LoreMaster GM's SFS 1-33 Data Breach (Inactive)

Game Master vlaovich88

Map slides for Data Breach


151 to 200 of 261 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Exo-Guardians

Dwarf Mechanic (7)

Sure thing ^_^

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose stealthily hugs the wall as he had approached, using his operative skills and enhanced tech to blend in.

As he notices the rod, it confirms his suspicion that it is a defensive mechanism.

GM = I have updated the map with my placement.

"Team, we might want to hold off touching that computer yet. These rods are clearly EMP rods. They seem to have an immediate reset so every round, they will release a EMP pulse in a cone. It will deal damage and has a chance of deactivating technological objects temporarily.
I am going to attempt to disable the one I am standing next to. I need a moment more to study it though.

Unfortunately each rod will have to be dealt with separately and I am unsure of the trigger. My guess is accessing the computer without permission.

Sit tight until I advise further."

GM: Study & Disable the Rod skill checks:

Move Action Perception: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19

I have the Broad Spectrum Scanner for a Perception bonus when searching.

If Perception successful, take my first roll below for Computers. I am +16 to Computers.

Standard Action Engineering #1: 1d20 + 18 ⇒ (20) + 18 = 38
Standard Action Engineering #1: 1d20 + 18 ⇒ (10) + 18 = 28

I have several Toolkits that may add a bonus:
Toolkit - Trapsmith (+4 vs. traps)
Toolkit – Thieves Tools (Engineering vs. locks)


Maps ... Starship combat ... Party Loot Tracker

Goose, you took too many actions. You moved to the rod (a move action) then searched for the hidden panel (a move action) and attempting to disable the tap is a standard action.

When Goose moves over, he is able to spot a well hidden panel.

Then you start to hear what sounds like a robot activate. Seconds later, a large robot slides around the computer and projects a strong magnetic field, effecting both Reyndold and Will. Make a dc 14 reflex save or be staggered for 1d4 rounds

Chuck is up! I think it is only fair to let you know that unlike most of the time, missed ranged attacks have a chance of damaging the environment here.

GM Dice:

1d4 ⇒ 3

Bold May Act
----------------------------------
Round 1 statusNothing special
-------------------------------------
Will dc 14 reflex save
Reynold dc 14 reflex save
Goose 38/42 SP
Bot
Chuck (has taken Inspiring Boost)
Rods
Ak
Angrid 36/40 SP (has taken IB)

Second Seekers (Luwazi Elsebo)

NG Male Half-Orc Solarian Tempered Pilgrim 4|SP:32/32 HP:23/34 RP:3/4|EAC 16 KAC 18 CMD 26| Fort +5; Ref +1; Will +4 |Perc +0|init +0|Speed 35ft|
skills:
acrobatics+3, athletics+7, bluff+10, diplomacy+9, disguise+3, intimidate+3, mysticism+7, stealth-2

sorry about the radio silence, I should be back in now more consistently.

Chuck followed along quietly as the team searched the complex, Computers and hacking was never a skill he had.

seeing another Robot that needs smashing drives a smile to chucks face as he starts to glow with photon light and flames erupts from his feet as he charges the Bot threatening Will!

Stellar rush VS KAC: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 15 + 1d4 ⇒ (3) + 15 + (3) = 21

but he rushes a little to much and swings and misses.... I think?

Photon mode 1/3

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Reflex DC 14: 1d20 + 9 ⇒ (11) + 9 = 20

Reynold shrugs off the magnetic field. "We've got company!"

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

GM - Thanks for the heads up. I forgot we were in Initiative mode.

Can I keep the disable roll for next round? :D


Maps ... Starship combat ... Party Loot Tracker

Chuck rushes in to get involved in the fun but in his urgency, the poor half orc nearly trips as he runs. To makes things worse, as he is stumbling, the rob reaches out slashes him with it's claw! The resulting attack from Chuck misses due to the stumble and attakc. AoO. 13 damage to Chuck

Reynold is able to resist the magnetic field trying to slow you down.

I will let you keep the dice rolls this time since this is a pretty complicated room.

The rod closest to Goose lets out a high pitch noise and the burst of EMP energy headed right in Gooses face. Somehow the burst seems to miss the critter right in front of the burst. But his weapon may get shut down from the burst. No damage but you need to make a dc15 fort save or the tech in your hand will be shut down for the 1 round. I believe this would be your scanner since that is what you had out in your hand. Do you have anything in the other hand. (If it is tech related and you fail the check, roll me a d2. 1 means your scanner is down for the round, a 2 means whatever is in the other hand is down for the round).

