2
Standard action to attack. Wow I am getting some good luck with this gun!
William Thomas Riker |
Will grits his teeth, and takes another shot, once again doing some impromptu hacking.
Trick Shot (Computers): 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24 Vs DC 20+CR.
Membrane Holdout Pistol (EAC), cover: 1d20 + 4 + 1 - 4 ⇒ (16) + 4 + 1 - 4 = 17, for 1d6 + 1d4 ⇒ (2) + (2) = 4 Fire damage.
Arratoi |
"That reeking hearth-hating snuff-snorting dangling breadcrumb is sure to go down soon. Get 'Em!"
Move action to refresh get 'em on Sheng
Arratoi then takes a shot with his rifle
Laser rifle vs EAC: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Fire damage: 1d8 ⇒ 5
Mother-One |
Seeing the creature still being shambeling around Mother-One locks on the creature to unleash another shot on it only to miss the creature with a wild shot.
Azimut rifle, Get 'em, combat tracking: 1d20 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
Damage: 1d8 ⇒ 1
LINE-04 "Lynn" |
I'm going to assume that was enough to bring the creature down. If that's not the case, use the spoiler below instead.
Lynn's song changes timbre, becoming far calmer and more relaxing. (Casting Mending on HK, takes 10 mins to cast)
Mending, heal construct: 1d4 ⇒ 3
Semi-Auto Pistol, tactical: 1d20 + 3 + 1 - 4 ⇒ (11) + 3 + 1 - 4 = 11
Semi-Auto Pistol damage: 1d6 ⇒ 2
GM Aerondor |
Medrick and William lay down hurt on the cybernetic zombie, but being undead, it doesn't care!
Unfortunately for it, not caring is not quite the same as 'not affected', and it tumbles, burning to the ground.
SF foes generally seem to have a lot of HP, but they don't get SP, and rarely get RP
Just as well they FAQed the 'Constructed' ability, as it stood at writing, Mending would not work on them!
Line starts to work on the inactive HK. It takes ten minutes but his systems start to come back on line.
Status,
Line-04
Medrick
Arratoi
Mother-One
HK 12 SP; 13 hp damage; 1 RP;
William
Arratoi |
While everyone is resting and healing up, Arratoi says, "Okay, let's recap what we know...
"Renew-You has three business partners. One of them is probably this Vrisken character. Another is a physician named Kinnakt. We don't know the name of the third but that's probably the person who performed the procedure on Maija.
"Business was bad but after Kinnakt died, business, oddly enough, picked up. Business was so good in fact, that they contacted Sheng to discuss how to expand.
"But Sheng is now dead undead. But we do see from his computer that he was to meet Vrisken about promotional activities at this address out on the ring.
"Looks to me like heading to this address, probably Vrisken's residence, is our next step, yah? Did I miss anything, anyone?"
Arratoi is ready to go. He doesn't need any healing.
GM Aerondor |
That looks like a pretty good sumation of the situation.
The search for the address recovered from Shenge takes you to a remote part of the Ring, where old storage buildings have been converted into housing. While fashionable several decades ago, this type of neighborhood has since fallen into disfavor, with many buildings reverting to their original purpose. As you draw near, you pass fewer and fewer people, more broken lights, and more poorly maintained buildings. After passing dozens more decrepit units, you are travelling virtually empty streets.
The buildings lining the outer edges of this twenty-foot wide street are boarded up and sealed. Occasional streetlights flicker, while up ahead, light seeps out of a single structure. Streams of light come from boarded-up windows, and the area’s only occupied structure stands out like a sore thumb.
As you get closer you notice a figure emerge from a nearby allyway and start to batter at one of the windows. A moment later another arrives and starts to bash at a second window...
HK can take a ten minute rest if he wants, and any other healing you want to provide can be had enroute.
Ninja'ed!
You hear a subtle cough behind you as Mr Philt appears "It seems you have followed the same clues as me. Would you like my assistance in confronting the staff of Renew-You?"
Status,
Line-04
Medrick
Arratoi
Mother-One
HK 13 hp damage; 2 RP;
William
Mr Philt (dotted yellow)
Zombies (blue and red outline)
William Thomas Riker |
Perception: 1d20 + 6 ⇒ (1) + 6 = 7.
"It would appear that there are some unhappy customers/relatives," Will notes dryly.
Slightly meta, but is there any reason to *not* let them do the hard work of battering an entrance, before we take them down...? ;-)
Arratoi |
Does anyone have any means of healing HK's HP?
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Upon seeing Mr. Philt, Arratoi says, "Mr. Philt! You sly dog! Up top!" Arratoi raises his hand for a high five.
"I know you corporate types, so no offense, but I gotta ask. Is your assistance gonna cost us anything? But regardless of whether we need your assistance (which we probably don't), you and I both know that you want to go in anyways because you and I both know you're very interested in hearing first hand what happened to all the missing people. AbadarCorp's interest in the integrity of the Freemarket is at stake here, right?"
And just in case it means anything...here's a diplomacy roll
Diplomacy: 1d20 + 9 + 1d6 ⇒ (17) + 9 + (2) = 28
GM Aerondor |
"My help doesn't cost you anything. You are after all working for me at the moment." smiles the Shirren.
"Perhaps I could reflect your thoughts colleagues thoughts back.. is there any reason for me to help you rather than just let you do the work? Mostly because I want to know what has happened and why. It has cast a shadow over the Freemarket and that is Bad For Business."
