Hmm's Starfinder Playtest Thread ★ 1-27 King Xeros of Star Azlant (Inactive)

Game Master Hmm

Maps and Snark


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Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0

Matarno scowls at the flying specialist. Sorry, Sauros, this is needed elsewhere, he emotes, directing the wisp ally to begin attacking the specialist.

Providing harrying fire for (presumably) JJ, as he asked for it, but really whoever attacks the specialist first.

And you! STOP. SINGING. Matarno directs his telepathy and another spell at the specialist - this time attempting to grease his gun.

DC 17 to avoid dropping his gun


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Matarno greases the azlanti's gun...

Sickened Azlanti Reflex Save: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25

... but the Azlanti holds on to his gun like a champ! He pouts and aims at Matarno this time.

♫ Every time you see me you want to stop my fun
Dissin' my music and greasin' my gun
Now why would I ever stop doing this
With others makin' attacks that just don't hit ♫

Stealth Trick Attack: 1d20 + 20 + 1 - 2 ⇒ (10) + 20 + 1 - 2 = 29
Corona Laser: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31
Damage: 2d4 + 7 - 2 ⇒ (3, 4) + 7 - 2 = 12
Trick Attack Damage: 4d8 - 2 ⇒ (6, 8, 3, 5) - 2 = 20

Meanwhile the Izepthar in its confused state just keeps trying to hit Sauros.

Spur: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 1d6 + 10 ⇒ (3) + 10 = 13

★ --- ★ --- ★ --- ★

Round 5 / 6
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!

Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)

================================

Matarno (-32)
Sauros (-27)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 2 rounds)

================================

Cyan Aeon Guard Specialist (-32, Sickened, flying 20 feet in the air)
Izepthar (-45, confusion-locked on attacking)

================================

Tophoric (-13)
Xesh + AoO (-10, elevated ten feet))


Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0

I will buy a bottle of top-shelf intoxicant for whoever takes down this smug singing piece of sh-

His last word is lost as he fires off a few shots with his tetrad rings.

Full attack - just gunning for 20s

Attack v. EAC: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Attack v. EAC: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Harrying fire still on the specialist from the wisp - please tell me someone has been taking advantage of the +2?


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It just occurs to me that Tophoric's earlier max damage shot should have hit with that +2! I will retcon the damage for it!

Matarno hits twice, and so does an earlier shot from Tophoric! Matarno, you owe me crit damage. Roll it!

★ --- ★ --- ★ --- ★

Round 5 / 6
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!

Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)

================================

Matarno (-32)
Sauros (-27)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 2 rounds)

================================

Cyan Aeon Guard Specialist (-68, Sickened, flying 20 feet in the air)
Izepthar (-45, confusion-locked on attacking)

================================

Tophoric (-13)
Xesh + AoO (-10, elevated ten feet))


Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0

Matarno looks confusedly at his gun - normally he doesn't hit nearly that well.

Crit damage: 1d6 + 4 ⇒ (5) + 4 = 9

Ugh, and the crit effect on these guns are "Push, 5 ft." - so I think I push him higher into the sky x.x

Exo-Guardians

Vesk Vanguard (9)

"I got you, Matarno!"

Sauros tosses his Starknife at the floating Aeon Guard and smacks the Izepthar with a tail strike (nonlethally).

Starknife vs KAC: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
Piercing Damage: 4d4 + 13 ⇒ (1, 1, 1, 3) + 13 = 19

Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20
Bludgeoning Damage: 2d6 + 17 ⇒ (1, 5) + 17 = 23


Male Human Witchwarper 8 | SP: 40/48 HP: 44/44 RP: 7/9 | EAC: 25 KAC: 27 | F: +3, R: +11, W: +2 | Init: +2 | Perc: +1 (blindsense 30ft), SM: +1 | Speed 25ft | Alternate Outcome: 0/1 | Infinite Worlds 4/4 | 1: 6/6, 2: 4/5, 3: 3/3

JJ finishing his verse and lifts the frosty rifle up, triggers the boosting mechanisms and squeezes the trigger. There's the sound like a great piece of ice cracking.

Cold Streetsweeper /w Harrying Fire vs EAC: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16

Dang it! You know what, Burning Alternate Outcome for a reroll!

Cold Streetsweeper /w Harrying Fire vs EAC: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 Damage (C)/w Boost: 1d10 + 8 + 2d6 + 1d6 ⇒ (3) + 8 + (1, 5) + (4) = 21

::Ice, ice baby.:: JJ says as he watches the bolt curve into the Azlanti.


Host Shirren Death-Touched Vanguard 8 | SP: 100/112 | HP: 70/70 | RP: 7/10 | DR 5/- | KAC: 25 EAC: 23 | Fort: +12 Ref: +9 Will: +7 (+1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, or stunning) | Init: +3 | Perc.: +15 | | Speed 50 ft | EP: 0/6 | Reactive 1/1 | Active Conditions: Haste

Do I get another AoO or was that just there from last round?