The rod in the south east section of the room also makes a high pitch noise as it bursts with EMP energy. The burst covers Reynold but he somehow also manages to dodge the damage. What is in your hands? Make a dc 14 fort save. If you fail, we will figure out what shuts down.

Well that was a bad round for me! Missed with both of my rods. Everyone is up besides Chuck

GM Dice:

1d20 ⇒ 14
1d8 ⇒ 2
1d20 ⇒ 4
1d20 ⇒ 2

Bold May Act
----------------------------------
Round 1 statusNothing special
-------------------------------------
Ak
Angrid 36/40 SP (has taken IB)
----------------------------------
Round 2 statusNothing special
-------------------------------------
Will dc 14 reflex save
Reynold
Goose 38/42 SP
Bot (taken my AoO)
Chuck 19/32 SP (has taken IB)
Rods

Wayfinders

Male Android Icon Operative(Starfinder Data Jockey) 12 (SP 74/108) (HP 100/100) (EAC 27, KAC 27) (Fort +7, Ref +14, Will +10) (Init +14) (Perception +21)

Reflex: 1d20 + 11 ⇒ (16) + 11 = 27.

Will, in his element, pointedly ignores the robot, and, proving that grace under pressure is actually a thing, starts to hack the computer.

Hack, Round 1: 1d20 + 16 ⇒ (4) + 16 = 20 or 1d20 + 16 ⇒ (15) + 16 = 31. Oddly enough, I will take the 31 ;-)

Exo-Guardians

Dwarf Mechanic (7)

"Welp, we certainly gotta show goin' on here. Let's see if I can cut down on the noise."

Angrid moves closer to one of the rods and tries to disable it with her endocortex at range.

Wireless Hack (Engineering): 1d20 + 14 ⇒ (9) + 14 = 23

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Fortitude DC 14: 1d20 + 5 ⇒ (20) + 5 = 25

Reynold again shrugs off the technological effect. He points his static arc pistol at the large construct attacking Chuck. "If you're not disarming an EMP or hacking a computer, aim for that thing!"

Move action get 'em on the robot, standard clever attack vs the robot.

Bluff (expertise): 1d20 + 18 + 1d6 + 1 ⇒ (5) + 18 + (4) + 1 = 28
Attack vs. EAC: 1d20 + 9 ⇒ (13) + 9 = 22
Damage (E): 1d6 + 3 ⇒ (2) + 3 = 5

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold Malkin wrote:

[dice=Fortitude DC 14]d20+5

Reynold again shrugs off the technological effect. He points his static arc pistol at the large construct attacking Chuck. "If you're not disarming an EMP or hacking a computer, aim for that thing!"

Move action get 'em on the robot, standard clever attack vs the robot.

[dice=Bluff (expertise)]d20+18+d6+1
[dice=Attack vs. EAC]d20+9
[dice=Damage (E)]d6+3

Forgot to apply get ‘em and flat-footed to my attack rolls. I’m guessing they’ll apply to everyone else too, with that Bluff result.


Maps ... Starship combat ... Party Loot Tracker

Will makes progress hacking the computer. He feels as if he is close to the gaining access.

Angrid uses her excocortex to start taking one of the rods apart but never the less, it still stands and is functioning.

Reynold is dodging effects left and right. He then somehow tricks the bot cleverly make it flat-footed. His shot also hits it despite his allies blocking his view. 5 damage to blue

Bold May Act
----------------------------------
Round 1 statusNothing special
-------------------------------------
Ak
Angrid 36/40 SP (has taken IB)
----------------------------------
Round 2 statusNothing special
-------------------------------------
Will
Reynold
Goose 38/42 SP dc14 fort save
Bot -5 (flat footed)
Chuck 19/32 SP (has taken IB)
NE Rod (Goose found hidden panel)
SE Rod (1 Engineering check made)
NW Rod
SW Rod
Computer (1 computer check made)

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

I see I am bold, so I am posting...Not sure of exact order of things :D

The ysoki is caught in a powerful EMP burst. He's good but he's holding a sophisticated tool that gets the brunt of the blast.

Fortitude save for device in hand: 1d20 + 6 ⇒ (4) + 6 = 10

The tools fizzles and shuts off abruptly while Goose mutters some catchy phrases that are inappropriate for children.