He gestures to the two figures slowly battering at the boarded up windows. "They don't look like they are interested in leaving anyone for conversation."
Arratoi |
"So we're in agreement then! You're coming with us! We'll get to the bottom of this together..."
Arratoi turns to look at those two figures and says to the party, "I guess we're going to have to take those two out before they kill whomever is inside, eh?"
@Will, I guess we could stay hidden and wait until the moment they bash an opening, then open fire, getting the drop on them?
Arratoi |
Drawing his rifle, Arratoi nods in agreement.
GM Aerondor, are we able to get any closer on the map without catching their attention? Or is this pretty much as close as we can get before stealth checks are required?
Medrick |
perception dc 15: 1d20 + 1 ⇒ (17) + 1 = 18
Medrick sees the zombies from a far. I would say these guys have probably had their implants in a bit long than Sheng. They look more effected by it than he did.
Medrick tries using his medkit to heal HK. Medicine is really hard in this game and only gives you 2 hit points back. But I am playing a medic, so I will see what I can do.
He puts on his lab coat and gets to work...
Medicine DC 25: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
... could someone throw me an aid? Unfortunately, I do not have any healing potions on me... Probably something I should pick up in the future.
LINE-04 "Lynn" |
As usual, this game blew up overnight. :> I'll start with Arratoi's recap earlier.
Lynn wraps up her singing, stepping over to help HK to his feet. "Gosh, that was super unlucky HK! And you're not looking good. Maybe you should keep a little more to the back from here on?"
Arratoi's summary of the situation so far has Lynn nodding along. "So we go find Risky Vrisky and make sure they don't get away with this awful medical stuff. Got it." She pulls out her datapad and checks something on it. "I don't think Arvin's going to be happy that the super special augmentation he was looking forward to turns people into zombies instead."
------------
Once we arrive at the Vrisken address:
Perception: 1d20 + 0 ⇒ (9) + 0 = 9
Lynn spins in alarm when Mr. Philt suddenly shows up out of nowhere. She looks around him for any sign of vesk bodyguards. Upon not seeing any, she looks in confusion at the Abadarcorp rep "You're here by yourself Mr. Philt? I suppose that means you don't know that the fancy Renew-You augmentations turn people into zombies! They're kinda dangerous. But don't worry, we'll protect you if you want to run away again." Lynn winks at Mr. Philt, a bright grin making the teasing light-hearted.
"If you want to help though, we'll take it!"
As her allies work out exactly how to approach the engagement, Lynn takes out her datapad and looks through it for appropriate backing music for fighting zombies. Finding something, she sends it to her headset.
Mother-One |
Listening to everyone and then tagging along she nods, looking surprised as Philt arrives as well. "Surprise to see you here sir.." With that she pulls out the rifle and readies for what might come.
GM Aerondor |
The zombies hammer ineffectively at the barred windows for a minute or so. A third one shambles down the street to join in. Looking at them you get the feeling it will be some time before they manage to break in at this rate.
The new arrival shuffled past you without paying any attention, so feel free to set yourselves up however you like before attacking, assuming that is what you are going to do.
Status,
Line-04
Medrick
Arratoi
Mother-One
HK 11 hp damage; 2 RP used;
William
Mr Philt (dotted yellow)
Zombies (blue, green and red outline)
GM Aerondor |
Feel free to roll your attacks. They are busy for the moment so you can all get an opening volley in on them.
Mother-One |
Mother-One will use her exocortex for tracking her target (green) and lets go of a shot.
Azimuth, tracking (EAC): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 1d8 ⇒ 1
LINE-04 "Lynn" |
Lynn takes a deep breath, straightening her back and bringing a hand up to her headset. "Alright, time to show them what we're made of!"
She flicks a switch and music begins to flow at full volume from her headset. She closes her eyes through the first few seconds as the song builds and then, ♫♪ begins to sing! ♫♪ Much like before, the air around begins to pulse in tandem with the beat of the song. Three translucent rods of force form from condensed vibrations, orient themselves towards the middle zombie (blue) and fire!
Magic Missile, full action, harmful spells: 3d4 + 4 ⇒ (3, 3, 4) + 4 = 14
Btw, are these zombies the same as that last one, just already damaged?
Mysticism vs. zombies: 1d20 + 5 ⇒ (19) + 5 = 24 If they're different, can I get the low-down on their offensive/defensive capabilities with that roll? :>
William Thomas Riker |
Will shrugs, and fires a volley at the same zombie as Lynn.
Trick: 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18 Vs DC 20+CR
Membrane Holdout Pistol: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d6 ⇒ 3 Fire damage.
GM Aerondor |
Line and Mother open up on the zombies. Line's one staggers, hard to beleive it is still on its feet after that, surely it can't stay up much longer.
Status,
Medrick
Arratoi
HK 11 hp damage; 2 RP used;
William
Mr Philt (dotted yellow)
Zombies:
blue,
green - 1 damage
red -14 damage
Mother-One
Line-04
Medrick |
Medrick takes a step next HK to give others room to shoot and not need to worry about getting around him. As he moves, he draws his semi-auto pistol again and takes a shot at the green looking zombie.
semi-auto pistol (KAC): 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d6 ⇒ 4
Move action to move and draw my weapon, standard action to shoot (for personal record, that is the 3rd round of ammo used so far.