[SFS] PbP Gameday VI - GM Woran's Quest Starfinder: Into the Unknown (All 5 Parts) (Full) (Inactive)

Game Master Woran

The Starfinder Society needs a team to investigate a distress beacon. Explore the future of science fantasy with five quests featuring urban brawls, frontier gunfights, starship combat, and more!

init cheat sheet:

[dice=initiative Zabrutal]1d20[/dice]
[dice=initiative Zye]1d20 + 4[/dice]
[dice=initiative Gornoc]1d20 + 1[/dice]
[dice=initiative Kallus]1d20 + 1[/dice]
[dice=initiative Baskoro]1d20[/dice]
[dice=initiative Karine]1d20 + 2[/dice]

Drake stats:

Starfinder Society Drake (Starfinder Society Roleplaying Guild Guide)
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) coilgun (4d4), heavy laser cannon (4d8)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile
launcher (4d8)
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; Complement 4–7


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Dataphiles

Vesk Technomancer 1 SP 0/6 HP 5/11 | RP 4/4 | EAC 14; KAC 17 | Fort +1; Ref +0; Will +2 | Init: +0 | Perc: +0, SM: +0 | Spells 1/3

With a toothy smile at Gornoc, Zabrutal says while reaching out and touching a grenade on the other vesk's bandolier. "Nanites empower all. Much energy into explosion. Enemies are shredded."

Casting supercharge weapon on grenade, adding 2d6 extra damage to the AoE

Wayfinders

Male Ysoki operative | SP 11/12 | HP 11/14 | RP 4/4 | KAC 16 | EAC 14 | Fort:+0 | Ref:+6, evasion | Will:+5 | Init:+4 | Perc:+8

...Zye is bad at math. And I think I may have accidentally read the Reflex save (14) as the total damage when stating to type my post.

Happy to have Zye stop drop and roll, but if conscious would also have likely drawn his pistol if that's all right with the GM


Dead Suns:

That's no problem

Zabrutal: Invokes the power of machines. One of Gornoc's grenades crackles with energy.

Thugs: Dont know exactly what is going on. But they do NOT like the look of that grenade.

They drop their guns and draw some mean looking hamers while advancing.

melee attack blue, at Zabrutal: 1d20 + 6 ⇒ (3) + 6 = 9

melee attack yellow, at Gornoc: 1d20 + 6 ⇒ (7) + 6 = 13

melee attack red, at Gornoc: 1d20 + 6 ⇒ (1) + 6 = 7

Round 1

Zye
Kallus
Strange lady
Zabrutal
Thugs
Karine
Gornoc

Karine and Gornoc can act.

Acquisitives

Vesk Mercenary Solider 1 | SP 0/9, HP 5/13, RP 3/5 | EAC 13 KAC 14 CMD 22 | Init +1 | F: +4, R: +1, W+2 | Perc +0 SM +0 | Spd 30'

Oh, Okay! Gornoc stares down at the crackling grenade, he knows this isn't a great time to throw it, with foes right up in his face; but it's crackling with energy...I mean how could he not.

Gornoc draws the grenade and heaves it over the man in his face's head, opening himself up to the men's attacks, he's aiming for a spot in the opening which won't blow back on him.

Frag Grenade I at target intersection (AC5): 1d20 + 6 ⇒ (7) + 6 = 13
Piercing Damage + supercharge: 1d6 + 2d6 ⇒ (4) + (1, 4) = 9

Reflex for 1/2

It's a 15' radius, can't get all 3, so I'll aim to hit the strange lady and red human

And yes, taking two AOOs.


Dead Suns:

Taking OoEs like a true mad bomber

melee attack yellow, AoO at Gornoc: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 3 ⇒ (1) + 3 = 4

melee attack red, AoO at Gornoc: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 3 ⇒ (2) + 3 = 5

Gornoc gets whacked around by the hammers, but its not enough to truly damage the heavy Vesk.

reflex save red: 1d20 + 2 ⇒ (18) + 2 = 20
reflex save strange lady: 1d20 + 1 ⇒ (19) + 1 = 20

Jeez, the diceroller is loving me all of a sudden

Both red and the strange lady manage to avoid some of the shrapnel, but they still get damaged.