You're really getting on my nerves! Desperate times, I suppose...

::I'm about to do something stupid, guys!::

Xesh shoots at the Azlanti one last time before pulling out a grenade.

Semi-auto pistol w/Deadly Aim vs KAC: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Piercing Damage w/Deadly Aim: 2d6 + 4 + 4 ⇒ (3, 3) + 4 + 4 = 14

Dataphiles

”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration ( ?????) | Speed 25 ft | Active Conditions: None

Awesome! Can I also get back an injection, since I wouldn't have used a second one on him if the first was in effect. The earlier injection also lowers his AC by 2 for 3 rounds.

Tophoric inserts his drugged dart into his needler and locks onto the specialist. "You got plenty of tunes, don't you? Know any lullabies? How about one where the rhythm counts backwards from ten?" He fires the dart toward the aeon guard's neck.

Attack vs. KAC (harrying fire, injection): 1d20 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17
Damage (P): 2d6 + 11 ⇒ (1, 1) + 11 = 13 plus Nonlethal: 2d4 ⇒ (3, 1) = 4

Wow, no putting lipstick on that pig. So much for my sedative.


Human biohacker outlaw 8 | SP 52, HP 52, RP 10 | EAC 20, KAC 23 | F +7, R +8, W +8 | Init +8 | Perc +17

Karyn punched the selector button on her pistol and fired again, aiming for one of the flexible couplings at the aeon specialist's neck. The bolus of potassium hit the man, sending a spasm of pain through his body, but not enough to stop his heart...this time.

attack,kac: 1d20 + 12 ⇒ (15) + 12 = 27
1d2d6 + 8 ⇒ (4, 1) + 8 = 13

No injection this time, just a plain ol' dart. Also, this is his last round of being sickened (Round 6)


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Matarno does another 9 damage -- and kicks the aeon guard another 5 feet in the air. Then J.J hits for another 21 cold damage! Sauros's starknife misses the azlanti, but he hits the confused Izepthar for another 21 non-lethal damage. Xesh and Tophoric both miss the Azlanti, despite the Azlanti's lowered armor class, but Karyn takes him out with her dart!

It hits his carotid artery, and he bleeds out spectacularly as his body crashes to the ground

★ --- ★ --- ★ --- ★

The confused Izepthar once again goes after his attacker!

Spur: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d6 + 10 ⇒ (1) + 10 = 11

★ --- ★ --- ★ --- ★

Round 6 / 7
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!

Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)

================================

Matarno (-32)
Sauros (-29)
Karyn
J.J. (-8)

================================

Cyan Aeon Guard Specialist (DING DONG DEAD)
Izepthar (-68, confusion-locked on attacking)

================================

Tophoric (-13)
Xesh + AoO (-10, elevated ten feet))


Host Shirren Death-Touched Vanguard 8 | SP: 100/112 | HP: 70/70 | RP: 7/10 | DR 5/- | KAC: 25 EAC: 23 | Fort: +12 Ref: +9 Will: +7 (+1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, or stunning) | Init: +3 | Perc.: +15 | | Speed 50 ft | EP: 0/6 | Reactive 1/1 | Active Conditions: Haste

Xesh looks at the izepthar, looks at the grenade in their hand, back at the izepthar, back at the grenade, back at the izepthar...

Can I throw a grenade nonlethally? Delay

Exo-Guardians

Vesk Vanguard (9)

"How much longer til this place burns to the ground?"

Swift Action, call his Starknife back to his hand, move action, align his shield against the izepthar, standard action, nonlethal tail slap.

Unarmed Strike vs KAC: 1d20 + 13 ⇒ (16) + 13 = 29
Bludgeoning Damage: 2d6 + 17 ⇒ (4, 3) + 17 = 24

I'm effectively +2 AC vs the izepthar right now.

Dataphiles

”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration ( ?????) | Speed 25 ft | Active Conditions: None

Culture: 1d20 + 17 ⇒ (11) + 17 = 28 Any chance we can make this thing friendly, or is it too loyal?


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Close enough! I'm calling this fight.

After the Izepthar goes down non-lethally, a piece of it breaks off and forms a small cocoon.

DC 20 Life Science check:
You recognize this cocoon as part of the creature's reproduction cycle, and that the detached offspring will take some time to mature and then imprint on the first thing to care for it once it comes live. Pact Worlds biologists would gladly study the cocoon to learn more about Izepthar.

COMBAT OVER

★--- ★ --- ★ --- ★

Within the tower, the you can find a computer and multiple physical files containing a variety of data. By navigating the data, the you can learn about Azlanti plans. The desktop is a tier 4 computer that is presently unlocked: the Azlanti did not log out amid the chaos of the Starfinder attack.

You have only enough time to attempt two skill checks each to navigate the data.

Isolate Useful Files, Computers DC 24:
You get all the information about the King Xeros that you would have in a successful scan.

