GM Dinketry's Against the Aeon Throne for FoDs and GCP Faithful! (Inactive)

Game Master dinketry

Here's to the finest crew in Starfinder!

Starship Stats
Starship Combat Cheat Sheet
Character Skill Matrix
Loot Tracking Sheet

The Barazad


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Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

Jarix tries to figure out what's wrong with the moisture collector.

Engineering: 1d20 + 6 ⇒ (6) + 6 = 12


"J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
Skills:
Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

As they move through town and approach the moisture collector, JD checks his custom rig, and whispers to the team. "Sh-Ux is reporting there's a herd of elephants approaching his current posi.... Oh, very funny, κώλος" He makes a rude gesture towards the building where Sh-Ux is hidden, and for a brief moment a blue flicker of the drone's iris reveals he is quite pleased with itself.

JD will crouch down in the shadows and wait to see what Verne can make of the mystical protections around the collector.


"Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

Mallura whispers over the comms to her crew, "There's no water on this side, Jarix. See if you can spot a broken point in the tubing or something like that. Looks like there might be water in the collection tubs on the other side though."

From her position, she tries to help survey the collector to figure out if there is something mechanically wrong with the device.

Engineering: 1d20 + 8 ⇒ (15) + 8 = 23

Grand Lodge

The Mountain's Maw |

Map for this Encounter (Slide 11)

Jarix comes up to the eastern side of the moisture collector as Mallura keeps a close watch and JD makes a rude gesture at something to the west. Neither Jarix nor Mallura spot anything mechanically wrong with the device. At Mallura's suggestion, Jarix cranes his neck to peer at the western two tubs.

Jarix:
You can see that the northwestern tub is halfway-full, but the southwestern tub is empty. You can also see the main access port for water collection near the centre of the tub. (Red Star on the Map)


Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

Verne approaches the moisture collector, more tuned in to the mystical and supernatural forces surrounding the moisture collector than trying to keep his footsteps silent.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Mysticism: 1d20 + 9 ⇒ (15) + 9 = 24

Grand Lodge

The Mountain's Maw |

Just a reminder to everyone that you are in low-light conditions.

Under the dull glow of sodium lighting placed around the walkways leading to the moisture collector, Verne approaches the machine and concentrates his iris-less eyes on the unseen world of mystic influence. Suddenly, everyone notes the water present in the northwestern-most tub drain upwards through the thick tube connecting it to its respective flange and downwards into the easternmost tubs. Curiously enough, the water volume in both eastern tubs appears similar to the water volume seen previously in the single-most northwestern tub - in other words, the water volume seems to have magically doubled!

Verne:
You highly suspect the influence of some elemental force of an aquatic nature.


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

"OK. That has to be magic. There's no other way for the water to just rise up like that. You see anything, Verne?"
Despite his words, Jarix tries to figure out how this happened.

Engineering: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

"There's likely some kind of elemental force here," Verne explains to the others. "Aquatic in nature. I'm not sure exactly who or what it is, though."


"Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

Mallura asks the most straightforward question for the situation, "Is it something we can fight?"


Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

A rarity for him, Verne smiles at his captain. "We can always find out."

"Jarix...what would happen if we did some tinkering with the main access port?"


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

"Who knows? I don't see anything wrong with it and I don't know much from magic. JD?"


"J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
Skills:
Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

"I'll see what I can do."

He'll move towards the access panel Red star i presume and see what he can make of it. He'll also size up the equipment to try and figure out how to draw the water out.

Engineering: 1d20 + 9 ⇒ (9) + 9 = 18

Grand Lodge

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The Mountain's Maw |

The explanation of the red star is in Jarix's spoiler a few days back. You are correct in your assumption, JD.

JD moves to the access panel (as directed by Jarix) to attempt to fiddle with the moisture collector. After a tense few minutes of mechanical probing, the engineer comes to a troubling conclusion: there is nothing wrong with the moisture collector.

GM rolls:
1d20 + 4 ⇒ (10) + 4 = 141d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (13) + 5 = 181d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (19) + 4 = 23

Just at that moment, a torrent of water from the northeastern flange takes anthropomorphised shape in its respective bin, revealing the presence of a medium-sized aquatic figure. On high alert, JD, Jarix, and Verne smoothly position their weapons at the ready as the creature's oversized watery fists swing at JD's head!

START COMBAT!

