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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"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

Looking over their shoulders at the computer, JD adds a"Weeeelllllll fuuuuu... that slowly devolves into a yawn. "Ugh, sorry. Onward then?"

He will move back to the door and await the rest of the crew.

Grand Lodge

The Mountain's Maw |

Jarix searches the body of the most-recently-killed cadet, still lodged in the automatic door between the main staging room and the mess hall. He discovers one further (frag I) grenade on her belt, in addition to a holstered pulsecaster pistol and a survival knife. The cadet's riot shield lays on the floor where Verne ordered her to drop it.

Straightening up from looting the cadet's body, Jarix looks casually into the mess hall. This spacious room has four stacked and folded metal tables positioned along the south wall. Several colourful, stylised posters adorn the walls. A door lies to the west, labeled with vivid green letters, and an adjacent serving window looks into a kitchen. A door in the rounded section of the eastern wall sits next to a small electronic panel equipped with a numbered keypad, a yellow light, and a camera lens.

The posters (in Azlanti):
In blocky Azlanti lettering, the posters include sayings such as “One Soldier Is Worth a Thousand Natives,” “The Aeon Throne Needs Your Every Effort,” and “Serve Your Superiors, Dominate the Weak.”

The doors (in Azlanti):
The kitchen door is indeed labeled 'Kitchen'; the eastern door is labeled 'Command Centre'.


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 scoffs at the posters. "Good thing we're not natives, then."

"Command center to the left, kitchen to the west."


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

"The command center seems like the place to go," Verne offers, "But we'll need to be ready for a fight."


"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 stands infront of the "Dominate the Weak" poster, head cocked.

At Jarix's mention of a kitchen, he steps over and pops his head and rifle barrel in. "If there's one place I'm going to find Imperial brand coffee it's here."

Perception: 1d20 + 4 ⇒ (6) + 4 = 10
His hopes are low.

Grand Lodge

The Mountain's Maw |

JD rummages through the kitchen, finding nothing but bland fare suitable as a downgrade from R2E meals.


"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

"Figures. Every army in human history has run on coffee, expect the squibs." JD grumbles as he finishes tossing the kitchen. "This is the longest I've gone without coffee and liquor and now I'm killing people too."

He trudges back out of the kitchen, rifle hanging loosely in one hand. His appearance aside, he's ready to move on.


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

"No coffee? See they're evil and uncouth. They deserve what they get." Jarix goes to the command center door. He is careful not to be in the line of fire this time and peaks in from the side.

Grand Lodge

The Mountain's Maw |

Jarix approaches the command centre door, but nothing happens. The door remains shut.

Nothing to peek into.


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

"Oh yeah. That's right, they know we'er here. Someone bring over that guys's helmet. Let's see if that will get it open."


"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

"Good idea" JD will scoop up the helmet and bring it to the doorway.

Computers or Engineering, whichever applies best. Same modifier: 1d20 + 9 ⇒ (4) + 9 = 13


"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 laughs softly as the computer shuts down and locks the crew out. "Well, my bad, folks. Guess your captain should stick to captain-ing and let you brainiacs do the technical work. Anyway..." she bends down and scoops up the cadet's pulsecaster pistol before popping out the battery and stowing it in her belt. "On we go!"

Moving into the mess, Mal sticks to the walls, keeping an eye on the command center door and checking her ammo.

If I kept decent track, I think the ammo in my header is correct. Thankfully, I now also have three spare batteries for my laser pistol, so I'm pretty well set.

Grand Lodge

The Mountain's Maw |

The helmet triggers nothing at the door. JD's cursory inspection doesn't illuminate the situation any further.

JD, it would be good to choose either Computers or Engineering. Regardless a garbage roll like that is a failure.

Grand Lodge

The Mountain's Maw |

What do you do?


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

"Looks like we're not getting in easily," Verne remarks. He takes a look at the door and tries to determine how the opening mechanism works.

Computers: 1d20 + 3 ⇒ (20) + 3 = 23

"If we can't figure out how to use their tech," he mutters, almost to himself, "I suppose we could blow up the door somehow? Or..." he raises he eyebrows as another idea surfaces.

