Starfinder Gameday 6: Quest: Into the Unknown (Inactive)

Game Master Redelia


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Venture Lieutenant, Play by Post (online)

I have reread, the rules, and your original position actually should have been OK. You have to actually move _into_ a hex with asteroid in it to take the damage.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

OK, that makes sense. Are the asteroids moving as well? Or are they just obstacles?

For the team - with our bonuses, I am tempted to go at this thing head on trying to do as much damage as quickly as possible. Anyone concur or have a better plan?


Venture Lieutenant, Play by Post (online)

The asteroids are perhaps shifting a little within their hexes, but they won't move and hit you.

I'll wait for a bit to start the actual battle if you guys want to talk strategy more.

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

I like Yippee's idea at least to start and see how it goes. We have better shields and with the bonuses from the clue things we have some big advantages!


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

With this character I'm good with the suggested strategy of hitting hard, hitting often =)

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

Killing the other guys asap always works for me.


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

not quite as bloodthirsty... but let's do it!


Venture Lieutenant, Play by Post (online)

Here we gooooooooo...

Ship Status
Odyssey: 85/85 | F:20 P:15 S:15 A:20 | Life Support: Normal | Sensors: Normal | Weapons: Normal| Engine: Normal | Power: Normal

Lawblight: 70/70 HP | F:15 P:5 S:5 A:5 | Life Support: Normal | Sensors: Normal | Weapons: Normal | Engine: Normal | Power: normal

bold may post:
captain: waiting for post
engineering phase:
engineer: waiting for post
helm phase:
pilot: waiting for roll
science officer: waiting for post
pilot to move ship later
gunnery phase:
both gunners to post later

enemy piloting: 1d20 + 9 ⇒ (16) + 9 = 25

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

"Hold on!"

Pilot: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23


Venture Lieutenant, Play by Post (online)

I'm going to wait to see if you get any help with that, Yippee, since you're so close to winning.


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

Keskodai will attempt to aid Yippee through the computer system.

computers: 1d20 + 2 ⇒ (18) + 2 = 20

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

"You can do it Yippee!"

Diplomacy!: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (4) = 28

(Yay +2 to Yippee from me!)

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

"Thanks for the encouragement, Cap!" That should do it.

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

Sarangari remembers his job. He returns to sending any spare power to the guns.

Engineering: 1d20 + 3 ⇒ (17) + 3 = 20

Treat damage rolls of 1 as 2


Venture Lieutenant, Play by Post (online)

I've moved. Yippee, please move, and gunners may shoot. If gunners post before Yippee, you can do a conditional post and I'll make it all work out.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Moved - 4 hexes forward facing, so you can use guns from one side or the other.


Venture Lieutenant, Play by Post (online)

The lawblight is only able to get off a shot with its turret coilgun.

gunnery: 1d20 + 8 ⇒ (9) + 8 = 17
boon forces reroll: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 4d4 ⇒ (1, 4, 1, 3) = 9

The Lawblight's shot takes down some of your forward shields.

Please post your gunnery checks. You may choose two of: forward coilgun, forward heavy laser cannon, turret coilgun, turret missile launcher.


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

"Let's break in this new weapons, I'll start with this large laser here, wanna try those missiles li'l gunny?"

FWD H.Laser; Damage: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 134d8 ⇒ (5, 2, 7, 8) = 22 That looks like a hit to the Lawblight starboard.

"I like this new gun! Pirate's starboard shields are down, they certainly felt that direct hit."

Crit Threshold?: 1d100 ⇒ 95 Just trying to help with part on the slow side of starship combat =)

"Keskodai, what are your readings on their Power Core now?"

Pirates get a glitching Power core: -2 applies to all Engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions.


Venture Lieutenant, Play by Post (online)

Miya uses the missile launcher.
gunnery: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 4d8 ⇒ (2, 7, 1, 2) = 12 so 13 damage.

Also, another critical threshold.
1d100 ⇒ 79 so engines also glitching.