Roll-rigga-roll-rigga-roll for Initiative!: 1d20 + 2 ⇒ (18) + 2 = 201d20 + 4 ⇒ (9) + 4 = 131d20 + 2 ⇒ (6) + 2 = 81d20 + 1 ⇒ (5) + 1 = 61d20 + 2 ⇒ (13) + 2 = 15

Initiative Order:
  • JD (and Sh-Ux)
  • Water Creature
  • Jarix
  • Mallura
  • Verne
  • Surprise Round!

    In this surprise round, Sh-Ux and Mallura cannot act. JD, you may take a single move or standard action!


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    JD utters a single "Nope" and takes a guarded 5 foot step back from the creature.

    Grand Lodge

    The Mountain's Maw |

    JD, you can move yourself on our map.

    The Encounter Map (Slide 11)


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    Forgiveness please, I am too impatient to try to do it on my phone, i always move or resize something else accidentally.

    Round 1 move action

    JD will move back around to the team, cursing and repeating "The water's alive, the water's alive!"

    JD will not make an attack action this round to see what happens next. He's being cautious about using his sound gun to try and save their covert op

    Grand Lodge

    The Mountain's Maw |

    The problem, JD, is that you started where the red star is. That's where you needed to be in order to fiddle with the moisture collector. As such, you provoke an attack of opportunity as you move. Also, 30 ft of movement would end you a bit shorter than where you planted your icon - I adjusted it.

    The humanoid-shaped body of water lashes out at the engineer with a fluid blow.

    Melee Attack (KAC): 1d20 + 12 ⇒ (19) + 12 = 311d6 + 7 ⇒ (2) + 7 = 9 HIT! 9 pts of bludgeoning damage, JD!

    The elemental's watery fist breaks apart as it collides with JD's torso, drenching him and knocking the wind from his lungs. The creature then drops out of sight into the water of the northeastern tub.

    GM roll: 1d20 + 22 ⇒ (4) + 22 = 26

    Jarix and Verne, you may each take a single action - move or standard. The elemental has concealment. Then that brings us up to the top of Round 1 with JD again, but this time with a full action!


    Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

    Move 20 feet.

    Recovering from the the initial shock of the elemental's appearance, Verne moves into position behind his captain.

    "Blast, we can't see it," Verne curses. "Can we reach the collector controls? See if we can trap it in one of the tubs?"


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    As a suprise round I took a 5 foot gaurded step back to avoid an attack of opportunity, then I'm at the top of the initiative order and used a turn to move my full speed. Or did I miss understand?

    Grand Lodge

    The Mountain's Maw |

    We are still in the surprise round. The creature got to act in the surprise round before moving onto Jarix and Verne, and THEN the top of the intiative order again. The creature was going to attack you nonetheless, so it doesn't change that. I'll have it stand.


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    Ok, I see now, My bad.

    Grand Lodge

    The Mountain's Maw |

    Jarix, you can take a single action (move or standard) in this surprise round. After that, it’s JD’s turn at the top of Round 1.


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    The star is where the elemental was?

    Jarix moves up to the tub with his knife at the ready.

    Grand Lodge

    The Mountain's Maw |

    The red star is where the manual controls for the moisture collector sit. The water elemental dropped out of sight into the water in the northeastern tub.

    Round 1!

    Initiative Order:
  • JD (and Sh-Ux)
  • Water Creature
  • Jarix
  • Mallura
  • Verne
  • JD and Sh-Ux may act!


    1 person marked this as a favorite.
    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    Round 1.

    Move action
    Seeing Jarix charge past him, JD stops fleeing for his life and returns to the path north of the collector to cover his teammate.

    Standard action
    JD activates his new energy shield with his custom rig for the first time, and signals the drone to hold its position.

    Energy Sheild:
    As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.

    Int mod +3, Mech level 2 for 5 temp hit points, 2 min duration. Current stats 5/5 Temp HP, 5/14 Stamina, 16/16 HP, RP 4/4

    Grand Lodge

    The Mountain's Maw |

    The water elemental emerges from the pool exactly where it dropped, bringing it's wave-like head crashing down upon Jarix!

    Melee Attack vs KAC: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 7 ⇒ (2) + 7 = 9 pts of bludgeoning damage, Jarix!

    A forceful hydraulic blast crashes into the slim operative, but the remainder of the creature's body remains above the edge of the pool, roiling in a way that water usually doesn't.

    Everyone else may act! JD, you can also take an action at the top of Round 2!


    Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

    Move 20 feet.

    As the creature appears, the android moves in range and fires off a shot.