"What about the kitchen?" He wonders out loud. "Do the Azlanti wire their buildings to open doors automatically in case of fire? Are the ventilation systems connected?"


"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

"Huh" JD lets out, impressed with the idea. He begins to look along the ceiling to see if he can trace ventilation and fire suppression. "Let's hope the Azlanti are as militant with their fire code"

Engineering, Identify Technology: 1d20 + 9 ⇒ (11) + 9 = 20

Grand Lodge

The Mountain's Maw |

Verne and JD conspire successfully to fool the keypad at the door into accepting an emergency code needed for safety access. Before triggering the door to open, the crew of the Brilliance prepares.

Given the excellent checks (and cooperation), I'll allow you all a chance to prep yourselves prior to accessing the door controls and opening the portal to the next room.


"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 stands at the door way, ready to toss in an incendiary grenade once the door is opened.

Ready with a grenade and my laser 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

JD reloads the last 6 rounds into the hunting rifle, and nods to the crew that he's ready.

Grand Lodge

The Mountain's Maw |

Awaiting Verne and Jarix's indications that they are ready.


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 is ready. He'll have his gun ready to fire at whoever is in there.


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

Verne casts reflecting armor on himself and readies his pistol.

Grand Lodge

The Mountain's Maw |
Verne Sevenstorm wrote:
Verne casts reflecting armor on himself and readies his pistol.

By my count, Verne, you’ve cast command twice and reflection armor once already. Do you have more than 3 level 1 spell slots per day?

Grand Lodge

The Mountain's Maw |

An aside: I need to make a retcon to the story being told here that has no real effect on gameplay at the moment, but will have impact at some point in the near future: none of your comm links built into your armour seem to work. The walkie-talkies that you found in the confiscated goods area don't seem to work as well, though communications coming through the Aeon guard helmet worked briefly when you initially got a helmet (they don't seem to function any more).

I've moved all of the crew into the room. Mallura said she was at the door, so she'll open the door with Jarix at her side.

The door slides open to reveal a dimly-lit circular chamber with only a few spotlights illuminating the computer equipment that rings the walls on wide, sweeping panels of metal and plastic. The illuminated screens of the computer systems include a station that is clearly designed for weapons control. Delicate racks hanging from the ceiling contain communications equipment. A projector in the centre of the room, hanging from the ceiling, displays a holographic image of Nakondis. A door on the opposite side of the room (in the eastern wall) has green Azlanti letters printed on it.

Azlanti:
It reads "Brig".

Two roller chairs sit on opposite sides of the rounded counter ringing the room. Two Azlanti cadets perch behind the chairs, using the only possible pieces of furniture in the room for cover. They take cover immediately as the door opens, their weapons in hand.

No surprise round for either group. Both cadets have partial cover from behind the chairs.

ROLL FOR INITIATIVE!

GM rolls:
1d20 + 4 ⇒ (2) + 4 = 61d20 + 2 ⇒ (12) + 2 = 141d20 + 2 ⇒ (9) + 2 = 111d20 + 1 ⇒ (14) + 1 = 151d20 + 1 ⇒ (17) + 1 = 181d20 + 1 ⇒ (10) + 1 = 11

Initiative Order:
  • Cadet Y
  • Verne
  • JD
  • Mallura
  • Cadet Z
  • Jarix
  • From behind the nearest chair, an Azlanti cadet feints an attack with his pistol, then drops back into cover.

    Verne, JD, and Mallura all may act!

    For the first TWO people to enter the room:
    A projector mounted on the ceiling targets you with a laser tracker, then blasts you with a pulse of tightly focused distracting light and sound. You are affected as if by harrying fire (no roll necessary) until the start of your next turn.

    Grand Lodge

    The Mountain's Maw |

    Oops. One slight alteration to the above post.

    Azlanti:
    The eastern door says "Recreation Room".


    Male Android Level 3 |12/18 SP 4/22 HP 0/5 RP
    GM wrote:
    By my count, Verne, you’ve cast command twice and reflection armor once already. Do you have more than 3 level 1 spell slots per day?

    I must have miscounted on my end, oops! Scratch that then.