Meanwhile, Goose spots a hidden shutoff switch for the rod. Noting that, he uses his computer skills to disable the device.

GM - Disable the rod:

If Perception successful, standard Computers check to disable.
Perception check was successful last round, so I am posted my Computers check you allowed from last round:

Standard Action Computers check: 1d20 + 16 ⇒ (20) + 16 = 36

Seeing the quicker method, Goose let's the team know.

"Hey folks, there is a cutoff switch for these rods!"

With the time remaining, Goose hustles to the next rod.

Move action to move 50' (10 squares) to next rod. Updated map.


Maps ... Starship combat ... Party Loot Tracker

I let all PCs post in blocks and just take in the order that they post. Since Chuck is stuck going between the two enemy types, the rounds will look like this from now on: Ak and Angrid will finish off the previous round while Will Reynold and Goose start the next one. Those posts can happen in any order. Then my bot gets to go. Then Chuck goes. Lastly, my rods go. Then we start back at the top. I think on my post 2 back, I forgot to take make you bold again so I am sorry for any confusion that may of caused.

It is now just Ak's turn

Dataphiles

Male , Ysok , Mechanic/Exocort/3 Ysok |SP 18/18 HP 20/20 RP 5/5|KAC 17EAC 17 | F:+3 , R:+6, W:+1| Init:+3| Perc: +6, SM: +0 Mechanic/Exocort/3 |Speed 30ft |  Plasma fork, 12-notch (Small) 20/20 | Active conditions :

AK moves up into the room and takes a shot Ranged Attack: 1d20 + 6 ⇒ (15) + 6 = 21Damage E+F: 1d8 + 3 ⇒ (2) + 3 = 5 hoping to get a lucky shot.


Maps ... Starship combat ... Party Loot Tracker

Goose is able to open up the hidden panel and presses the big red button labeled "OFF" and shockingly enough, the rod sinks back into the ground. He then moves off toward the next rod to shut down.

Ak moves into the room and takes a shot at the security robot. He hits it the robot seems to be in good shape still. 5 damage to blue

Suddenly the lights turn off in the room making it pitch dark in the room. You remember seeing a light control panel in to door way [occ](Yellow rectangle on the map)[/ooc] if this robot has the power to turn off the lights remotely, it probably is also able to override the controls. You can make an engineering check at the control panel to turn the lights on. Standard action.

In the darkness, the bot also takes a claw attack at chuck again. But despite being able to see in the darkness, the bot completely misses the half orc!

Chucks turn to retaliate. Make sure you note what the source of your darkvision is if you have it.

GM Dice:

1d20 ⇒ 1
1d8 ⇒ 1

Bold May Act
----------------------------------
Round 1 statusDarkness
-------------------------------------
Ak
Angrid 36/40 SP (has taken IB)
----------------------------------
Round 2 statusDarkness
-------------------------------------
Will
Reynold
Goose 38/42 SP
Bot -10
Chuck 19/32 SP (has taken IB)
SE Rod (1 Engineering check made)
NW Rod
SW Rod
Computer (1 computer check made)

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Reynold has his infrared sensors armor upgrade still installed, so he has darkvision.

Second Seekers (Luwazi Elsebo)

NG Male Half-Orc Solarian Tempered Pilgrim 4|SP:32/32 HP:23/34 RP:3/4|EAC 16 KAC 18 CMD 26| Fort +5; Ref +1; Will +4 |Perc +0|init +0|Speed 35ft|
skills:
acrobatics+3, athletics+7, bluff+10, diplomacy+9, disguise+3, intimidate+3, mysticism+7, stealth-2

Chuck, being a half orc, only barely noticed the lights go out and was easily able to dodge the robots attack while winding up for a horizontal slash with his sword and coming back after the first swing for another.

full attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 81d6 + 1d4 + 15 ⇒ (3) + (4) + 15 = 22
full attack: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 151d6 + 1d4 + 15 ⇒ (4) + (3) + 15 = 22


Maps ... Starship combat ... Party Loot Tracker

Chuck tries to swing back at the bot twice but the first swing misses completely and the second is absorbed by the armor of the powerful bot.

The rods let out a high pitch noise again and release a power bust of EMP. Both Goose and Angrid are effected by it this time. But the physical effects on them seem to miss. Man, I really need to start rolling better if I want to make this fight interesting. Both Angrid and Goose need to make a fort save, dc 15, or else an object you are holding is shut down for 1 round.