KING XEROS TIER 10
Medium explorer
Speed 10;
Maneuverability good (turn 1); Drift 1
AC 26; TL 28 HP 75; DT —; CT 15
Shields heavy 240 (forward 60, starboard 60, port 60, aft 60)
Attack (forward) phase spike (3d6)
Attack (port) heavy aeon caster (6d6)
Attack (starboard) heavy aeon caster (6d6)
Attack (aft) heavy aeon torpedo launcher (6d8)
Attack (turret) fire projectors (4d12)
Power Core Pulse Prismatic (300 PCU);

Drift Engine Signal Basic; Systems aeon diffuser (iridescent spindle), basic medium-range sensors, crew quarters (common), mk 3 duonode computer, mk 8 armor, mk 11 defenses, quantum defender, unstable power; Expansion Bays cargo holds (2), escape pods, guest quarters Modifiers +3 to any two checks per round, +2 Computers, +1 Piloting; Complement 6

SPECIAL Azlanti Starship Rules for the aeon caster, aeon diffuser, heavy aeon caster, heavy aeon torpedo launcher, and quantum defender appear elsewhere. The GM will get them printed on the slideshow in a bit.

Fire Projectors Aldroxis has updated the two fire projectors already built into the ship's deck, allowing them to function identically to linked light plasma cannons.

Phase Spike Aldroxis has augmented the phase spike protruding from the ship's fore into a unique weapon, which functions like a light particle beam that has the vortex special property.
Unstable Power Aldroxis's handmade biotech computer mainframe is functional but shoddy. The King Xeros immediately loses 15 Hull Points if its power core system is wrecked.

DC 32 Computers check to bypass Azlanti firewall:
You find the code for the leader Aldroxis' handmade biotech shield system, allowing science officer PCs to attempt a DC 20 Computers check in as a helm phase action.

By succeeding at the DC 20 check, a science officer can immediately reduce the King Xeros's Shield Points in a single arc by 48 for 1 round. The computer also references physical files contained in an upstairs section of the building damaged by the PCs' strafing run.

DC 29 Athletics check to climb through the rubble:
You can reach physical files located upstairs, discover schematics of energy cells installed throughout the ship and can screenshot the data to their own ship, allowing engineer PCs to re-roll one die once per starship combat.

DC 29 Perception:
Some of the nearby documents include blueprints for augmenting the King Xeros, including repairing and amplifying a pair of damaged fire projectors already incorporated into its deck and adding modern thrusters and armaments. A PC who succeeds at this check uses these layouts to devise strategies to avoid the King Xeros's firing arcs, requiring the King Xeros to reroll any successful gunnery check and take the second result for that round whenever the pilot PC performs a successful evade stunt.

DC 29 Bluff to master Aldroxis's speech patterns:
Aldroxis's handwritten notes also betray a distinctive command style that PCs can leverage to deceive his crew via the comm system: succeeding at this check to master Aldroxis's speech patterns allows the captain PC to use the demand or taunt action to force the King Xeros's engineer, pilot, or science officer to treat their starship combat check result as a natural 1 that round. As per the typical uses of these actions, each King Xeros NPC can be affected by the captain PC's demand or taunt action only once.

DC 29 Life Science check:
You who use data on the xenophage creepers in the greenhouse to jury-rig their own biotech ammunition.

By succeeding at this check, you allow gunner PCs to inflict critical damage on the King Xeros with a natural 20 on a gunnery check without needing to bypass its shields. In Subtier 7–8, this benefit also allows a gunner to ignore the King Xeros's quantum defender effect for 1 round by spending 1 Resolve Point.


Human biohacker outlaw 8 | SP 52, HP 52, RP 10 | EAC 20, KAC 23 | F +7, R +8, W +8 | Init +8 | Perc +17

Karyn smirked as her dart brought down the specialist. Sometimes a simple chemical is all that is really needed. She turned her attention to the izepthar, and wondered about the small polyp that had broken off. Despite her knowledge of these creatures, she had no idea what that was. Probably just a remnant from the vesk's tail slaps.

Life Science: 1d20 + 17 ⇒ (1) + 17 = 18

Edit: nope, I really rolled a d20 this time

Karyn was almost as good with computers as she was with chemicals. It came from all her training at the corporation. After all, one of GTL's people was as much covert operative as overt chemist. She manged to find the specs on the King Xeros

computers, isolate data files: 1d20 + 17 ⇒ (11) + 17 = 28
computers, overcome firewall: 1d20 + 17 ⇒ (13) + 17 = 30

Can someone AID on that computers check? So close!


Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0

Matarno takes a few seconds to regain his composure and cast a quick spell on himself (charming veneer, new spell from the playtest). Thus fortified, he begins attempting to master Aldorxis' speech patterns.

Bluff: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20

After butchering a few common Azlanti phrases, he gives up, and instead settles for helping other people out.

X.x I'll wait until we see what other rolls people are making - I can help out untrained in Athletics or Perception at a +0 each, or an auto-aid to someone elses' bluff as Matarno goes all "dialect coach". And I can use that spell on someone else for an additional +1 to cha checks!