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

    Verne strides into the room (move 30 feet). His sensors are overwhelmed by the pulse from the projector, yet he tries to take a shot at the nearest (magenta) soldier.

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

    JD steps into the room beside Verne and levels a shot at the cadet infront of him.

    Hunting Rifle vs Red KAC: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
    Damage: 1d8 ⇒ 6


    "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

    Seeing how tight the room is, and how far apart the cadets are spread, Mal opts to instead shake up the pink cadet with a faked grenade toss before taking cover just outside the room.

    Clever feint: 1d20 + 11 + 1d6 ⇒ (17) + 11 + (4) = 32

    Pink is flat-footed against the party until end of my next turn

    Grand Lodge

    The Mountain's Maw |

    Verne and JD flash into the room, landing shots on two separate targets. Mallura fakes a grenade toss, causing the cadet nearest the door to dive out from behind his chair. The cadet fired upon by JD takes advantage of the harrying fire provided by the flashblind projector and fires twice upon the mechanic.

    Note: both JD and Verne are affected by the flashblind projectors, and take -2 to their AC until the start of their next turn. The purple/magenta/pink cadet is flat-footed.

    Ranged Attack #1: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 81d6 + 1 ⇒ (1) + 1 = 2 MISS!
    Ranged Attack #2: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 181d6 + 1 ⇒ (6) + 1 = 7 HIT! 7pts of damage, JD!

    One bullet whizzes wide past JD's head, but the second shot rings his dome.

    It is Jarix's turn!


    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 runs into the middle of the room and targets red (the one still in cover, but not from Jarix)

    Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (19) + 4 = 23 Sonic Damage: 1d10 ⇒ 9

    Grand Lodge

    The Mountain's Maw |

    Jarix's sonic blast buffets the hapless cadet into the computer bank. He shakes his head and calls out to his colleague.

    "အလယ်တန်းသုံးအလယ်မှာစီမံပါ!"

    Azlanti:
    "Manoeuvre theta theta 3!"

    Round 2!

    The other cadet whirls on Jarix to reveal a taclash in his other hand! He drops his pistol and lashes out at Jarix's rifle.

    Disarm Attempt: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 FAIL!

    The taclash wraps around the thunderstrike rifle, but Jarix wrests it away.

    It is Verne, JD, and Mallura's turn!


    "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

    Mal pokes her head around the corner and shouts into the room, "Come on, JD! Don't let these runts show you up! Keep your head up!"

    She then stows her grenade, ready to draw a second weapon.

    Standard to use Inspiring Boost on JD. He regains 8 SP, putting him back at full SP!
    Move action to stow my grenade.

    Grand Lodge

    The Mountain's Maw |

    Mallura, your actions would put JD back at 12/14 SP - not quite full. Awaiting Verne and 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

    "Thanks, Cap"

    JD levels his rifle and fires again at the cadet in front of them.

    Hunting Rifle vs Red KAC: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9
    Damage: 1d8 ⇒ 2

    Grand Lodge

    The Mountain's Maw |

    *PING* goes the bullet off of the computer console.

    Awaiting Verne.


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

    Verne attempts to follow up on his pistol hit by throwing a projectile at the same (magenta) cadet.

    Telekinetic projectile: 1d20 + 2 ⇒ (17) + 2 = 19
    Damage: 1d6 ⇒ 5

    Grand Lodge

    The Mountain's Maw |

    Verne directs a clipboard on one of the consoles into the face of the nearest cadet.

    The beleaguered cadet facing off Jarix steps to the side, revealing a taclash in his hand. He lashes out at the flanked Jarix's legs.

    Trip Attempt, Flanking: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 MISS!

    The whip flicks against Jarix's legs, but the nimble agent leaps out of the way.

    It is Jarix's turn!


    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

    Not sure what square magenta is in.
    Jarix takes a guarded step before firing at red at point blank.

    Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (13) + 4 = 17 Sonic Damage: 1d10 ⇒ 10

    Grand Lodge

    The Mountain's Maw |

    I clarified magenta's position on the map.

    Jarix leaps over the taclash and brings the muzzle of his gun right up to the helmet of the doomed soldier. The sonic blast caves in both helmet and the cadet's skull, blasting his lifeless body up against the computer bulkhead.

