[SFS-OutPost II 2019] 1-25 The Beacon Code Dilemma, Table #1 (Inactive)

Game Master Christopher Wasko

1-25 Table #1 Slides


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Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"OK, let's try that again..."

piloting: 1d20 + 14 ⇒ (1) + 14 = 15

Are you kidding me? :)

Dataphiles

Male CN death-touched half-orc (Starfinder forerunner archetype) operative 8 | Speed 40ft | Active conditions: none |

if this is a situation, as before, where "Jack" can aid, he will. With +10 modifier, he auto aids another.

"Ease off the thrusters." the half-orc urges in a gravelly voice. "No need to destroy the ship."

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"One would think i'd never done this before. Damn the luck..."

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"I canna give ya anymore power Captain"

Engineering: 1d20 + 10 ⇒ (4) + 10 = 14


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

+1 from the ship itself. Following Jack's council, Yith eases off the thrusters and uses the added control to slip past the closing hazards. For a moment all seems safe, but one more massive bubble emerges directly in your flight path. With no recourse around it, you'll have to blast through it!

I need one main gunnery check, assistable with a secondary gunner check, a captain, and a Computers check from the science officer to scan for a weak point.

Exo-Guardians

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

I'm thinking I should make the main gunnery check.

Despite his earlier standoffishness Steelscales is all business when it comes to danger. "Whoa! Let's blast that sucker."

Gunnery: 1d20 + 8 ⇒ (5) + 8 = 13

Perhaps I was wrong...

Exo-Guardians

Male CG half-orc gladiator solarion 3 | SP 23/23 HP 28/28 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +2; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Orc Ferocity, Darkvision | Spells: n/a | Active conditions: None.

Thorval yells out, "Lead your target! Don't shoot where they were!"

gunnery aid: 1d20 + 5 ⇒ (19) + 5 = 24

Sarangari's does not gunnery include the +2 from the ship's computer. So, with my aid, he's up to 17...

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

"Scanning... Scanning.."

Mutters Compucast.
computers: 1d20 + 12 + 4 ⇒ (1) + 12 + 4 = 17
The dice hate us

"That thing is rotating so fast, it's hard to get a good fix on it. But I think if you aim.... There" he says, passing the coordiates through to the gunnery computer system.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"Blast through it guys!"

No action from me, just playing cheerleader from the sidelines out of the engineering room


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Saranagari's attack on the acid bubble proves insufficient: the ship plows through the weak point, bathing the ship's forward arc in caustic fluid. The entire forward shields collapse from the corrosion, and the ship's front becomes scarred with acidic burns. Your first order of business once you bring the ship to a stop is to disembark and clear the acid from the hull before it renders the ship derelict, exposing each of you to some of the acidic substance. Each PC takes Acid Damage: 1d8 ⇒ 6.

From this vantage point, you can see the wreck of the Amber Reconnoiter, settled into a planar debris field. You remotely use the codes to disarm the weapons system, but the acid-soaked detritus is too closely bundled to safely navigate your damaged ship through, so you must approach on your own through open space.

Establish your means of surviving in vacuum at the start of your post. I'm guessing most of you have armor with boot clamps and environmental protections, but if not then clarify. The spaceship has some basic spacesuits if you need them.

Zero-Gravity Rules:
Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can’t take move actions to move its speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.

Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition. If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zero-gravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the off-kilter condition.

If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount.

Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.


Initiative:

Compucast: 1d20 + 0 ⇒ (14) + 0 = 14
Steelscales: 1d20 + 4 ⇒ (20) + 4 = 24
Rocket: 1d20 + 8 ⇒ (11) + 8 = 19
Yith: 1d20 + 7 ⇒ (18) + 7 = 25
Thorval: 1d20 + 2 ⇒ (18) + 2 = 20
”Harrowed Jack”: 1d20 + 4 ⇒ (3) + 4 = 7

We are in rounds, but there is no foe currently present. This is more to control navigation through this hazardous environment. Post each turn one at a time (though not necessarily in order, since there is no active enemy), and I'll give you details as we move through the rounds.