Second Seekers (Luwazi Elsebo)

LG Vesk Envoy 2 | SP 14/14; HP 20/20 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +3; Will +3 (+2 vs fear) | Init: +0 | Perc: +5; SM: +5+1d6

GM, I assume I can also act

Baskoro snaps out of his stupor and points to the thug with the yellow cloth around his arm "Get that one! Pound him to paste!"

Intimidate (1 rank): 1d20 + 7 + 1d6 ⇒ (3) + 7 + (2) = 12

Mechanics:
Get 'Em As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.

Demoralize As a standard action, you can use Intimidate to cause a creature within 30 feet of you to become shaken for a number of rounds. This is a sense-dependent ability. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.

Second Seekers (Luwazi Elsebo)

F Lashunta Icon Mystic (Xenodruid) 1 | SP 0/6 | HP 6/6 | RP 4/4| Spells 1st: 2/3| Fort -1, Ref +2, Wil +5 | Culture +2, Diplomacy +5, Mystic +6, Life Science +10, Medicine +5, Mysticism +7, Perception +7, Pro (Vid Personality) +4, Survival +9

As combat opens, Karine instinctively shies away. Of course the Starfinders had put her through combat training, but nobody ever got lit on fire! After taking a moment to collect herself, she draws her trusty laser pistol, points, closes her eyes, and fires!

Ranged attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 ⇒ 4

"Did I get him?!"

Second Seekers (Luwazi Elsebo)

LG Vesk Envoy 2 | SP 14/14; HP 20/20 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +3; Will +3 (+2 vs fear) | Init: +0 | Perc: +5; SM: +5+1d6

”Almost Karine, almost!”


Dead Suns:

Sorry Baskoro, looks like I rolled your init, but never actually put you in order. My apologies! I'll treat it as a delay and put you in.

Baskoro: puffs up his crest to look more initimidating. But it doesnt appear that Yellow is impressed.

Karine: Takes a shot. At *something*. Sadly that something was a tree.

Round 2

Zye
Kallus
Strange lady
Zabrutal
Thugs
Karine
Gornoc
Baskoro

Zye and Kallus can act.

Second Seekers (Luwazi Elsebo)

LG Vesk Envoy 2 | SP 14/14; HP 20/20 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +3; Will +3 (+2 vs fear) | Init: +0 | Perc: +5; SM: +5+1d6

no problem GM. Also remember that you all have a +1 to hit yellow until the end of my next turn

Wayfinders

Male Ysoki operative | SP 11/12 | HP 11/14 | RP 4/4 | KAC 16 | EAC 14 | Fort:+0 | Ref:+6, evasion | Will:+5 | Init:+4 | Perc:+8

Hurt, but not out, Zye springs up from the ground with a kick and draws out her knife with her left hand. Emboldened by Baskoro's cry, he stabs out at the yellow thug.

Attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 for damage: 1d4 ⇒ 3

Ha! Not as tough now without an ambush, huh?

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Kallus points his weapon at the strange lady and tells her, "DROP your weapon and call off your dogs! We have you surrounded."

Command DC 13+ Intimidate, 2/3 1st Level Spells Remain
Intimidate: 1d20 + 6 ⇒ (11) + 6 = 17


Dead Suns:

I currently cant access my SF book. I'm assuming you're using the command spell, but the formatting of it is new to me so I am assuming that command changed.

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Command to make her drop her weapon, Intimidate for the rest.. if she makes her save, she ignores the Command Spell.


Dead Suns:

I parsed your sentence wrong, I thought you were setting the DC as 13 + your intimidate check, and it confused the heck out of me. Now that I've had half a liter of coffee I suddenly see where I went wrong. I'm assuming you're using Intimidate to demoralize? Stat should be a standard action, as is casting a spell. I see nothing in your character sheet that would reduce either one to a move, but I might be missing something. For now I'm assuming you're just using the spell.