Everyone besides Chuck is up. Please remember the darkness.

GM Dice:

Rod, Angrid: 1d20 ⇒ 1
Rod, Goose: 1d20 ⇒ 7

Bold May Act
----------------------------------
Round 2 statusDarkness
-------------------------------------
Ak
Angrid 36/40 SP (has taken IB) dc15 fort save
----------------------------------
Round 3 statusDarkness
-------------------------------------
Will
Reynold
Goose 38/42 SP dc15 fort save
Bot -10
Chuck 19/32 SP (has taken IB)
SE Rod (1 Engineering check made)
NW Rod
SW Rod
Computer (1 computer check made)

Exo-Guardians

Dwarf Mechanic (7)

As the lights turn off and the sounds of heavy machinery increase, Angrid beams a wide, toothy grin.

"It's like clockin' in at my day job."

Dwarven darkvision, 60 feet.

Fortitude: 1d20 + 6 ⇒ (9) + 6 = 15 W00T!

Angrid resets her endocortex for 15,000 Gauss and attempts to disable the rod again.

Remote Hack, Engineering: 1d20 + 14 ⇒ (11) + 14 = 25

Confident that does the trick, she plods in the direction of the next rod.

"Heh heh, overtime's a beautiful thing."

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Did Chuck account for the +1 from get 'em and the robot's flat-footed status on his attack? Probably won't help the 8, but the 15 might hit the bot's KAC with the sum bonus of +3

Reynold's infrared sensors flick into action, displaying the entire room in monochromatic tones. "Hey metalhead! Lay off the half-orcs!" He pops off another static arc at the robot.

Move action get 'em on the robot (+1 on all attack rolls against it), standard clever attack against the robot.

Bluff: 1d20 + 18 ⇒ (2) + 18 = 20
Bluff reroll (Convincing Liar, forfeit expertise die): 1d20 + 18 ⇒ (8) + 18 = 26 Flat-footed to all PCs if CR is 7 or lower, assuming no ranks in Sense Motive. If this is still a fail, Reynold will spend 1 Resolve to make it a success anyway.
Attack vs. EAC (get 'em, flat-footed): 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30
Damage (E): 1d6 + 3 ⇒ (6) + 3 = 9

Second Seekers (Luwazi Elsebo)

NG Male Half-Orc Solarian Tempered Pilgrim 4|SP:32/32 HP:23/34 RP:3/4|EAC 16 KAC 18 CMD 26| Fort +5; Ref +1; Will +4 |Perc +0|init +0|Speed 35ft|
skills:
acrobatics+3, athletics+7, bluff+10, diplomacy+9, disguise+3, intimidate+3, mysticism+7, stealth-2

I did not count that extra +3, @GM, does that make it hit?

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

GM - Questions for you in spoiler below. :D

GM Questions for this round:

1. I took a move action. I can move 50'. I am unsure looking at the map which square I need to be in to use the cutoff switch. Can you advise? I have a total of 10 movement squares (50' move rate) and only moved 5 squares total so far.

2. Do I need to make another Perception check as a move action to find the switch on each new rod or just make a computers check to turn it off?

3. I have been using a semi-automatic gun. If it is analog, is it subject to the EMP pulse?


1 person marked this as a favorite.
Maps ... Starship combat ... Party Loot Tracker

Chuck, you attack at KAC right? If so, you still miss even with the +3

Goose:

1. The cut off can be accessed from any square adjacent to the rod so you are fine where you are.

2. You need a perception check at each rod.

3. EMP will not shut down an analog weapon.

I hope this helps!

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Racial trait (ysoki) - Darkvision

As Goose hustles to the next rod, he gets a blast of another EMP pulse, this time from a different direction. He tucks his sensitive device under his arm in a lame attempt to shield it. In the heat of things, instincts take over!

Fortitude check vs. EMP: 1d20 + 6 ⇒ (14) + 6 = 20

Luck would have it (or was it the tuck...) the device is spared another electrical overload.

Arriving quickly to the next rod, Goose scans the area with his tool and easily spots it. Having already discovered the previous one must have made this a bit easier!

Perception Check: 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36

Now just to shut this one down...

Wayfinders

2 people marked this as a favorite.
Male Android Icon Operative(Starfinder Data Jockey) 12 (SP 74/108) (HP 100/100) (EAC 27, KAC 27) (Fort +7, Ref +14, Will +10) (Init +14) (Perception +21)

Will, ignoring the battle around him, continues to hack the computer.