Venture Lieutenant, Play by Post (online)

Ship Status
Odyssey: 85/85 | F:11 P:15 S:15 A:20 | Life Support: Normal | Sensors: Normal | Weapons: Normal| Engine: Normal | Power: Normal

Lawblight: 40/70 HP | F:15 P:5 S:0 A:5 | Life Support: Normal | Sensors: Normal | Weapons: Normal | Engine: glitching | Power: glitching

The pirate captain demands from the engineer.
intimidate: 1d20 + 8 ⇒ (17) + 8 = 25 so +4 to engineering check

The engineer tries to patch the engines.
eng: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26 engines no longer glitching

The science officer tries to balance the shields.
computers: 1d20 + 8 ⇒ (5) + 8 = 13 nope.

piloting: 1d20 + 9 ⇒ (13) + 9 = 22

OK, captain, science officer, and engineer can post. Yippee, please roll your piloting check. If you lost, please move. If you barely lost, you may wait to see if you get help.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Piloting: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17

"Oops. Sorry, hand slipped."

I don't think help will be enough here.


Venture Lieutenant, Play by Post (online)

OK, I've moved, too. Gunners may post also. Rear, so you have two coilguns and the missile launcher, pick any two.

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Elektra gets on the comm to Push and Taunt the pirate pilot by turning on the video feed to show a glimpse of her performer's body for just a quick second before turning it off again.

"Hah! You call yourself a fly boy? You couldn't handle a girl like me or a ship like ours even if you got us drunk first!"

Bluff: 1d20 + 7 ⇒ (14) + 7 = 21
DC 15 + double their tier
Everyone on their ship is at a -4 for the next 1d4 ⇒ 4 rounds during their helm phase unless they are tier 4 or higher!

also I've been messing up! When I encourage with diplomacy on our ship the DC is 15 + tier not 10 + double tier! sorry about that!


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Venture Lieutenant, Play by Post (online)

no problem on the error; it only differs by 1 for this ship, and probably something similar on the last. We're all new to the rules, here.

still waiting for engineering and science.

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

Since the only thing hurt was shields Sarangari keeps the weapons juiced.

Engineering: 1d20 + 3 ⇒ (1) + 3 = 4


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

"I'll get the Aft Coilgun. Miya, want to keep with the missiles 'til we run out?"

AFT Coilgun; Damage: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 254d4 ⇒ (3, 1, 3, 2) = 9 That looks like a crit to the Lawblight's aft. And if we still have the weapons boosted,
it's for 10 damage, 5 to shields and 5 to hull.

"Their aft shields are down, and their systems hurting, let's wrap this up!"

Nat 20 Crit: 1d100 ⇒ 41 Their weapons will be Glitching starting next round.

"Someone call the veecee right now, and tell them I'm staying in this ship... for good."

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

Apologies for my lack of posts. We recently had a death in the family. Doesn't look like Miya's needed just yet anyhow, but please feel free to bot her if she's needed before I can return my full attention to pbp.

"Go, go, get 'em!" Miya crowsm cheering on her allies.


Venture Lieutenant, Play by Post (online)

Miya uses the missile launcher.
gunnery: 1d20 + 2 ⇒ (20) + 2 = 22
damage: 4d8 ⇒ (4, 4, 5, 8) = 21

Another natural 20 crit: 1d100 ⇒ 46 weapons will be malfunctining

and passed 2 critical thresholds:
1d100 ⇒ 41 weapons will be wrecked
1d100 ⇒ 90 power core will be malfunctioning
The Lawblight's gunners open on you.

coilgun: 1d20 + 8 ⇒ (13) + 8 = 21
coilgun reroll: 1d20 + 8 ⇒ (2) + 8 = 10
gyrolaser: 1d20 + 8 ⇒ (4) + 8 = 12

You avoid all damage from them.

end of this round.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Sorry to hear about your loss, Miya.

Piloting: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16


Venture Lieutenant, Play by Post (online)

oops, weapons criticals only apply to one arc.
1=f,2=p,3=s,4=a
3d4 ⇒ (1, 2, 4) = 7
all weapons glitching, turret weapons wrecked

Ship Status
Odyssey: 85/85 | F:11 P:15 S:15 A:20 | Life Support: Normal | Sensors: Normal | Weapons: Normal| Engine: Normal | Power: Normal

Lawblight: 15/70 HP | F:15 P:5 S:0 A:0 | Life Support: Normal | Sensors: Normal | Weapons: see above | Engine: normal | Power: malfunctioning

The lawblight's captain demands performance from the engineer.
intimidate: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 success

The engineer tries to hold the power core together.
engineering: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19 yep

The science officer tries to balance the shields.
computers: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 nope

The pilot tries to fly the ship.
piloting: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15

OK, guys, this might be it. Captain, engineer, science officer may post. Yippee may roll piloting.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Just beat you to it! Surprisingly, you move first.