Dataphiles

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”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration ( ?????) | Speed 25 ft | Active Conditions: None

Life Science: 1d20 + 17 ⇒ (10) + 17 = 27

Tophoric snags the tiny cocoon. "Looks like this little fella is gonna hatch someday! I shall name him 'Crispy,' and love him forever and ever." He places the cocoon in his backpack.

Hustling over to the blasted tower, the lashunta plugs his ponytail-like datajack into the desktop and helps Karyn tackle the firewall. He then explores the role of these plants.

Computers (aid Karyn, high-capacity datajack): 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32 Or just making the check on his own, evidently. Same result either way.
Life Science DC 29: 1d20 + 17 ⇒ (16) + 17 = 33

Collaborating with Karyn, the two crack the countermeasure. Jackpot he telepathically projects to the others as he pulls up the code to the King Xeros's biotech shield system. "Looks like we have a backdoor around those shields. Guess now we know why they cared about these plants, looks like the Azlanti jury-rigged some kind of computer system out of the filaments." He copies some of the data into his custom scanner, then grabs some nearby plant samples that the test documents indicate are affiliated with disrupting the electrical signals between biotech. "Let's see if we can't put their science to better use. I've never made a starship-sized injection before, but I relish a challenge." He smirks.

His scanner and datajack augmentations allow him to rapidly process the information they uncovered. "This ship is a doozy. There's a vortex weapon in the front arc that will evaporate our shields, and all the other arcs have heavy-hitting firepower, but the aft missile launcher has limited ammo. Whoever is manning the scanners, use this code to temporarily lower the shields in the near arc. Gunners, focus on the power core; if we take it out, the whole ship with be crippled quickly." He glances up toward some of the rubble. "Clearly your shooting is already on point. Files point to some extra info in that collapsed section, can someone get up there to grab it?"

Useful files, firewall, and Life Science all accomplished. Still need Perception, Athletics, and Bluff (Matarno, it might be most useful for you to just try the Bluff again; my Bluff is decent, but I've used both my checks at this point, so you might be our last best shot at the speech patterns. Also, does Karyn have Engineering? If so, it might make sense for her to be the ship engineer and Tophoric to do science officer, given his +1 from his datajack (also makes sense in character at this point), or possibly for us to have two science officers on a turn when we don't need an engineer to both target the power core and lower the shields, assuming the Captain's Computers isn't high enough to give Orders to the science officer. If not, we'll keep the status quo.


Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0
Tophoric wrote:
(Matarno, it might be most useful for you to just try the Bluff again; my Bluff is decent, but I've used both my checks at this point, so you might be our last best shot at the speech patterns.

adoi. Yes, "two checks each" would definitely cover taking a second check. Thanks for superior reading comprehension, Tophoric. :)

Matarno clears his throat. "Charli, darling, I'm truly in need of another mug of that tea," he speaks into the comms, before attempting to reattempt mimicking Aldorxis.

Bluff: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20

He coughs heavily. Ugh. What a truly distasteful language, he emotes again as he glares at the voice recognition platform in consternation.

@(#*&!)!&@#^!! Using my pregen reroll for Claim To Salvation, getting a +2 bonus from 2 Starfinder Society Novas

Bluff: 1d20 + 17 + 1 + 2 ⇒ (8) + 17 + 1 + 2 = 28

*throws up hands in defeat*

Matarno tries one more time, but just resumes coughing. Gods, it's like trying to gargle an ooze, he complains.

Dataphiles

”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration ( ?????) | Speed 25 ft | Active Conditions: None
Matarno wrote:
Tophoric wrote:
(Matarno, it might be most useful for you to just try the Bluff again; my Bluff is decent, but I've used both my checks at this point, so you might be our last best shot at the speech patterns.

adoi. Yes, "two checks each" would definitely cover taking a second check. Thanks for superior reading comprehension, Tophoric. :)

Matarno clears his throat. "Charli, darling, I'm truly in need of another mug of that tea," he speaks into the comms, before attempting to reattempt mimicking Aldorxis.

[dice=Bluff]1d20+17+1

He coughs heavily. Ugh. What a truly distasteful language, he emotes again as he glares at the voice recognition platform in consternation.

@(#*&!)!&@#^!! Using my pregen reroll for Claim To Salvation, getting a +2 bonus from 2 Starfinder Society Novas

[dice=Bluff]1d20+17+1+2

*throws up hands in defeat*

Matarno tries one more time, but just resumes coughing. Gods, it's like trying to gargle an ooze, he complains.

SO CLOSE! @GM, given Matarno's vocal troubles on his first attempt, could Tophoric retroactively take one standard action out of his normal activity to stick Matarno with a +2 skill bonus injection and get him over the 1-point hump?


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Sure.


Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0
GM Hmm wrote:
Sure.

Thank you o kind and generous GM! And wise and observant biohacker!