Computers: 1d20 + 16 ⇒ (9) + 16 = 25 or 1d20 + 16 ⇒ (12) + 16 = 28. I will take the 28.

Dataphiles

Male , Ysok , Mechanic/Exocort/3 Ysok |SP 18/18 HP 20/20 RP 5/5|KAC 17EAC 17 | F:+3 , R:+6, W:+1| Init:+3| Perc: +6, SM: +0 Mechanic/Exocort/3 |Speed 30ft |  Plasma fork, 12-notch (Small) 20/20 | Active conditions :

Being in position Ak flips down the screen over his eye and gathers ll the info A.N.D.R.E.A. gives him. locked onto blue AK takes aim Ranged Attack: 1d20 + 6 ⇒ (4) + 6 = 10Damage E+F: 1d8 + 3 ⇒ (6) + 3 = 9


Maps ... Starship combat ... Party Loot Tracker

Angrid is able to remotely take out another rod and continues to move.

Reynold is able to pull off another bluff, causing the bot to become flat footed again. He able to hit with the attack to boot! 9 damage to Blue

Goose is able to find the hidden panel in the next rod but hasn't had the time to mess with it yet.

Will is able to get into the computer finally and get basic access. You determine that the data core’s basic functions pertain to bookkeeping, economic computation, and cost-and-trend analysis on a massive scale. It lacks any modules that govern the EMP rods, the core-defender security robot, the room doors, or anything else in the facility. Also noteworthy, there is no access to the actual data those basic functions manipulate.

Will recognizes that there must be a firewall to get through to get access to the data. Standard action to hack again. Of you get through, it is a move action to start moving the data from the computer to put Historia-7’s data-storage device

Ak locks on to the robot and tries taking a shot at it, but the shot misses. In a very unlickely turn of events, the plasma goes right at the computer that Will is working on! The computer emits a shower of sparks in all directions and a loud neutral voice speaking Common rings throughout the room over the din of combat. Warning! Physical structure compromised! Further instability could result in autodeletion! There does not appear to be any real damage to the system.

Not having any more tricks up it's sleeve, the bot decides to lay into the half-orc with two claws. Both are able to hit Chuck putting him in a bad position! A whole 34 damage to Chuck!

Chuck's turn! Make the bot pay for it's bloody attacks?

GM Dice:

1-10 hits computer: 1d100 ⇒ 2
1d20 - 4 ⇒ (9) - 4 = 5
1d20 - 4 ⇒ (9) - 4 = 5
2d8 + 22 ⇒ (8, 4) + 22 = 34

Bold May Act
----------------------------------
Round 2 statusDarkness
-------------------------------------
Ak
Angrid 36/40 SP (has taken IB)
----------------------------------
Round 3 statusDarkness
-------------------------------------
Will
Reynold
Goose 38/42 SP
Bot -19
Chuck 0/32 SP 19/34 HP (has taken IB)
NW Rod (Goose knows where panel is)
SW Rod
Computer -1 (Basic access granted... firewall found)

Exo-Guardians

Dwarf Mechanic (7)

"Ehhh, these rods can wait. Chunk! Get outta there! I got an axe that's more than cap'l of cuttin' down a robit."

Second Seekers (Luwazi Elsebo)

NG Male Half-Orc Solarian Tempered Pilgrim 4|SP:32/32 HP:23/34 RP:3/4|EAC 16 KAC 18 CMD 26| Fort +5; Ref +1; Will +4 |Perc +0|init +0|Speed 35ft|
skills:
acrobatics+3, athletics+7, bluff+10, diplomacy+9, disguise+3, intimidate+3, mysticism+7, stealth-2

"AAARRRGHHH!!!!!.... Ok... Angie.... Maybe your right... this isnt going the way I hoped." Chuck calls out through the pain as he darts out of reach of the robot.

full withdraw.


Maps ... Starship combat ... Party Loot Tracker

Well, Reynold just saved you with making it flat footed! You still would of provoked with a withdraw because it has reach.

Chuck is able to get away while the bot is still recovering from Reynold's feint.

The rod next Goose powers up again and releases another burst. Finally the burst lands a direct blow into him and his tech once again is on the verge of powering down. 9 damage and a fort save, dc 15, or else an object you are holding is shut down for 1 round.

Everyone besudes Chuck is up!