    Round 3!

    Who is targeted by the flash-blind projectors this round?: 2d3 ⇒ (3, 1) = 4 JD and Jarix.

    The flashing panels on the ceiling pummel both JD and Jarix with dizzying light and sound. (Both JD and Jarix take a -2 to their AC this round.) The remaining cadet lashes into Jarix twice with his taclash, his blood-lust heightened by impotent rage!

    Melee Attack, Reach: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 141d4 + 5 ⇒ (3) + 5 = 8
    Melee Attack, Reach: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 61d4 + 5 ⇒ (3) + 5 = 8

    My dice are so weak-sauce right now - even with the flashblind projectors.

    The cadet continues uselessly flailing, missing Jarix twice.

    The rest of the crew can act!


    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

    No one appreciates that more than Jarix. He is right in the middle of the soup right now.


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    "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 watches Jarix massacre the cadet he was firing on and gives him a "Well, I could have done that" before turning to fire on the remaining cadet.

    Azlanti Hunting Rifle vs KAC: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6
    Damage: 1d8 ⇒ 1

    He gives an exhausted "Ugh, boy" when he wings the shot wide.


    "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

    Mal finally enters the room and fires her laser pistol at the remaining cadet.

    Laser pistol: 1d20 + 3 ⇒ (8) + 3 = 11
    Damage (F): 1d4 ⇒ 1

    Grand Lodge

    The Mountain's Maw |

    Mallura and JD both fire at the remaining cadet. The mechanic's shot pings into the floor, and the cadet dodges the laser blast from Mallura.

    It is Verne and Jarix's turn.


    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

    "Well then do it."

    Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (3) + 4 = 7 Sonic Damage: 1d10 ⇒ 3

    Grand Lodge

    The Mountain's Maw |

    The kickback on Jarix's sonic blast pulls the rifle well off-target, and he rattles the computer panels with his shot.

    Awaiting Verne's action.


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

    Verne, having had quite enough of the flashblind projectors, tries to disable them in the midst of the chaos.

    Engineering: 1d20 + 2 ⇒ (6) + 2 = 8

    Grand Lodge

    The Mountain's Maw |

    Verne doesn't have a clue as to how to shut down the projectors, but surmises that there must be the ability to control them on one of the computer panels.

    Round 4!

    Initiative Order:

  • Cadet Y
  • Verne
  • JD
  • Mallura
  • Cadet Z
  • Jarix
  • Who is targeted by the flash-blind projectors?: 2d4 ⇒ (4, 2) = 6 Mallura and Verne.

    As the captain steps into the room, a disorienting blast of sound and light descends upon her. A similar effect targets the android. You both have a -2 AC penalty this round.

    Outnumbered and hemmed in on all sides, the remaining cadet jettisons finesse manoeuvres in favour of sheer force. He lashes at Mallura twice with his taclash.

    Melee Strike #1 vs Mallura KAC, Reach: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 161d4 + 5 ⇒ (1) + 5 = 6 HIT! 6pts of non-lethal damage, Mallura!
    Melee Strike #2 vs Mallura KAC, Reach: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 101d4 + 5 ⇒ (3) + 5 = 8 MISS!

    The first blow lands but the second blow misses by inches. He then speaks into his helmet comm unit.

    "ထိန်းချုပ်မှုစင်တာကိုစိမျ့လေးပါး။ သူတို့ဟာခွဲခြားသတ်မှတ်ထားတဲ့ရန်သူတွေပါ။ အင်ပါယာအတွက်!"

    Azlanti:
    "Four infidels infiltrating the command centre. They are the previously-identified enemies. Glory for the empire!"

    The crew may all act!


    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

    "He just told on us."

    Jarix fires at him.

    Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (8) + 4 = 12 Sonic Damage: 1d10 ⇒ 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

    JD takes a step forward to line up a shot on the remaining cadet, and fires.

    Hunting Rifle vs KAC: 1d20 + 3 - 1 ⇒ (12) + 3 - 1 = 14
    Damage,P: 1d8 ⇒ 3

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