Zye: Not as down and out as he appeared, Zye stabs Yellow, who cries out in surprise and pain.

Kallus: Casts a spell at the strange lady.

Strange lady: will save: 1d20 + 6 ⇒ (14) + 6 = 20

She seems to shake off the spell with ease. She walks to the other side of the weird pillar in the middle of the room to get cover from Kallus.

Looks like she's not too keen on grenade's either, especially magic granades.
shooting, strange lady at Zabrutal: 1d20 + 6 ⇒ (1) + 6 = 7

Round 2

Zye 12 damage
Kallus
Strange lady 5 damage
Zabrutal
Thugs Yellow 3 damage, red 5 damage
Karine
Gornoc 9 damage
Baskoro

Zabrutal can act.

Dataphiles

Vesk Technomancer 1 SP 0/6 HP 5/11 | RP 4/4 | EAC 14; KAC 17 | Fort +1; Ref +0; Will +2 | Init: +0 | Perc: +0, SM: +0 | Spells 1/3

Zabrutal has a quick laugh in the yellow banded thug's face. "Paste you are declared. But life is power, but death is power. Meet my power." he chants in the thugs face while invoking his magics of destruction.

Jolting Surge vs Yellow EAC: 1d20 + 3 ⇒ (4) + 3 = 7 for 4d6 ⇒ (4, 4, 5, 5) = 18 damage.


Dead Suns:

Zabrutal: Surges with magic. The thug looks about ready to shit his pants, but it doesn't manage to penetrate his AC.

Thugs: Blue and Yellow now REALLY don't like Zabrutal. First magic grenades and now electricity? That's bad.

melee attack blue, at Zabrutal: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 3 ⇒ (6) + 3 = 9

melee attack yellow, at Zabrutal: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Red however is still mad at Gornoc for that grenade.

melee attack red, at Gornoc: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Oh dear...

Fear in this case appears to increase accuracy. Both Zabrutal and Gornoc get smacked around.

Round 2

Zye 12 damage
Kallus
Strange lady 5 damage
Zabrutal 13 damage
Thugs Yellow 3 damage, red 5 damage
Karine
Gornoc 18 damage
Baskoro

Karine, Gornoc and Baskoro can act.

Second Seekers (Luwazi Elsebo)

LG Vesk Envoy 2 | SP 14/14; HP 20/20 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +3; Will +3 (+2 vs fear) | Init: +0 | Perc: +5; SM: +5+1d6

Baskoro pulls his arc pistol from its holster and fires at the yellow bandit.

Arc Pistol, Static: 1d20 + 0 + 1 ⇒ (16) + 0 + 1 = 17
Damage (E): 1d4 ⇒ 2

Move to draw, standard to shoot. Get'em is gone

Acquisitives

Vesk Mercenary Solider 1 | SP 0/9, HP 5/13, RP 3/5 | EAC 13 KAC 14 CMD 22 | Init +1 | F: +4, R: +1, W+2 | Perc +0 SM +0 | Spd 30'

Gornoc is badly wounded and forced to retreat.

Son of a! Those guys swing hard.

Withdraw to climb the ladder.


Dead Suns:

Yeah. The diceroller is taking a liking to these thugs!

Dataphiles

Vesk Technomancer 1 SP 0/6 HP 5/11 | RP 4/4 | EAC 14; KAC 17 | Fort +1; Ref +0; Will +2 | Init: +0 | Perc: +0, SM: +0 | Spells 1/3

I think Zabrutal only got hit once, the second didn't reach his KAC? Albeit the heavy hit was the one that landed...


Dead Suns:

Oh yeah I looked at your wrong AC. My bad. That's 4 damage less.
Also, for the sake of speed, I'm putting Karine on delay.

Baskoro: Shoot's true, damaging Yellow.