Venture Lieutenant, Play by Post (online)

OK, Yippee, you can move now.

At this point, I assume that everyone who can is going to help the gunners.

edit: Yippee, don't forget about the tricks. I think there's one to let you move backwards, and you have better guns on the back than the side.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Yippee flips it in reverse.

Piloting: 1d20 + 12 ⇒ (7) + 12 = 19

Can reverse at 1/2 speed but no turns, so that's what I did.


Venture Lieutenant, Play by Post (online)

Yep, but at least it's your rear not side facing the enemy. You have better weapons that way.

Gunners may go ahead and post. If the actions of others would change your results, we will adjust as needed. You have two coilguns and a missile launcher to work with.


Venture Lieutenant, Play by Post (online)

Considering what she posted, I'm going to go ahead and bot Miya again.

Miya uses the missile launcher.
gunnery: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 4d8 ⇒ (4, 2, 6, 1) = 13

Miya sends a missile flying into the rear of the Lawblight.
another critical threshold: 1d100 ⇒ 19
sensors glitching


Venture Lieutenant, Play by Post (online)

I'll also roll the Lawblight's gunnery now.

They only have one working weapon that can aim at you.

gyrolaser: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10

nope.

Ship status, with Obozaya still to post gunnery this round, captain, science officer, and engineer also able to act:

Ship Status
Odyssey: 85/85 | F:11 P:15 S:15 A:20 | Life Support: Normal | Sensors: Normal | Weapons: Normal| Engine: Normal | Power: Normal

Lawblight: 2/70 HP | F:15 P:5 S:0 A:0 | Life Support: Normal | Sensors: glitching | Weapons: turret wrecked, others glitching | Engine: normal | Power: malfunctioning


Venture Lieutenant, Play by Post (online)

Going to bot a few more things to help things along:

Sarangari engineering: 1d20 + 3 ⇒ (17) + 3 = 20 so Sarangari diverts extra energy into the weapons. This also increases Miya's damage by 1.

Elektra diplomacy: 1d20 + 9 + 1d6 ⇒ (9) + 9 + (2) = 20
Elektra encourages Obozaya, giving him +2 to his gunnery check.

Keskodai computers: 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17
Keskodai successfully targets the enemy's power core, which changes the critical from Miya's hit.

Odyssey: 85/85 | F:11 P:15 S:15 A:20 | Life Support: Normal | Sensors: Normal | Weapons: Normal| Engine: Normal | Power: Normal

Lawblight: 1/70 HP | F:15 P:5 S:0 A:0 | Life Support: Normal | Sensors: normal | Weapons: turret wrecked, others glitching | Engine: normal | Power: wrecked

Obozaya, please post your gunnery check. You get +2 from Elektra and +1 from the ship's bonuses.


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

Can't see map right now, so I'll two different sets for damage, I remember we had the options for 4d4 and 4d8 Attack; Damage: 1d20 + 4 + 3 ⇒ (7) + 4 + 3 = 144d4 ⇒ (2, 3, 2, 4) = 114d8 ⇒ (3, 2, 4, 6) = 15

"Great job Miya!"

-Posted with Wayfinder


Venture Lieutenant, Play by Post (online)

Obozaya's gun hits! The ship rocks and the hull cracks as the Lawblight erupts into a shower of sparks. Your comms buzz as the Captain of the Lawblight appears, her forehead bleeding. She gasps out, "Besmara take you all! I'll see you in..." The comm cuts out as a light explodes outside the viewport and the Lawblight breaks into two, and then shatters into a thousand pieces!

The journey back to Absalom is quick and quiet. You arrive to see Venture Captain Arvin applauding you. He claps you each on the back and listens to your tale, taking the data you collected. "You can undergo the tedium of a complete debrief later. First, I’ve arranged for you all to enjoy a few days’ downtime in Kemanis, at the high-end clubs, theaters, and VR parlors. You’ve earned it. But," he warns, with a sly twinkle in his eye, "after that, it’ll be time to put you back to work."

=======================END OF PART V===============================

The End.

Thanks for playing, guys. We'll take care of the little bit of remaining business in the discussion thread.


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

Name: Khaoz
Character: Kentalch
PFS#: 124455-702
Faction: Dataphiles
Chronicle #1
Starting creds. 1000
Everything else is 0

(Sorry, I though I had sent it already ^_^U )

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