With a jolt of... well, something, from Tophoric, Matarno manages to get his mind around the speaking patterns of the Azlanti captain. He begins to practice the Azlanti phrases phonetically, trying to get into the tone and mindset of an arrogant xenophobic isolationist in command.

Dataphiles

”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration ( ?????) | Speed 25 ft | Active Conditions: None

Tophoric absentmindedly mixes a concoction of chemicals with Azlanti pheromones and pricks Matarno in the side of the neck, loosening his jaw and making the dialect more manageable for him. There you go, buddy. Just can't take that stumbling anymore, too disruptive. His eyes never leave the computer screen, but his face relaxes as Matarno finally wraps his lips around Aldroxis's speech pattern.

Much obliged, GM. As someone who was 1 point shy of a hit twice last fight, I feel Matarno's frustration and am happy to be poised to help. It's an injection well spent.

That just leaves the Athletics and the Perception.


Host Shirren Death-Touched Vanguard 8 | SP: 100/112 | HP: 70/70 | RP: 7/10 | DR 5/- | KAC: 25 EAC: 23 | Fort: +12 Ref: +9 Will: +7 (+1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, or stunning) | Init: +3 | Perc.: +15 | | Speed 50 ft | EP: 0/6 | Reactive 1/1 | Active Conditions: Haste

Xesh puts away the grenade and will attempt to climb over the rubble while their friends do the other stuff.

Athletics: 1d20 + 11 ⇒ (10) + 11 = 21
Perception: 1d20 + 15 ⇒ (7) + 15 = 22

"WeLp! I'm UsElEsE!"

Exo-Guardians

Vesk Vanguard (9)

Athletics: 1d20 + 18 ⇒ (8) + 18 = 26

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Oh! Can we use the Claim to Salvation Boon? I also have +2.

Athletics: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34


Male Human Witchwarper 8 | SP: 40/48 HP: 44/44 RP: 7/9 | EAC: 25 KAC: 27 | F: +3, R: +11, W: +2 | Init: +2 | Perc: +1 (blindsense 30ft), SM: +1 | Speed 25ft | Alternate Outcome: 0/1 | Infinite Worlds 4/4 | 1: 6/6, 2: 4/5, 3: 3/3

JJ watches as his teammates go to work, quickly overcoming the challenges of ransacking the place for information. Deciding that everything is well in-hand, JJ will instead search for more mystical source, to be sure.

Just in case, I'm going to cast Detect Magic and sweep the area for magical auras.

Mysticism: 1d20 + 11 ⇒ (3) + 11 = 14


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Okay. Brain back. J.J. does not find anything with his detect magic.

You have one skill check left unmade, which means you all have a choice. You can take a deeper dive into the information in the tower, and spend more time here, and perhaps find out more. But you know that if you do so, the Scout Team will be at a significant risk trying to protect you.

What do you decide? Dive deeper, or start to evacuate now?

Exo-Guardians

Vesk Vanguard (9)

"I think we got a good amount, doods. Whatever's left isn't worth someone's life."


Male Human Witchwarper 8 | SP: 40/48 HP: 44/44 RP: 7/9 | EAC: 25 KAC: 27 | F: +3, R: +11, W: +2 | Init: +2 | Perc: +1 (blindsense 30ft), SM: +1 | Speed 25ft | Alternate Outcome: 0/1 | Infinite Worlds 4/4 | 1: 6/6, 2: 4/5, 3: 3/3

JJ nods at Sauros. "I'm sure Scout and Shield could use our help by now. Let's get back to the ship."


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You take your leave, and not a moment too soon!

The roar of distant rockets cuts through the surrounding sound. Four sleek Azlanti ships launch into the void, forming a protective guard around another ship vaguely resembling a seafaring vessel carved from cream-colored crystal, with three sail-like vanes protruding from its aft. Gray-green Azlanti thrusters, weapons, and armor appear grafted onto portions of the ship, standing out from the overall frame like metallic blemishes.

Naiaj’s voice suddenly blares through the comm system, “There it is! All teams, disengage the base and intercept that crystalline starship! Do not let it escape!”

★--- ★ --- ★ --- ★

The launch back into space affords the you enough time to take a 10-minute rest onboard your ship.

By the time you board your ship, launch, and catch up with the Azlanti, a dogfight is underway. The other Starfinder ships weave about in a vicious tangle, exchanging fire with the Azlanti vanguard as the King Xeros pulls away.

Naiaj's face appears on your comms. "Shield and Scout teams have their hands full engaging the Azlanti Vanguard." A worried crease appears on her forehead, but then she takes a deep breath. "I need you to stop the King Xeros. Even if you have to do it alone. Do you understand?"

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Charli's voice crackles over the comm unit. "Here's some useful data for you!"

Ship Role Cheat Sheets

Tier 8 Drake

You can also find the Tier 8 Drake on page 42 of the Guide.


Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0

"Affirmative," Matarno calmly says to the venture captain. He's again on the bridge, calmly watching the readouts as JJ pilots. He then switches comms transmission through the ship.