Gornoc: Heavily damaged, Gornoc chooses the better part of valor.

Round 3

Zye 12 damage
Kallus
Strange lady 5 damage
Zabrutal 9 damage
Thugs Yellow 5 damage, red 5 damage
Karine
Gornoc 18 damage
Baskoro

Wayfinders

Male Ysoki operative | SP 11/12 | HP 11/14 | RP 4/4 | KAC 16 | EAC 14 | Fort:+0 | Ref:+6, evasion | Will:+5 | Init:+4 | Perc:+8

Badly injured, Zye's eyes catch a perilously loose root near the feet of the cloest ruffian. Flicking out a leg to twist it up, the ysoki tries to throw the Red thug off balance as he jabs at the man with his knife.

Attempting trick attack on Red. DC is 20+ their CR. If Survival check hits that, he's flat-footed to my attack and with take the extra damage

Survival: 1d20 + 11 ⇒ (2) + 11 = 13
Attack: 1d20 + 3 ⇒ (15) + 3 = 18 for damage: 1d4 ⇒ 2 plus (?) Trick attack extra: 1d4 ⇒ 1

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

She resists my influence. Next step, brute force. Kallus jumps down the fifteen feet and lands with a thud, his sword now drawn and him stalking towards the woman. "You may as well give up now. I don't want to have to end you here."

Acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18


Dead Suns:

Zye: Doesnt manage to fool Red, but manages to stab Red anyway.

Kallus: Jumps down with unexpected grace.

Strange lady: With Gornoc withdrawn, she opts for another shot at Zabrutal.

shooting, strange lady at Zabrutal: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Round 3

Zye 12 damage
Kallus
Strange lady 5 damage
Zabrutal 13 damage
Thugs Yellow 5 damage, red 5 damage
Karine
Gornoc 18 damage
Baskoro

Zabrutal can act, Karine is on delay.

Wayfinders

Male Ysoki operative | SP 11/12 | HP 11/14 | RP 4/4 | KAC 16 | EAC 14 | Fort:+0 | Ref:+6, evasion | Will:+5 | Init:+4 | Perc:+8

Think Red's at 7 damage

Second Seekers (Luwazi Elsebo)

F Lashunta Icon Mystic (Xenodruid) 1 | SP 0/6 | HP 6/6 | RP 4/4| Spells 1st: 2/3| Fort -1, Ref +2, Wil +5 | Culture +2, Diplomacy +5, Mystic +6, Life Science +10, Medicine +5, Mysticism +7, Perception +7, Pro (Vid Personality) +4, Survival +9

I'm really frustrated that I can't find DC calculation guidelines. Anybody want to help? I'm trying to figure them for my Lashunta SLAs.

Karine gasps at Zye continues to take a beating. She's always had a fondness for the furry rat-people and it disgusts her that these man would be so interested in hurting Zye. She glares at the red thug and her eyes flash green as she lashes out with her mind. Using daze SLA on red.


Dead Suns:

Yes, forgot to update red. He's at 7

will save red: 1d20 ⇒ 11

That will most likely not be enough. Consider Red Dazed for now

Dataphiles

Vesk Technomancer 1 SP 0/6 HP 5/11 | RP 4/4 | EAC 14; KAC 17 | Fort +1; Ref +0; Will +2 | Init: +0 | Perc: +0, SM: +0 | Spells 1/3

Under the Lashunta SLA it gives the page reference. The DC is 10+Spell level + CHA bonus.

Staggering under the blast of fire but with a hand still sparking he swings an empowered fist at the thug with the red armband trying to make room to move clear of the melee.

Jolting Surge: 1d20 + 2 ⇒ (8) + 2 = 10 for 18 damage.

But failing to connect again, curses to himself and uses his other hand to pull out a small potion bulb containing a serum.