    Pulsecaster Pistol: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d4 ⇒ 1


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    Jarix's movement becomes more erratic as he stabs at the watery creature.
    Trick Attack-Bluff: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d4 ⇒ 3
    Survival Knife v KAC: 1d20 + 4 ⇒ (1) + 4 = 5 Pierce Dmg: 1d4 ⇒ 1

    Grand Lodge

    The Mountain's Maw |

    Verne's pulse pistol splishes a bit of the elemental away from the remainder. Jarix's stab misses wide.

    Awaiting Mallura and JD (and Sh-Ux) at the start of the next round!


    "Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

    The captain's eyes go wide as the elemental arises from the water and she quickly calls over the comms to Jarix, "Heads up, Jarix! Don't let that thing put you off your guard!"

    Standard to use Inspiring Boost on Jarix to recover 8 SP

    She pulls out her semi-auto pistol and briefly wonders to herself if it would even do anything to such a creature. Realizing that she doesn't know anything about creatures from other planes of existence, though, she signals Verne. "Well, Verne, you're our expert on mystical stuff. Any ideas on how to fight this thing?"

    Move action to draw my pistol


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    Round 2

    JD shoulders his rifle and watches Jarix go to blows with the creature. Being cautions of sounding the alarm with his noise cannon, he hesitates on pulling the trigger.

    Move Action
    With a curse under his breath, he charges forward towards the creature and beside Jarix.

    Standard Action
    As he runs forward, he takes the rifle in his hands and turns it around, bringing the butt down onto the creature.

    Improvised weapon/club: 1d20 ⇒ 3
    Damage: 1d6 ⇒ 1

    And fails miserably.


    Combat Drone HP 20/30 | EAC 13 KAC 16 | Fort: 3 | Ranged +4 | DR 1/-

    laser Pistol: 1d20 + 4 ⇒ (1) + 4 = 5

    The drone decloaks and f~!!s it up too. G~$ d#$mit.

    Grand Lodge

    The Mountain's Maw |

    Just so you're aware, JD, Sh-Ux does not have line of sight to the elemental. The moisture collector is fairly tall and blocks line of sight. Sh-Ux will need to move to be able to fire on the elemental at all.

    The watery creature resorbs into the surface of the northeastern tub briefly, then explodes outward once more!

    Who is its target? (Jarix - odd; JD - even): 1d1001 ⇒ 333 Jarix.
    Melee Slam Attack vs KAC: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 7 ⇒ (5) + 7 = 12 HIT! 12 pts damage, Jarix!

    The creature batters Jarix with a deluge of punishing water, leaving the operative choking and spluttering.

    Everyone may act!


    Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP
    Mallura wrote:
    "Well, Verne, you're our expert on mystical stuff. Any ideas on how to fight this thing?"

    "I...I'm not sure," Verne says. Come on Verne, think!

    Life science: 1d20 + 5 ⇒ (4) + 5 = 9
    Mysticism: 1d20 + 9 ⇒ (2) + 9 = 11

    He observes as JD runs in close.

    "Now's not the time to worry about making noise," he calls out. "We have to neutralize the creature."

    He reaches out to find something to hurl at the creature, be it a rock or perhaps some other debris from the moister collector.

    Telekinetic projectile: 1d20 ⇒ 5 TBH, I'm not 100% sure I have to roll to cast this spell, but I think I do.
    Damage: 1d6 ⇒ 5


    "Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

    Verne, that spell is just a standard ranged attack roll, so you'll add your BAB+Dex, not that it probably makes any difference on that roll. :(

    Mallura runs across Verne's line of sight, maybe throwing off his aim just a bit as he tries to toss a bit of gravel at the elemental. She pauses beside him, though, and grabs something from her pocket which begins to flash with a bright bluish light. "Heads up, fellas," she shouts, "Grenade coming in!"

    Move action then standard action to use Clever Feint.

    Clever Feint, Expertise: 1d20 + 11 + 1d6 ⇒ (10) + 11 + (6) = 27

    If successful, target is flat-footed to all allies until the end of my next turn. On a fail, target is only flat-footed to me.


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    Jarix tries to use the splashing water to hide his next attack, but is too busy coughing up water to take an effective swing.

    Bluff: 1d20 + 7 ⇒ (8) + 7 = 15
    Survival Knife v KAC: 1d20 + 4 ⇒ (8) + 4 = 12 Pierce Dmg: 1d4 ⇒ 2


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    Round 3

    Move Action - Master Control. Drone may take move & standard action

    Standard Action

    JD attempts to bring the butt of his rifle down onto the creature again

    Improvised weapon/club: 1d20 ⇒ 5
    Damage: 1d6 ⇒ 6


    Combat Drone HP 20/30 | EAC 13 KAC 16 | Fort: 3 | Ranged +4 | DR 1/-

    Drone moved - check required to dismount building? A +9 with climbing claws is almost a take 10 right?