GM Dice:

1d20 ⇒ 19
2d6 ⇒ (3, 4) = 7

Bold May Act
----------------------------------
Round 3 statusDarkness
-------------------------------------
Ak
Angrid 36/40 SP (has taken IB)
----------------------------------
Round 4 statusDarkness
-------------------------------------
Will
Reynold
Goose 29/42 SP dc15 fort save
Bot -19
Chuck 0/32 SP 19/34 HP (has taken IB)
NW Rod (Goose knows where panel is)
SW Rod
Computer -1 (Basic access granted... firewall found)

Exo-Guardians

Dwarf Mechanic (7)

Angrid knows her stubby legs won't get her to the robot this round, so she drops her bolter where she's at, plods closer while drawing her tactical greataxe, and activates combat tracking.

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Reynold visibly begins breaking a sweat as the half-orc retreats and the ysoki scurries to the rear of the room. "Goose, forget that gadget! We've got the two by the door disabled already! We just need to keep that robot at bay until Will gets the goods. Speaking of which, any chance you're about done yet?" He drops his arc pistol while keeping the tetrad rings trained on the robot, reaching to his belt and pulling out a cylindrical explosive. He whistles at the machine as he flips a safety pin out with his thumb. "Why don't you chill out for a while?" He lobs the device to the robot's foundation, resulting in an explosion of quick-freezing steam.

Free action drop static arc pistol, move action draw cryo grenade I, standard clever attack with grenade.

Bluff (expertise): 1d20 + 18 + 1d6 + 1 ⇒ (14) + 18 + (5) + 1 = 38 Flat-footed to all PCs.
Attack vs. AC 5 (top-left corner of robot): 1d20 + 8 ⇒ (18) + 8 = 26 Does not affect computer.
Damage (C): 1d8 ⇒ 8 plus staggered
DC 17 Reflex save for half damage, no staggered.

Wayfinders

2 people marked this as a favorite.
Male Android Icon Operative(Starfinder Data Jockey) 12 (SP 74/108) (HP 100/100) (EAC 27, KAC 27) (Fort +7, Ref +14, Will +10) (Init +14) (Perception +21)

Will calmly attempts to hack through the firewall...

Computers: 1d20 + 16 ⇒ (18) + 16 = 34 or 1d20 + 16 ⇒ (7) + 16 = 23. I will definitely take the 34!

...and then plugs in a USB 6.0 to download the data.

Dataphiles

Male , Ysok , Mechanic/Exocort/3 Ysok |SP 18/18 HP 20/20 RP 5/5|KAC 17EAC 17 | F:+3 , R:+6, W:+1| Init:+3| Perc: +6, SM: +0 Mechanic/Exocort/3 |Speed 30ft |  Plasma fork, 12-notch (Small) 20/20 | Active conditions :

more info fills AK's screen and head before he takes another shot with a little more power behind it Ranged Attack Blue: 1d20 + 6 ⇒ (7) + 6 = 13Damage E+F: 1d8 + 3 ⇒ (1) + 3 = 4Boost: 1d4 ⇒ 1 or not

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Taking another blast from the EMP, Goose braces himself and attempts to guard his scanner.

Fortitude save for device: 1d20 + 6 ⇒ (4) + 6 = 10

Unfortunately, the device gets shorted out again!

Having shaken off the effects, Goose hears the plea from his teammates that the guardian is proving to be quite formidable. He quickly attempts to disable the rod quickly.

Computers check to disable the device: 1d20 + 16 ⇒ (17) + 16 = 33

Another rod down, Goose then moves to an advantageous position and fires a shot at the robot.

Firing semi-auto pistol vs. Robot's Flat-footed KAC: 1d20 + 2 + 10 ⇒ (6) + 2 + 10 = 18

"Hey you big heap o' spare parts! Quit bullying my friends. Come pick on someone else!" shouts the ysoki, attempting to divert the robot's attention.


Maps ... Starship combat ... Party Loot Tracker

Angrid gets into a better position and gets ready to stand toe to toe with the robot.

Reynold feints and tosses a grenade right at the bot. It goes off without a problem, but somehow it is able to dodge the worst of the blast. 4 damage to blue

Will is able to bust through the firewall, making it look easy and begins downloading the info. I will be done downloading at the start of Will's next action.

Ak takes another shot at the robot, missing it again! This time the shot misses the computer, though only by a hair.

It is a standard action to disable the rod so you can disable it and move, but you can cant also shoot Goose shuts down another rod, leaving one left up. He then turns and gets ready to join the fight!