Dataphiles

Vesk Technomancer 1 SP 0/6 HP 5/11 | RP 4/4 | EAC 14; KAC 17 | Fort +1; Ref +0; Will +2 | Init: +0 | Perc: +0, SM: +0 | Spells 1/3

Er that was against blue btw


Dead Suns:

Karine: Uses Daze on red. Red suddenly gets a vacant look on his face.

Zabrutal: Still crackling with energy, the swing at Blue is surprisingly a hit! Blue gets zapped hard and falls on the ground, singed and twitching.

Thugs: Yellow doesnt like what Zabrutal did to his friend. At all. "What in the nine hells did you just do to Jarkin?!"

melee attack yellow, at Zabrutal: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Round 3

Zye 12 damage
Kallus
Strange lady 5 damage
Zabrutal 19 damage Unconcious
Karine
Thugs Yellow 5 damage, red 5 damage, blue unconcious
Gornoc 18 damage
Baskoro

Gornoc and Baskoro can act.

Silver Crusade

Maps and Handout

Clear of the immediate danger, Gornoc let's sail with a shock grenade of his own construction.

Whee!

Shock Grenade I at target intersection (AC5): 1d20 + 6 ⇒ (14) + 6 = 20 Shock Damage: 1d8 ⇒ 2

DC 12 Reflex for 1/2, will hit lady and yellow.

Second Seekers (Luwazi Elsebo)

LG Vesk Envoy 2 | SP 14/14; HP 20/20 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +3; Will +3 (+2 vs fear) | Init: +0 | Perc: +5; SM: +5+1d6

Arc Pistol, Static: 1d20 + 0 + 1 ⇒ (6) + 0 + 1 = 7
Damage (E): 1d4 ⇒ 3

"Get the boss!" Baskoro shouts. He tries to take aim but completely misses his target because he is concerned for his fellow starfinders "Zabrutal, are you ok?"


Dead Suns:

reflex save lady: 1d20 + 1 ⇒ (11) + 1 = 12
reflex save yellow: 1d20 + 2 ⇒ (19) + 2 = 21

Gornoc: Throws another grenade. This time the strange lady and yellow get pelted by shrapnell.

Baskoro: Takes a shot, but is way off target.

Round 3

Zye 12 damage
Kallus
Strange lady 6 damage
Zabrutal 19 damage Unconcious
Karine
Thugs Yellow 6 damage, red 7 damage, blue unconscious
Gornoc 18 damage
Baskoro

Zye and Kallus can act.

Acquisitives

Vesk Mercenary Solider 1 | SP 0/9, HP 5/13, RP 3/5 | EAC 13 KAC 14 CMD 22 | Init +1 | F: +4, R: +1, W+2 | Perc +0 SM +0 | Spd 30'

Oops sorry I posted as Chaosorbit, was in a hurry and didn't notice.

Wayfinders

Male Ysoki operative | SP 11/12 | HP 11/14 | RP 4/4 | KAC 16 | EAC 14 | Fort:+0 | Ref:+6, evasion | Will:+5 | Init:+4 | Perc:+8
Baskoro wrote:


"Get the boss!" Baskoro shouts. He tries to take aim but completely misses his target because he is concerned for his fellow starfinders

Be there in a second. Zye says. Seeing one of the vesk fall, the ratfolk gets a bit frantic and stabs twice at the thugs with his knife. She's not that bad at hiring as it turns out.

Attempting full attack for two strikes. On Red first, if he drops, the second will be on yellow.

Attack: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 for damage: 1d4 ⇒ 4
Extra damage (assuming 19 hits): 1d4 ⇒ 1
Attack 2: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11 for damage: 1d4 ⇒ 2


Dead Suns:

Zye manages to stab Red real good with his first strike, but the second misses. Red is bleeding profusely, but is still standing.


Dead Suns:

For the sake of speed I'm delaying Kallus

Zye: Stabs Red real good. Red is looking worse for wear.

Strange lady: Still not too keen on grenades, she takes a shot at Gornoc.

shooting, strange lady at Gornoc: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Beeing a beefy target, Gornoc takes the hit and collapses.

