[SFS] GM-8574: 01-QUEST Into the Unknown - Part 1 (28 AUG 2017) - Table 2 (Inactive)

Game Master Jason Lillis

Blog post with rules cheat sheet!

CURRENT TABLETOP!

The Odyssey:

STARFINDER SOCIETY DRAKE (TIER 4)
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 70 (forward 20, port 15, starboard 15, aft 20)
Attack (Forward) heavy laser cannon (4d8), coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile launcher (4d8 - 5 missiles)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo hold, escape pods
Modifiers +1 to any three checks per round
Complement 4–7

Other pertinent graphics and maps will be linked here in the header.


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Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

'Tchk..tchk..shields...Aft? Forward? Port? Starboard? Tchk...tchk...yes rebalance. How to arrange? Power up to which side?' Keskodai's antennae move about frantically as he tries to work with the shields.

"Tchk...tchk...Yes that should work...Tchk...tchk...rebalancing shields now"

Rebalance: Com Check DC 17 : 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21

Shields as follows F:7 B:7 P:9 S:7 pushing extra to portside as per Rez flight maneuver

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

@GM-8574: For figuring out movement, it's probably easier for you have both piloting checks at the same time, so feel free to make mine on my behalf next round. Forgot to mention that in my last post.


Rez Cleftear wrote:
@GM-8574: For figuring out movement, it's probably easier for you have both piloting checks at the same time, so feel free to make mine on my behalf next round. Forgot to mention that in my last post.

Thanks!


The Endless Threnody spits return fire at you from their lighter port laser, but the shot goes wide of the mark. Your attack scores a good hit across their port side - it clearly burns directly into the hull of the ship, as though their shields aren't even up!

Loreseeker Condition:

HP: 52/55
Fore Shields: 7/10
Port Shields: 9/10
Starb. Shields: 7/10
Aft Shields: 7/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 92/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: None

- - - - - - - - - -

Endless Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (19) + 8 = 27
Rez Cleftear's Piloting Check(Initiative): 1d20 + 10 ⇒ (11) + 10 = 21

Endless Threnody Ship Checks(Round #):

Engineering
Threnody Engineering Check (Divert: Weapons): 1d20 + 11 ⇒ (16) + 11 = 27

Helm
Threnody Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 8 ⇒ (10) + 8 = 18
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (10) + 6 = 16
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (11) + 7 = 18

Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (20) + 7 = 27
If a hit via front arc: 4d8 ⇒ (1, 1, 5, 7) = 14 + 2 (Engineering)
If a hit via side arc: 2d4 ⇒ (1, 3) = 4 + 1 (Engineering)

It looks like their pilot is getting ready to get the drop on Rez. What do you do?

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

Rez sees the hit register on tac-screen to his side. "Great shot! Alright, I'm going to give you an even better angle, hold on!"

Stunt: Evade - DC 14: 1d20 + 10 ⇒ (20) + 10 = 30
+2 circumstance bonus to AC and TL until the start of next round


Male Outsider (native) Gamer 15 / DM 7 / Author 4

Obozaya

"Excellent! Gunner! Give them everything you got!"
Demand - Gunnery: 1d20 + 4 ⇒ (20) + 4 = 24
Okay, you get a +4 to negate the -4 to 'open fire' :D


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

Rogger that, open fire
the cannon and the turret. Turret: 4 + 1d20 ⇒ 4 + (16) = 20
cannon: 4 + 1d20 ⇒ 4 + (9) = 13 modifiers applied my attack +2 and +2 computers, +4 from Rungok, and -4 open fire
turret: 4d4 ⇒ (1, 1, 4, 4) = 10
laser cannon: 2d4 ⇒ (2, 1) = 3


Looking good so far - Keskodai, let me know what you're planning and we'll resolve the round!

Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

Keskodai tries to scan The Endless Therondy hoping that the damage has weakened it defense systems.

Computer Check: Scan (Helm Phase): 1d20 + 2 ⇒ (1) + 2 = 3


Unfortunately, Keskodai's scan fails to reveal anything about the opposing ship. Rez pulls some tricky maneuvers to get the ship into the best possible position, but the Endless Threnody surprises you with a hard burn of their reverse thrusters, backing off to keep you in the path of their massive forward cannon.