The bot then releases a magnetic field again effecting Ak, Angrid, Reynold, and Will. staggered for 1d4 rounds (Reflex DC 14 avoids). The door to the room also slams shut, locking you in. Same stratagies for getting in can be used for getting out.

Chuck is up!

GM Dice:

reflex: 1d20 ⇒ 11
1d100 ⇒ 12

Bold May Act
----------------------------------
Round 3 statusDarkness
-------------------------------------
Ak dc 14 reflex save
Angrid 36/40 SP (has taken IB) dc 14 reflex save
----------------------------------
Round 4 statusDarkness
-------------------------------------
Will dc 14 reflex save
Reynold dc 14 reflex save
Goose 29/42 SP
Bot -23
Chuck 0/32 SP 19/34 HP (has taken IB)
SW Rod
Computer -1 (Downloading...)

Second Seekers (Luwazi Elsebo)

NG Male Half-Orc Solarian Tempered Pilgrim 4|SP:32/32 HP:23/34 RP:3/4|EAC 16 KAC 18 CMD 26| Fort +5; Ref +1; Will +4 |Perc +0|init +0|Speed 35ft|
skills:
acrobatics+3, athletics+7, bluff+10, diplomacy+9, disguise+3, intimidate+3, mysticism+7, stealth-2

chuck pulls out and drinks his serum of healing.

serum o healing: 1d8 ⇒ 4

Exo-Guardians

Dwarf Mechanic (7)

Reflex: 1d20 + 7 ⇒ (3) + 7 = 10

That's worthy of using a GM Reroll for...

Reroll: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

Her current item in hand is analog.


Maps ... Starship combat ... Party Loot Tracker

Chuck is able to chug down a serum making him feel significantly better, but still not great.

Angrid feels the pull of the magnet for a moment but by some luck... maybe even by another master of the universe trying to assert some control on this one, she is able to resist it.

With no one in it's range the final rod just spins looking for someone to blast.

Everyone beside Chuck is up. The download will complete during Will's action. Don't forget to make your reflex saves.

Bold May Act
----------------------------------
Round 4 statusDarkness, Door is locked
-------------------------------------
Ak dc 14 reflex save
Angrid 36/40 SP (has taken IB)
----------------------------------
Round 5 statusDarkness, Door is locked
-------------------------------------
Willdc 14 reflex save
Reynold dc 14 reflex save
Goose 29/42 SP dc15 fort save
Bot -23
Chuck 0/32 SP 23/34 HP (has taken IB)
SW Rod
Computer -1 (Downloading...)

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Reflex DC 14: 1d20 + 9 ⇒ (5) + 9 = 14

"Will, do we have the green light or what?" Reynold barks, scooping up his arc pistol and firing a tricky shot with the tetrad rings at the robot. Geez, for the credits I sank into that grenade the least it could do is slow this hunk of junk down somewhat.

Move pick up static arc pistol, standard clever attack on robot.

Bluff: 1d20 + 18 ⇒ (2) + 18 = 20
Bluff reroll (convincing liar): 1d20 + 18 ⇒ (4) + 18 = 22 Probably only flat-footed to Reynold this turn.
Attack vs. EAC (flat-footed): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage (B, force): 1d6 + 3 ⇒ (4) + 3 = 7

Exo-Guardians

1 person marked this as a favorite.
Dwarf Mechanic (7)

Guarded Step up, Attack.

Holy Tactical Greataxe vs KAC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Good, Magic, Slashing: 1d12 + 8 ⇒ (6) + 8 = 14

Angrid watches as her giant axe is deflected by metal plating.

"Ugh, why'd I think it's made o' wood?"

Wayfinders

Male Android Icon Operative(Starfinder Data Jockey) 12 (SP 74/108) (HP 100/100) (EAC 27, KAC 27) (Fort +7, Ref +14, Will +10) (Init +14) (Perception +21)

Reflex: 1d20 + 11 ⇒ (1) + 11 = 12.

With a nod of triumph, Will collects the USB stick, then moves over, ready to hack the door open.

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose looks at the last rod to be disabled and then to the robot. Seeing the task is mostly finished, the need to disable the robot wins out. The operative quietly and stealthily sidesteps (5' move), lines up a shot to lower the robot's defenses using the distractions of his teammates, and fires!

Trick shot on robot: 1d20 + 23 ⇒ (8) + 23 = 31

Success up to Lvl 11. Flat-footed for everyone until next round.