Round 3

Zye 12 damage
Kallus
Strange lady 6 damage
Zabrutal 19 damage Unconcious
Karine
Thugs Yellow 6 damage, red 7 damage, blue unconscious
Gornoc 22 damage Unconcious
Baskoro

Save us Karine! You're our only hope!
Karine can act.

Dataphiles

Vesk Technomancer 1 SP 0/6 HP 5/11 | RP 4/4 | EAC 14; KAC 17 | Fort +1; Ref +0; Will +2 | Init: +0 | Perc: +0, SM: +0 | Spells 1/3

Zabrutal twitches with last spent energies of the delivered electrical surges.

Spending 1RP to stabilize.

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Kallus, quickly hiding his eyes from the explosion darts around to the back side of the woman who keeps shooting at the vesk. "You should pay more attention to your surroundings!", he says as he swings his sword her direction.

Tactical Sword, Damage: 1d20 + 2 ⇒ (6) + 2 = 81d6 + 1 ⇒ (2) + 1 = 3

Second Seekers (Luwazi Elsebo)

F Lashunta Icon Mystic (Xenodruid) 1 | SP 0/6 | HP 6/6 | RP 4/4| Spells 1st: 2/3| Fort -1, Ref +2, Wil +5 | Culture +2, Diplomacy +5, Mystic +6, Life Science +10, Medicine +5, Mysticism +7, Perception +7, Pro (Vid Personality) +4, Survival +9

Karine gasps as her fellow Starfinders fall to the floor, seemingly unconscious...or worse."Oh no!"

Taking a step into the room, she kneels by the bomb-happy vesk and her antennae twitch in concentration. Reaching out with her senses, she can feel the life teeming around her, both in the garden and throughout the rest of the station. Carefully, she diverts some of that excess life energy to Gornoc, willing him to return from the brink. Casting mystic cure.

Mystic Cure: 1d8 + 3 ⇒ (2) + 3 = 5


Dead Suns:

Zabrutal: Stabilises

Kallus: Cuts around the structure in the middle of the vat, and takes a swing at the strange lady. But his eagerness impairs his aim and the swing goes wide.

Karine: Gathers the energy of life itself, giving a bit to Gornoc. The huge vesks tail twitches and he opens his eyes.

Thugs: Red is totally done with that pesky ratfolk and swings his hammer at Zye.

melee attack red, at Zye: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Luckily Zye's quick footedness manages to keep him safe from red. Yellow, unaware that his employer is in danger, or what is happening up on the walkway, also takes a swing at Zye.

melee attack yellow, at Zye: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Sheesh. Yellow smash?
Zye keels over, seeing little comets flash before his eyes.

Round 3

Zye 20 damage Unconcious
Kallus
Strange lady 6 damage
Zabrutal 19 damage Unconcious
Karine
Thugs Yellow 6 damage, red 12 damage, blue unconscious
Gornoc 17 damage
Baskoro

Gornoc and Baskoro can act!

Acquisitives

Vesk Mercenary Solider 1 | SP 0/9, HP 5/13, RP 3/5 | EAC 13 KAC 14 CMD 22 | Init +1 | F: +4, R: +1, W+2 | Perc +0 SM +0 | Spd 30'

Correct me if I'm reading this wrong:

From page 250 of the Core

Damage doesn’t affect you until your current Hit Points reach 0.
If you take damage to your Hit Points equal to or greater than the
Hit Points you have remaining, you are reduced to 0 HP, and you’re
knocked unconscious and dying (see below)
. It doesn’t matter how
many Stamina Points you later regain (see Recovering Stamina
Points on page 251) if you’re out of Hit Points. You can’t be reduced
to fewer than 0 HP (however, see Massive Damage below)
.
For example, suppose Navasi has 17 HP and 1 SP. She takes
12 damage, is now at 6 HP and 0 SP, and can function normally.
On the next enemy’s turn, that enemy deals 15 damage to her,
reducing Navasi to 0 HP. Navasi falls unconscious and is dying.