Altronus gets hot-blooded by Obozaya's commands, and unleashes a blistering attack on the enemy ship. 1d100 ⇒ 35

However, that same massive cannon that stretched across space to hit you earlier opens up a massive - and unbelievably well-targeted - blast that is only party absorbed by your shields before is scores a direct hit on your hull. The hit rocks your life support systems - they're still functional, but dealing with them will be a distraction for Obozaya. Obozaya takes a -2 penalty to Captain actions.

Loreseeker Condition:

HP: 44/55
Fore Shields: 7/10
Port Shields: 9/10
Starb. Shields: 0/10
Aft Shields: 7/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 79/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: None

- - - - - - - - - -

Endless Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (9) + 8 = 17
Rez Cleftear's Piloting Check(Initiative): 1d20 + 10 ⇒ (15) + 10 = 25

Endless Threnody Ship Checks(Round 4):

Engineering
Threnody Engineering Check (Divert: Weapons): 1d20 + 11 ⇒ (3) + 11 = 14

Helm
Threnody Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 8 ⇒ (4) + 8 = 12
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (8) + 6 = 14
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (8) + 7 = 15

Gunnery
Threnody Gunnery Check: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
If a hit via front arc: 4d8 ⇒ (2, 3, 5, 5) = 15
If a hit via side arc: 2d4 ⇒ (1, 1) = 2

- - - - -

Rez, your quick reflexes give you the drop on the Endless Threnody's pilot, but your ship is starting to be in rough shape. The enemy appears to try and back off again to keep you in front of their main cannon, but doesn't get quite as far as they did recently.

The party is up! What do you do?

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

"Okay, that was another bad shot, can't afford to get hit like that again... Coming up behind them, get ready to fire!" Seeing the Threnody make a slow reverse, he pulls behind them in a gradual banking turn, facing the starboard shields to absorb any return fire.


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

Altronus fires again, twice turret: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (1) = 1 modifiers applied, my attack bonus +2, computers bonus +2 assuming we pass this turn and -4 from firing two weapons
laser: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (10) = 10
turret damgage: 4d4 ⇒ (4, 3, 2, 2) = 11
laser damage: 2d4 ⇒ (4, 1) = 5


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

Gosh, this enemy is hard to hit, either that or these weapons suck.
I can't believe they sent us on a mission with a ship that has crappy weapons.

Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

Keskodai follows Rez flight patterns with calculated interest and attempts to rebalance the shields but he is at a loss with the ship's systems!

Just making sure this is correct but our starboard side (right) is now facing the rear of the Eox ship right? I'm rebalancing based on this since we currently have no shields on starboard side.

Rebalance: Com Check DC17: 1d20 + 2 ⇒ (14) + 2 = 16


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

As Altronus finds out the ships shields didn't get rebalanced oh, no, we are doomed

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

Yeah, I thought it was our port shields that took the last hit; I forgot we pulled forward and all the enemy had to do was back up and fire. Here's hoping I haven't borked up the mission.

Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

all good no worries


Male Outsider (native) Gamer 15 / DM 7 / Author 4

next turn divert power to the shields. We will get 5% our power core value back to our shield total.

-Posted with Wayfinder


Rez gets your ship behind the Endless Threnody, and you discover that it lacks a rear weapon, and no turret! They cannot fire upon you, so long as you stay in their rear arc.

GM Screen:

1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5

Altronus lays into the firing console, and though the turret is yet to come fully around after the last attack, the starboard laser is just able to score a hit across the enemy's hull.