Shot on robot: 1d20 + 10 ⇒ (14) + 10 = 24 vs. Flat-footed KAC

Piercing Damage: 1d6 + 3 + 3d8 ⇒ (5) + 3 + (2, 8, 8) = 26

Accidentally posted this in Discussion. Pasted here. Rolls shown in Discussion tab. Sorry! :D

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Bumping this. Everything good, GM?

Dataphiles

Male , Ysok , Mechanic/Exocort/3 Ysok |SP 18/18 HP 20/20 RP 5/5|KAC 17EAC 17 | F:+3 , R:+6, W:+1| Init:+3| Perc: +6, SM: +0 Mechanic/Exocort/3 |Speed 30ft |  Plasma fork, 12-notch (Small) 20/20 | Active conditions :

dc 14 reflex save: 1d20 + 6 ⇒ (17) + 6 = 23


1 person marked this as a favorite.
Maps ... Starship combat ... Party Loot Tracker

Sorry. I hate botting people so I try to make sure to give people time to post but I want to keep this game moving so I will start instituting my typical botting policy. You have 48 hours from the time I call for a post for you to post. You will get botted at around the 48 hours. After that point, you will be botted again as soon as you are the one we are waiting to post again. This will coninue till you make another post for yourself and then you will start back having 48 hours to post.

ENTER AK BOT
Ak manages to dodge the magnetic field. Having a clear shot, he boosts up his gun and takes it at the security bot.

Plasma fork (Blue, Flat footed): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
damage (Fire, Electric): 1d8 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8

The gun was boosted a little too much and nearly explodes in Ak's hand. This causes the shot to release in a random direction.

Move action to boost the gun and standard action to shoot once

EXIT AK BOT


Maps ... Starship combat ... Party Loot Tracker

Reynold fails to really knock the bot off his A-game but still feints enough that the robot seems unprepared for his attack. The shot hits and damages the thing. 7 damage to blue

Angrid step up ready to fight the thing, but seems to be thrown off by the creatures size or something as the attack did not go where she was aiming and it hits right into it's armor.

Will is stuck in the magnetic field so it harder to move. how long?: 1d4 ⇒ 4. He is able to collect the flash drive and moves closer to the door.

Goose is able to trick the bot and hit with a nasty shot that is the post powerful blow to it yet. 26 damage to blue

Ak misses by a long shot. Luckily, the shot doesn't go to the computer.

With Angrid moving up to it, the bot has a new target and tries to claw at her twice. But all the feinting and tricking going on has messed with it's system and can not seem to land either attack. Man, these dice can really ruin a challenging combat!

For ease, since it is unlikely that someone will move into the last rod's zone, I will group you all together again so everyone is up!

GM Dice:

1d100 ⇒ 61
1d20 - 4 ⇒ (1) - 4 = -3
1d20 - 4 ⇒ (5) - 4 = 1

Bold May Act
----------------------------------
Round 5 statusDarkness, Door is locked
-------------------------------------
Ak
Angrid 36/40 SP (has taken IB)
----------------------------------
Round 6 statusDarkness, Door is locked
-------------------------------------
Will Staggered for 3 rounds
Reynold
Goose 29/42 SP
Bot -56 (flat footed)
Chuck 0/32 SP 23/34 HP (has taken IB)
SW Rod
Computer -1 (Done)

Wayfinders

Male Android Icon Operative(Starfinder Data Jockey) 12 (SP 74/108) (HP 100/100) (EAC 27, KAC 27) (Fort +7, Ref +14, Will +10) (Init +14) (Perception +21)

Will moves over to the door.

Second Seekers (Luwazi Elsebo)

NG Male Half-Orc Solarian Tempered Pilgrim 4|SP:32/32 HP:23/34 RP:3/4|EAC 16 KAC 18 CMD 26| Fort +5; Ref +1; Will +4 |Perc +0|init +0|Speed 35ft|
skills:
acrobatics+3, athletics+7, bluff+10, diplomacy+9, disguise+3, intimidate+3, mysticism+7, stealth-2

Now that he is feeling slightly better, and seeing the bot seems to be flat footed, he erupts in a stellar rush towards the bot!

Slash!: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 15 + 1d4 ⇒ (5) + 15 + (1) = 21

1 to 50 of 261 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / LoreMaster GM's SFS 1-33 Data Breach All Messageboards

Want to post a reply? Sign in.