"Alright, preparing my best impression of an Azlanti captain giving the worst directions possible - let me know when we really really want to muck them up. Naiaj chose us because we're the best the Society has right now - let's go prove her right."

Exo-Guardians

Vesk Vanguard (9)

"Let's make 'em wipe out like no other!"

Persistent Particle Beam: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 10d6 ⇒ (3, 4, 1, 2, 5, 3, 2, 4, 5, 1) = 30


Host Shirren Death-Touched Vanguard 8 | SP: 100/112 | HP: 70/70 | RP: 7/10 | DR 5/- | KAC: 25 EAC: 23 | Fort: +12 Ref: +9 Will: +7 (+1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, or stunning) | Init: +3 | Perc.: +15 | | Speed 50 ft | EP: 0/6 | Reactive 1/1 | Active Conditions: Haste

Xesh moves over to the forward coilgun and begins messing around with some of the controls to the starship's weapons systems in concerning ways.

"HaHaHaHa! BlOw ThEm OuTtA tHe SkY! tAsTe ThIs MoThEr--" Anything following gets drowned out by the sound of the particle beam and coilgun shooting off towards the enemy starship. A similar though runs through the minds of the rest of the crew: They probably shouldn't have left the crazy bug in charge of the giant boomsticks.

Fire at Will to attack with coilgun and Persistent Particle Beam.

Persistent Particle Beam: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Damage: 10d6 ⇒ (6, 2, 5, 1, 4, 6, 4, 5, 6, 1) = 40
Critical Damage (if applicable): 1d100 ⇒ 56 Weapons Array
If I couldn't use the Persistent Particle Beam because someone (Sauros) was already manning it then Xesh would've shot with the Light Particle Beam turret (with an additional -2 to the attack roll from being in the second range increment) and using the first three d6's from the Persistent Particle Beam damage (a 6, 2, and 5 for a total of 13).

Coilgun: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
Damage: 4d4 ⇒ (1, 1, 1, 4) = 7
Critical Damage (if applicable): 1d100 ⇒ 50 Weapons Array

"GoTcHa! GeT uS cLoSe So I cAn UsE tHe AnTiMaTtEr MiSsIlEs!"


Human biohacker outlaw 8 | SP 52, HP 52, RP 10 | EAC 20, KAC 23 | F +7, R +8, W +8 | Init +8 | Perc +17

"I'm locking on to the engines. If we can stop her dead in space, there's a chance we can go back and take her after the Azlanti have been driven off."

Even as she was saying this, Karyn was isolating the targeting computers from the ephemeral noise surrounding the King Xeros. It was a good thing she had gotten a look at the upgrades the azlanti were adding, because she knew how to isolate just those systems.

computers, target system (engines): 1d20 + 17 ⇒ (20) + 17 = 37

Next hit crits on a 19-20 and all crit damage goes to the engines


I am the tool of the GM

Click. Whirr.

Muahahahahaha!

The GM doesn't have to make a ship combat post for this group to get started! Maybe I should be botting her!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

SHIP COMBAT TIME

The following advantages are in effect from what you learned in the Greenhouse:

SCIENCE OFFICER
You find the code for the leader Aldroxis' handmade biotech shield system, allowing science officer PCs to attempt a DC 20 Computers check in as a helm phase action. By succeeding at the DC 20 check, a science officer can immediately reduce the King Xeros's Shield Points in a single arc by 48 for 1 round.

ENGINEER
You discovered schematics of energy cells installed throughout the ship and screenshotted the data to your own ship, allowing engineer PCs to re-roll one die once per starship combat.

CAPTAIN
Mastering Aldroxis's speech patterns allows the captain PC to use the demand or taunt action to force the King Xeros's engineer, pilot, or science officer to treat their starship combat check result as a natural 1 that round. As per the typical uses of these actions, each King Xeros NPC can be affected by the captain PC's demand or taunt action only once.

GUNNERY
You can use data on the xenophage creepers in the greenhouse to jury-rig their own biotech ammunition. Gunner PCs to inflict critical damage on the King Xeros with a natural 20 on a gunnery check without needing to bypass its shields. In Subtier 7–8, this benefit also allows a gunner to ignore the King Xeros's quantum defender effect for 1 round by spending 1 Resolve Point.

Please let me know if and when you choose to use these benefits!

★ --- ★ --- ★ --- ★

KING XEROS TIER 10:

Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 26; TL 28 HP 75; DT —; CT 15
Shields heavy 240 (forward 60, starboard 60, port 60, aft 60)

Attack (forward) phase spike (3d6)
Attack (port) heavy aeon caster (6d6)
Attack (starboard) heavy aeon caster (6d6)
Attack (aft) heavy aeon torpedo launcher (6d8)
Attack (turret) fire projectors (4d12)
Power Core Pulse Prismatic (300 PCU);

Drift Engine Signal Basic; Systems aeon diffuser (iridescent spindle), basic medium-range sensors, crew quarters (common), mk 3 duonode computer, mk 8 armor, mk 11 defenses, quantum defender, unstable power;
Expansion Bays cargo holds (2), escape pods, guest quarters
Modifiers +3 to any two checks per round, +2 Computers, +1 Piloting; Complement 6

★ --- ★ --- ★ --- ★

Ships Distance from one another: 4d6 + 4 ⇒ (4, 3, 2, 5) + 4 = 18

The King Xeros is 18 hexes away, with its rear arc facing you.