Loreseeker Condition:

HP: 44/55
Fore Shields: 7/10
Port Shields: 9/10
Starb. Shields: 0/10
Aft Shields: 7/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 61/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: None

- - - - - - - - - -

Endless Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (2) + 8 = 10
Rez Cleftear's Piloting Check(Initiative): 1d20 + 10 ⇒ (14) + 10 = 24

Endless Threnody Ship Checks(Round #):

Engineering
Threnody Engineering Check (Divert: Weapons): 1d20 + 11 ⇒ (15) + 11 = 26

Helm
Threnody Piloting Check (Flip and Burn) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 8 ⇒ (4) + 8 = 12
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (17) + 6 = 23
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (7) + 7 = 14

Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (18) + 7 = 25
If a hit via front arc: 4d8 ⇒ (2, 7, 2, 4) = 15
If a hit via side arc: 2d4 ⇒ (1, 1) = 2

- - - - -

The enemy appears to try some kind of complicated maneuver to pull forward before engaging auxiliary thrusters to suddenly turn their ship about. However, they don't quite pull off the timing, and the main engines simply propel the massive ship forward.

You're still in their rear arc, and Rez has the chance to maneuver, or grab control of one of the guns and open fire while you're safely in their rear arc. What do you do?

GM Screen:
1d100 ⇒ 47


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

yeah

Altronus fires again with both weapons when he gets a clear shot in the arc, unless he already has one
turret hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (15) = 15 it is hard keeping track of all the bonuses especially when I'm new to ship battles and not entirely in control, but I try. Not to mention the space ship battle is confusing and I barely understand it, glad I'm only the gunner with a job nothing more than rolling dice, cause I wouldn't know how to tactically maneuver, I'm not good at x-wing. modifiers applied 2 from my attack, 2 from computers assuming we pass them and -4 firing two weapons.
laser hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (20) = 20
laser crit confirm: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (18) = 18 unless in starfinder you just crit

turret dmg: 4d4 ⇒ (2, 2, 3, 2) = 9
laser dmg: 2d4 ⇒ (3, 1) = 4
laser crid dmg: 2d4 ⇒ (4, 4) = 8

edit, 15, 20, and 18 on the dice alone. above average on the dmg dice. That was a good round
Altronus shoots Yeah, take that, I blast you to smithereens


You're doing fine! Gunner is a good role if you aren't too familiar with the rules, but your sense of it seems to be good. In Starfinder, you just crit - but a crit in starship combat does critical damage to one of the ship's systems (life support, sensors, weapons array, engines, power core). I roll randomly on 1d100 to discover which one, unless you have a science officer that is helping you target a specific system. Good rolls this round!

GM Screen:
1d100 ⇒ 92

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

I'll just fly behind them, and try to keep on their tail. Glad that maneuvering paid off. :D


Sounds good! Waiting for Obozaya and Keskodai before resolving the round.


Male Outsider (native) Gamer 15 / DM 7 / Author 4

Obozaya

Obozaya grins. "Right where we want them. Altronus! Keep it up!"
Encourage-gunner: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11

Did we have anyone on engineering that could patch up the life support?


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

Thanks rungok


Keskodai doesn't have ranks in Engineering, but you probably want him on balancing or restoring the shields this round before attempting that patch next round (before Obozaya acts), since you've still got the drop on the enemy. Make sense?

Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

Rebalance: Com Check DC17: 1d20 + 2 ⇒ (2) + 2 = 4

Tchk..Tchk...Shields...unable to get them working...tchk...tchk..be careful.

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

Rez glances at a status panel, and notes the condition of the life support system.

"Cap, I got an indicator here, but that's it. Life support's still holding, and we got enough air for now. Now, if it goes down and I get a red light blinking in my face? I can head down and get it back up and running, but someone's gotta take the stick if that's the case."

Rez makes a minor course adjustment, then shouts over his shoulder.

"Keskodai, you up to flying this thing if it comes down to it?"

Keskodai's the only other crew member with a rank in Piloting, albeit only at a +2.

Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

Keskodai looks up at the ysoki. Then to the engineering panel. Then to the pilot seat. Then back ysoki all the while weighing fifty questions and outcomes that might arise from each decision.

"Tchk..tchk...I will do so if necessary."


You make great use of your superior positioning, and blast away at the rear of the enemy ship, unopposed. You see the lights of the ship flicker after your attack, as though something were affecting their power supply!