Massive Damage
If you take damage from a single attack that reduces you to 0 HP
and there is damage remaining, you die instantly if the remaining
damage is equal to or greater than your maximum Hit Points. If
you take damage from a single attack equal to or greater than
your maximum Hit Points while you have 0 current HP, you die.

So reading the above, Zye is at 0, his max hp is 8. So as long as my grenade doesn't deal more than 8 he wouldn't die from being in the blast. If that is not correct, I'll retcon.

What the Gornoc comes back to unconsciousness and realizes he's laying on the walkway. He stands up drawing a Frag Grenade and chucks it into the fray.

Frag Grenade I at target intersection (AC5): 1d20 + 6 ⇒ (9) + 6 = 15
Piercing Damage: 1d6 ⇒ 3

Reflex for 1/2
Should hit all 3 of the foes!

Wayfinders

Male Ysoki operative | SP 11/12 | HP 11/14 | RP 4/4 | KAC 16 | EAC 14 | Fort:+0 | Ref:+6, evasion | Will:+5 | Init:+4 | Perc:+8

Yup. So throw away!


Dead Suns:

I assume Zye would just have to stabilize again. Also, DC 12 Reflex for 1/2 again?

reflex save lady: 1d20 + 1 ⇒ (4) + 1 = 5
reflex save yellow: 1d20 + 2 ⇒ (1) + 2 = 3
reflex save red: 1d20 + 2 ⇒ (13) + 2 = 15

Red goes down under the onslaught of shrapnel!
Yellow and the lady don't look too good either.

Acquisitives

Vesk Mercenary Solider 1 | SP 0/9, HP 5/13, RP 3/5 | EAC 13 KAC 14 CMD 22 | Init +1 | F: +4, R: +1, W+2 | Perc +0 SM +0 | Spd 30'

Yep DC12 Reflex for 1/2 - sorry


Dead Suns:

Gornoc: Throws another grenade, with more effect this time.

Round 4

Zye 20 damage Unconcious
Kallus
Strange lady 9 damage
Zabrutal 19 damage Unconcious
Karine
Thugs Yellow 9 damage, red unconcious, blue unconscious
Gornoc 17 damage
Baskoro

Zye and Kallus can act.
Baskoro is on delay.

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Kallus continues his attacks on the woman. "Your thugs are falling down and you will be next. Surrender or go down with them."

Sword Strike: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 1 ⇒ (4) + 1 = 5

Wayfinders

Male Ysoki operative | SP 11/12 | HP 11/14 | RP 4/4 | KAC 16 | EAC 14 | Fort:+0 | Ref:+6, evasion | Will:+5 | Init:+4 | Perc:+8

Zye's body shudders as the impact for the grenade shakes and opens up barely stabilized wounds. The ratfolk's breahting remains strained, but he seems to stabilize again.

Spending Resolve point to stabilize.


Dead Suns:

Zye: manages to stabilize again.

Kallus: Scored a big strike against the strange lady.

Strange lady: Not too fond of having someone with a sword in her personal space, she throws back her cowl, revealing a face with ashen skin and a mouth fill of needle sharp teeth. She then tries to bite Kallus!

strange lady, bite at Kallus: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d4 + 2 ⇒ (2) + 2 = 4
fort save kallus: 1d20 + 1 ⇒ (1) + 1 = 2
duration: 1d2 ⇒ 1

Her teeth RIP trough kallus his armor, sinking into his flesh.
Kallus can feel his muscles stiffen up until a point where he can no longer move!

With Kallus frozen in place, the lady makes a dash towards the other set of stairs.

Round 4

Zye 20 damage Unconcious
Kallus Paralyzed
Strange lady 14 damage
Zabrutal 19 damage Unconcious
Karine
Thugs Yellow 9 damage, red unconcious, blue unconscious
Gornoc 17 damage
Baskoro

Zabrutal is uncouncious and Karine can act.
Baskoro is on delay.

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