★ --- ★ --- ★ --- ★

Piloting Initiative:

J.J. Piloting + Node: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
King Xeros Piloting + Node: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26

The Strike Team gets to move first, alas!

★ --- ★ --- ★ --- ★

STILL TO ACT

If your roll will be affected by another's actions, feel free to place it under spoilers.

CAPTAIN
ENGINEER
PILOT


Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0

"Xesh, keep up the fire. If we can get those shields down, I can try to befuddle their engineers to make sure the shields stay down."

Encourage to try to get the 21 shot to hit with a 23

DIplomacy: 1d20 + 17 ⇒ (13) + 17 = 30


Human biohacker outlaw 8 | SP 52, HP 52, RP 10 | EAC 20, KAC 23 | F +7, R +8, W +8 | Init +8 | Perc +17

Question: Would the Target System science officer action (crit on a 19 or 20) combine with the special Gunnery action above?


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Yes, they combine.

★ --- ★ --- ★ --- ★

STILL TO ACT

If your roll will be affected by another's actions, feel free to place it under spoilers.

ENGINEER
PILOT


Male Human Witchwarper 8 | SP: 40/48 HP: 44/44 RP: 7/9 | EAC: 25 KAC: 27 | F: +3, R: +11, W: +2 | Init: +2 | Perc: +1 (blindsense 30ft), SM: +1 | Speed 25ft | Alternate Outcome: 0/1 | Infinite Worlds 4/4 | 1: 6/6, 2: 4/5, 3: 3/3

::We need to keep out from behind it. That is a mean torpedo they've got there.:: JJ says into the ships' telepath circuit, broadcasting his thoughts to the rest of the crew.

Burning a RP for Full Power, allowing us to travel 12 hexes at Turn 4 for this turn.


I am the tool of the GM

Click. Whirr.

Botting Tophoric's Engineering Roll

Engineering: 1d20 + 17 ⇒ (20) + 17 = 37

Tophoric diverts power to guns this round, giving you 7 more damage this round!


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ENGINEERING & HELM PHASE

Tophoric diverts power to the guns, Karyn targets the King Xeros engines, JJ travels at full speed but does not attempt evasive maneuvers.

King Xeros Engineer: 1d20 + 15 ⇒ (6) + 15 = 21
The engineer just barely fails to divert power to engines to grant them more speed.

The King Xeros moves its normal speed and turns so that it can target you with its aft weapons!

★--- ★ --- ★ --- ★

GUNNERY

Sauros's Persistent Particle Beam does 32 points of damage to the Aft Shields!

Xesh's Light Particle Beam misses, but the Coil Gun hits for 10 damage to the Xeros Aft Shields.

With only 42 points of damage to the Aft shields, neither of their shots penetrate to the hull.

The King Xeros opens fire on you with its Aft and Turret guns

Gunnery+Range Incement: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Turret Fire Projectors: 4d12 ⇒ (1, 6, 1, 7) = 15

Gunnery: 1d20 + 12 ⇒ (9) + 12 = 21
Heavy Aeon Torpedo Launcher: 6d8 ⇒ (4, 4, 8, 3, 1, 1) = 21

EDIT:

Both their shots miss due to JJ's amazing piloting skills!

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

The comm crackles again. "This is Charli Poshkettle with a Round One Ship Battle Status Report!"

King Xeros: -42 damage to Aft Shields
Strike Team: NO DAMAGE, yay!


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SHIP COMBAT TIME -- ROUND TWO

The Advantages and Knowledge you gained in the Greenhouse:

SCIENCE OFFICER
You find the code for the leader Aldroxis' handmade biotech shield system, allowing science officer PCs to attempt a DC 20 Computers check in as a helm phase action. By succeeding at the DC 20 check, a science officer can immediately reduce the King Xeros's Shield Points in a single arc by 48 for 1 round.

ENGINEER
You discovered schematics of energy cells installed throughout the ship and screenshotted the data to your own ship, allowing engineer PCs to re-roll one die once per starship combat.

CAPTAIN
Mastering Aldroxis's speech patterns allows the captain PC to use the demand or taunt action to force the King Xeros's engineer, pilot, or science officer to treat their starship combat check result as a natural 1 that round. As per the typical uses of these actions, each King Xeros NPC can be affected by the captain PC's demand or taunt action only once.