Loreseeker Condition:

HP: 44/55
Fore Shields: 7/10
Port Shields: 9/10
Starb. Shields: 0/10
Aft Shields: 7/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 61/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Weapons Array (Glitching), Power Core (Glitching)

- - - - - - - - - -

Endless Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (8) + 8 = 16
Rez Cleftear's Piloting Check(Initiative): 1d20 + 10 ⇒ (7) + 10 = 17

Endless Threnody Ship Checks(Round 6):

Engineering
Threnody Engineering Check (Patch: Weapons Array): 1d20 + 11 ⇒ (16) + 11 = 27

Helm
Threnody Piloting Check (Evade) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 8 ⇒ (1) + 8 = 9 - FAIL
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (9) + 6 = 15
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (2) + 7 = 9

Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (20) + 7 = 27
If a hit via front arc: Heavy Laser: 4d8 ⇒ (1, 5, 3, 7) = 16
If a hit via side arc: Light Laser: 2d4 ⇒ (1, 2) = 3

- - - - - - - - - -

The Endless Threnody's pilot seems to be trying to make evasive maneuvers, but it does this so sluggishly that it actually leaves itself more open to attack! Rez once more - though just barely - gets the drop on the enemy.

Your turn for crew actions! Obozaya, you can also consider grabbing control of one of the guns during this round.


Male Outsider (native) Gamer 15 / DM 7 / Author 4

Obozaya
I had totally forgotten that we could do that!

"Altronus, I'm taking command of the coilgun! Open fire with the laser cannon!" she shouts, pulling up the turret's targeting data and pouring yet more firepower at the Endless Threnody.

Attack: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage: 4d4 ⇒ (3, 1, 3, 4) = 11

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

Rez sees the Threnody try to shake him, and but gains the upper hand and chases after it. "Clear shots, guys! Fire at will!"


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

laser cannon: 2 + 2 + 1d20 ⇒ 2 + 2 + (3) = 7 modifiers, 2 my attack, 2 computers and I assume -4 doesn't apply since I'm not controlling both guns, but only one. Wow, I'm off my game today, either that or shapeships are too fast for me to hit. Glad you came in there Obozaya.


1d100 ⇒ 88

Rez gets the ship in position for a clear shot, and Obozaya's shot will strike true! Altronus fires just wide of the other ship's maneuver.

Keskodai can still go this round, then we'll proceed with the next round of combat!

Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

Keskodai attempts to scan the damaged Eox ship.

Computer check: 1d20 + 2 ⇒ (18) + 2 = 20

finally!


Keskodai learns the following (further checks can reveal more):

1. Basic Information: There are no living crew members on the ship. The ship is a large heavy freighter, with a speed rating of 6 and average maneuverability.

2. It's armor class and target lock are both rated at 11, and it currently has 50/100 hull points. It has no shields, and it's power core is an Arcus Ultra.

- - - - - - - - - -

Loreseeker Condition:

HP: 44/55
Fore Shields: 7/10
Port Shields: 9/10
Starb. Shields: 0/10
Aft Shields: 7/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 50/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Power Core (Malfunctioning)

- - - - - - - - - -

Endless Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (18) + 8 = 26
Rez Cleftear's Piloting Check(Initiative): 1d20 + 10 ⇒ (12) + 10 = 22

Endless Threnody Ship Checks(Round #):

Engineering
Threnody Engineering Check (Patch: Power Core): 1d20 + 11 ⇒ (8) + 11 = 19

Helm
Threnody Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 8 ⇒ (18) + 8 = 26
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (20) + 6 = 26
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (11) + 7 = 18

Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (1) + 7 = 8
If a hit via front arc: 4d8 ⇒ (5, 3, 2, 2) = 12
If a hit via side arc: 2d4 ⇒ (3, 1) = 4

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

Rez, having come up behind the Threnody a little too hot, backs off the throttle and reverses course before he flies the Loreseeker past the bow and back into a firing arc of the Eoxian ship.