    Standard Action

    Laser Pistol: 1d20 + 4 ⇒ (1) + 4 = 5

    WHAT HAVE I DONE TO OFFEND YOU DICE-BOT!

    Grand Lodge

    The Mountain's Maw |

    Jarix and JD both swing ineffectively. Verne and Sh-Ux fire projectiles that pepper the surface of the water, but don't seem to connect with the creature. The elemental bubbles up within itself, then projects out onto...

    Random Target (Jarix - odd; JD - even): 1d1001 ⇒ 2 JD

    ...the mechanic!

    Melee Attack vs KAC: 1d20 + 12 ⇒ (9) + 12 = 211d6 + 7 ⇒ (5) + 7 = 12 HIT! 12pts damage, JD!

    The water elemental continues punishing Jarix and JD. The two crew mates reel, drenched, winded, and pummeled.


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    Jarix continues to try and stab at the watery creature using the chaos and erratic movements to get a good angle of attack.

    Trick Attack Bluff: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d4 ⇒ 2
    Survival Knife v KAC: 1d20 + 4 ⇒ (18) + 4 = 22 Pierce Dmg: 1d4 ⇒ 1

    Grand Lodge

    The Mountain's Maw |

    Jarix slashes successfully as the watery creature retracts, scoring a slice against something solid.

    Everyone else may act, bringing us up to JD at the top of round 4!


    Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP

    "Get out from there, JD!" Verne exclaims as he watches his crew mate stagger from the blast.

    He aims at the elemental again.

    Pulsecaster Pistol: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d4 ⇒ 4

    Grand Lodge

    The Mountain's Maw |

    Verne's shot blasts through the elemental. The android is pretty sure he hit the creature.

    Awaiting Mallura and JD/Sh-Ux at the top of the round!

    GM stuff:
    1d10 ⇒ 3


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

    Round 4

    Move Action
    "Sorry Jarix. I'm outta here"

    Taking Verne's advice, JD staggers back from the creature, doing his best to defend himself from another blow. Guarded step

    Standard Action - double move
    Free of the creature, JD scrambles back a few feet and draws his pistol.


    Combat Drone HP 20/30 | EAC 13 KAC 16 | Fort: 3 | Ranged +4 | DR 1/-

    The drone fires again, covering JD's tactical advance to the rear.

    Laser Pistol Vs EAC: 1d20 + 4 ⇒ (11) + 4 = 15
    Damage: 1d4 ⇒ 4


    "Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3 SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3 | Initiative +2; Perception +4 | Status: N/A

    Mallura calls out to her crew from the back, "Get yourself safe, JD! You've done great! Jarix, be careful up there! See if you can get in one more hit, then let's back off. Verne, keep up the support fire! We might just be able to take this thing down if we can focus fire."

    Even as she calls out commands, she digs into one of the pouches at her belt and pulls out a healing serum, ready to offer it to one of her crew if they need it.

    Inspiring Boost (standard action) on JD to heal him 8 SP
    Draw out a healing serum (move action)


    "J.D" Power | Male Human Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |
    Skills:
    Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2
    Jeryn D'han Power wrote:

    Taking Verne's advice, and Captain's orders

    Retcon'd, thanks for the boost! Current Stats: SP 8/14, HP 9/16 RP 3/4

    Grand Lodge

    The Mountain's Maw |

    The water elemental continues punishing the operative as the mechanic withdrawals.

    Melee Attack vs KAC: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 7 ⇒ (2) + 7 = 9 HIT! 9 pts of bludgeoning damage, JD!

    The water elemental crashes down on the operative again, a continuous stream of water suffocating JD, attempting to choke the life from his form.

    JD, I have you at 0hp and DYING. You must stabilise. Everyone else may act, with Jarix going at the top of Round 5.


    Ammo:
    Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
    Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

    Trick Attack: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 Damage: 1d4 ⇒ 1

    Survival Knife v KAC: 1d20 + 4 ⇒ (18) + 4 = 22 Pierce Dmg: 1d4 ⇒ 3

    Grand Lodge

    The Mountain's Maw |

    Oops. I'm so sorry. Jarix, you're the one that was attacked and is at 0 hp. I screwed up your name with JD's. Jarix is dying and is unable to attack. Would you please amend your turn, Jarix?

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