GUNNERY
You can use data on the xenophage creepers in the greenhouse to jury-rig their own biotech ammunition. Gunner PCs to inflict critical damage on the King Xeros with a natural 20 on a gunnery check without needing to bypass its shields. In Subtier 7–8, this benefit also allows a gunner to ignore the King Xeros's quantum defender effect for 1 round by spending 1 Resolve Point.

Please let me know if and when you choose to use these benefits!

★ --- ★ --- ★ --- ★

KING XEROS TIER 10]
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 26; TL 28 HP 75; DT —; CT 15
Shields heavy 240 (forward 60, starboard 60, port 60, aft 60)

Attack (forward) phase spike (3d6)
Attack (port) heavy aeon caster (6d6)
Attack (starboard) heavy aeon caster (6d6)
Attack (aft) heavy aeon torpedo launcher (6d8)
Attack (turret) fire projectors (4d12)
Power Core Pulse Prismatic (300 PCU);

Drift Engine Signal Basic; Systems aeon diffuser (iridescent spindle), basic medium-range sensors, crew quarters (common), mk 3 duonode computer, mk 8 armor, mk 11 defenses, quantum defender, unstable power;
Expansion Bays cargo holds (2), escape pods, guest quarters
Modifiers +3 to any two checks per round, +2 Computers, +1 Piloting; Complement 6

★ --- ★ --- ★ --- ★

Ship Role Cheat Sheets

Tier 8 Drake

You can also find the Tier 8 Drake on page 42 of the Guide.

★ --- ★ --- ★ --- ★

Piloting Initiative:

J.J. Piloting + Node: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
King Xeros Piloting + Node: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30

★ --- ★ --- ★ --- ★

The Strike Team gets to move first, alas!

★ --- ★ --- ★ --- ★

ENGINEERING PHASE ON THE KING XEROS

The Azlanti Captain orders, "Repair those shields NOW!"
Captain Aid with Engineering: 1d20 + 22 ⇒ (20) + 22 = 42

"I'm trying, sir! There's too much damage here!"
Engineer with Captain's Aid, Divert Power to Shields DC 25: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23

She fails, and the Aft shields remain in disarray.

The Captain glares at his pilot. "Make sure that a different shield is facing those subhuman scum. This ship's too valuable to waste!"

★ --- ★ --- ★ --- ★

STILL TO ACT -- STRIKE TEAM

If your roll will be affected by another's actions, feel free to place it under spoilers.

CAPTAIN
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS


Lashunta Witchwarper 8 (Xenoseeker) | HP: 44/44 SP: 42/48 Res 10/10 | EAC 22 | KAC 23 | Fort +3 Ref +9 Will +2 | Init +3 | Percep +0

Matarno reaches out to the Xeros through the comms. "Pilot - keep the aft pointed at these suicidal fools! We won't let them escape the best weapons we have!"

Going for a taunt to have the piloting of the Xeros be treated as a Nat 1!

Bluff: 1d20 + 17 ⇒ (5) + 17 = 22

He does, however, break into that coughing fit again. I swear, JJ, Azlanti was designed to punish it's speakers, he telepathically complains to the pilot.

Dataphiles

”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration ( ?????) | Speed 25 ft | Active Conditions: None

Sorry for the delay, concert today and the next three days. Will probably need some botting until Monday.

Tophoric redoubles his efforts, trying to divert power to the guns.

Engineering: 1d20 + 17 ⇒ (7) + 17 = 24


Host Shirren Death-Touched Vanguard 8 | SP: 100/112 | HP: 70/70 | RP: 7/10 | DR 5/- | KAC: 25 EAC: 23 | Fort: +12 Ref: +9 Will: +7 (+1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, or stunning) | Init: +3 | Perc.: +15 | | Speed 50 ft | EP: 0/6 | Reactive 1/1 | Active Conditions: Haste

"JuSt A bIt ClOsEr! GeT mE a ClEaR sHoT aT tHe AfT aNd I'lL iNtRoDuCe KiNg XeRoS tO tHe DuKe Of AnTiMaTtEr!"

Gunnery:
Fire at Will

Light Particle Beam: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
Damage: 3d6 ⇒ (6, 5, 1) = 12
Critical Damage (if applicable): 1d100 ⇒ 97 Power Core

Coilgun: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
Damage: 4d4 ⇒ (2, 4, 4, 1) = 11
Critical Damage (if applicable): 1d100 ⇒ 86 Power Core


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Xesh, are you using one of the Drake's nodes?


Host Shirren Death-Touched Vanguard 8 | SP: 100/112 | HP: 70/70 | RP: 7/10 | DR 5/- | KAC: 25 EAC: 23 | Fort: +12 Ref: +9 Will: +7 (+1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, or stunning) | Init: +3 | Perc.: +15 | | Speed 50 ft | EP: 0/6 | Reactive 1/1 | Active Conditions: Haste
GM Hmm wrote:
Xesh, are you using one of the Drake's nodes?

It's not factored in but if there's still a node left by the time the gunnery phase comes around then Xesh'll use it on the Light Particle Beam

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