Piloting - Stunt: Back Off(DC 14): 1d20 + 10 ⇒ (7) + 10 = 17


Rez gets some distance between you and the enemy ship, which simply -
though ponderously - turns in place to target you with it's main cannon! However, even with lining up such a simple shot, their gunner appears to have made a critical mistake at the controls, and the forward heavy laser cannon crackles with energy before sizzling out. (Oh, Natural 1, so much fun.)

The enemy ship is open to your attacks, scans, or any other actions from Obozaya, Altronus, and Keskodai!


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

Altronus fires again, coil gun and laser hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (17) = 17
then laser hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (13) = 13
dmg coil: 4d4 ⇒ (2, 2, 3, 4) = 11
dmg laser: 2d4 ⇒ (2, 1) = 3


Altronus takes back the controls for both the guns, and lands solid damage on the enemy ship!


Male Outsider (native) Gamer 15 / DM 7 / Author 4

Obozaya

"Keskodai! Transfer power to the guns! We've got them in our sights!" Obozaya exclaims, quite obviously excited over their battle.

"Altronus! Your laser cannon is drifting! Pull it in tighter!"

Assist Gunnery: 1d20 + 4 ⇒ (6) + 4 = 10
That should bump up that 13 to 15. Too bad I can't improve damage,
right? Well, that's up to the science crew.

Acquisitives

Male Ysoki Ace Pilot Mechanic 13 (SP 104/104) (HP 106/106) (EAC 26, KAC 28) (Fort +10, Ref +17, Will +6) (Init +13) (Perception +23)

Buzz tries to divert power to the shields.

Engineering: 1d20 + 8 ⇒ (6) + 8 = 14.


Raia punches a command into her console, and brings some life back to the shields.

Keskodai(BOT) looks at the control panel for diverting power to weapons, and realizes that he has no idea what he's looking at. (No ranks in engineering.) Rather than potentially disabling the entire ship, he attempts to rebalance the shields...
Keskodai(BOT) Computers Check: 1d20 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10
...but things seem to be moving too fast for the shirren to keep up.

1d100 ⇒ 86

Loreseeker Condition:

HP: 44/55
Fore Shields: 7/10
Port Shields: 9/10
Starb. Shields: 0/10
Aft Shields: 7/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 36/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Power Core (Wrecked)

- - - - - - - - - -

Endless Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (11) + 8 = 19
Rez Cleftear's Piloting Check(Initiative): 1d20 + 10 ⇒ (20) + 10 = 30

Endless Threnody Ship Checks(Round 8):

Engineering
Threnody Engineering Check (Patch: Power Core): 1d20 + 11 ⇒ (1) + 11 = 12 - Fail!

Helm
Threnody Piloting Check (Evade) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24 - Success!
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 - Success!
Threnody Science Officer (Target System: Life Support): 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 - Fail!

Gunnery
Threnody Gunnery Check: 1d20 + 7 - 4 + 2 ⇒ (15) + 7 - 4 + 2 = 20 - Success!
If a hit via front arc: 4d8 ⇒ (5, 2, 2, 5) = 14
If a hit via side arc: 2d4 ⇒ (3, 1) = 4

- - - - - - - - - -

Rez has a moment of perfect clarity, and seems to know exactly what the enemy ship is going to do and how to pilot appropriately around it - and he'll need to! The Endless Threnody's pilot steers the massive freighter directly at you while zigging and zagging, hoping to force you into making a harrowing choice: Fly straight past the freighter, and open yourself up to their cannons, or back off again and risk their fearsome forward laser.

Your crew actions are next - what do you do?!

Acquisitives

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Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

In a fit of desperation, Rez pulls the throttle back and leans hard into the stick, turning the Loreseeker every which way in an attempt to avoid the heavy laser.

Piloting - Stunt: Flyby: 1d20 + 10 ⇒ (20) + 10 = 30
DC = 20 + (2 × enemy ship tier) - I'm hoping it's around the same tier as us...

Rez attempts to hide his excitement as the maneuver goes perfectly as planned. Well, not that there was any plan... sometimes, you just gotta go with your gut and go for it... After getting around the Threnody, he pulls a wide banking turn to bring the Loreseeker to bear, and have the port shield (I got it right this time! Port = left! :P) facing the enemy ship.

Well, that's about the most perfect result I could have ever asked for. Goes a long way after rolling a 1, then 2 in a single round in another game. :P


Male Outsider (native) Gamer 15 / DM 7 / Author 4

Obozaya
"Perfect maneuver, Rez!" Obozaya crows. She highlights an area they've been pounding with their weaponry.

Aid Gunnery: 1d20 + 4 ⇒ (8) + 4 = 12
"Altronus, give them hell!" she exclaims, practically salivating over what she perceives as an upcoming victory.


Male Laborer Android Striker Operative 10: Spd:35, Climb:15, AC:28, HP:48/128, 5 Fire Resistance, 5 Acid Resistance, DR:1, Fort:18(Constructed), Ref:21(Operative Reflexes), Will:16, Perception:17(Emotionally Unaware), Init:20, Darkvision

Will do Obozaya
turret: 2 + 2 - 4 + 2 + 1d20 ⇒ 2 + 2 - 4 + 2 + (20) = 22 modifiers, my attack of 2, 2 computers, -4 firing both, and +2 for aid
laser: 2 + 2 - 4 + 2 + 1d20 ⇒ 2 + 2 - 4 + 2 + (17) = 19
turret dmg: 4d4 ⇒ (1, 1, 1, 2) = 5
laser dmg: 2d4 ⇒ (1, 1) = 2
another crit! By the way do we get extra crit damage from it, or just special damage effects? anyway if it matters. crit dmg: 4d4 ⇒ (2, 4, 3, 2) = 11
Yes I know but I meant to shoot there, I was aiming for the weak spot, I just didn't hit it solid enough, instead I grazed it

Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

Keskodai moves back over to the science station and attempts to rebalance the shields once again.

Rebalance: Com Check DC 17: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21

[ooc]Rebalance to F:6; A:5; P

Wayfinders

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:
Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

F6 A5 S6 P6


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RaiaBOT attempts to boost your weapons...
1d20 + 8 ⇒ (9) + 8 = 17
...and Altronus feels them shudder with additional energy.

Obozaya alone has the second-clearest view of just how close Rez brought your ship to the enemy frigate. Picture it - the massive, glaring red eye of this frigate is bearing down on you, with spikes of bone that crackle with negative energy as it seems ready to ram you. They're undead - what have they got to lose? NO! Looking back, I'm guessing that even the ship's sensors and flight data would have a hard time telling you what Rez did, but you're damn glad it happened.

Keskodai reorganizes your shields after the insane maneuver, keeping them better balanced.

Altronus, emboldened by captain and fellow crew, lands a pair of hits - one perfectly...
1d100 ⇒ 93
...slicing through a previous hole made in the ship's power core housing. If you were to see clearly through your scopes, you would have seen a tiny skeletal figure being vaporized by the blast before it hits the deck of the ship!
The other shot also connects solidly, and with Raia's help, does a fair bit of damage to the weakened (and now less-crewed) ship, and it seems to be almost coming apart at the seams.


Loreseeker Condition:

HP: 44/55
Fore Shields: 7/10
Port Shields: 8/10
Starb. Shields: 8/10
Aft Shields: 7/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 24/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Power Core (Wrecked)

- - - - - - - - - -

Endless Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (2) + 8 = 10
Rez Cleftear's Piloting Check(Initiative): 1d20 + 10 ⇒ (17) + 10 = 27

Endless Threnody Ship Checks(Round 9):

Engineering
Threnody Engineering Check (Patch: Power Core): 1d20 + 11 ⇒ (8) + 11 = 19

Helm
Threnody Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 8 ⇒ (4) + 8 = 12
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (20) + 6 = 26
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (7) + 7 = 14

Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (4) + 7 = 11
If a hit via front arc: 4d8 ⇒ (1, 5, 3, 6) = 15
If a hit via side arc: 2d4 ⇒ (1, 2) = 3

Keskodai, I had forgotten to tell you specifically about the 7 points Raia restored earlier. Those are reflected now in the spoiler above, but feel free to redistribute (no action needed.

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