Order
Yith (-6 SP)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP)
Jack (-6 SP)

Exo-Guardians

Male CG half-orc gladiator solarion 3 | SP 23/23 HP 28/28 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +2; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Orc Ferocity, Darkvision | Spells: n/a | Active conditions: None.

Thorval seals his armor against the vacuum, as always, before heading out. He will then begin to attune to gravitons, assuming that he might have to use his black hole ability. He then pushes off to move forward.

I assume he moves 1/2 his land speed, only?

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith seals her armor up, exits the airlock with anyone else who will fit and easily flies over to the Amber Reconnoiter, looking to see if the airlock works and if not, finding another way in.

Note: I don't think I listed it, Yith is a Star Shaman so she has a flight speed in space.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

"I'm okay with space. But don't have any type of propulsion." admits Gunnz.

"Either of you okay with roping up to me?"


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Thorval Thorvalson the N+18 wrote:
I assume he moves 1/2 his land speed, only?

Correct, you can move in one direction at half speed until something stops you just by jumping off a hard surface.

Yith-Naarin wrote:
Note: I don't think I listed it, Yith is a Star Shaman so she has a flight speed in space.

Very handy power to have here. You can move at your flight speed normally.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith will clamp Gunnz to her and drag her along.

Exo-Guardians

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

Sarangari activates his armor's atmosphere and kicks off towards one of the rocks.

Where exactly are we aiming to end up?


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

You're headed to the right side of the map, but you can investigate any of the strange structures on the way if you'd like.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket activates his environmental seals before moving outside and fires up his jetpack and flies somewhere in the middle of where Thorval and Sarangari seem to be going to be able to cover either of them if they run into trouble.

It's my understanding that I can move/fly normally while using a jetpack

Dataphiles

Male CN death-touched half-orc (Starfinder forerunner archetype) operative 8 | Speed 40ft | Active conditions: none |

The one called "Harrowed Jack" considers the vacuum of space and the distance to the awaiting ship. "The Amber Reconnoiter's was not heard from for over a century." the half-orc notes. "Who knows how long we may find ourselves aboard it or what its current condition may be."

Realizing that he may be exposed to space far longer than his alterations may accommodate, "Jack" dons one of the spacesuits from the Starfinder ship before departure.

In addition to the suit, “Harrowed Jack” gains the benefits of the environmental protections of armor from his blackheart (mk 1 necrograft), which lasts for 2 days. His blackheart recharges 1 hour of this duration for each hour this ability is not in use.

Focused on the mission, "Jack" positions himself along the space rock to try and cross the asteroid field as quickly as possible.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Do we get a chance to runs scans on the Amber Reconnoiter before we enter it?

"Before we head off, let me run a scan"

Sorry, posted as the wrong alias before. It is Compucast that needs a tow, not Gunnz

computers: 1d20 + 12 ⇒ (18) + 12 = 30

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

No worries. I posted and then like 10 minutes later went 'wait...' I still do the same thing from time to time. :)

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

With Compucast in tow, Yith takes a move towards a large rock and cover.
"Let's see what's in this area near the center here..."

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12
GM Skeemo wrote:
Thorval Thorvalson the N+18 wrote:
I assume he moves 1/2 his land speed, only?

Correct, you can move in one direction at half speed until something stops you just by jumping off a hard surface.

Yith-Naarin wrote:
Note: I don't think I listed it, Yith is a Star Shaman so she has a flight speed in space.
Very handy power to have here. You can move at your flight speed normally.

Star Shaman Mystic and Blitz Soldier has turned out to be a nice combo...


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

GM Screen:
1d4 ⇒ 4
1d3 ⇒ 1

Rocket wrote:
It's my understanding that I can move/fly normally while using a jetpack

Correct. Any self-propelled fly speed, such as supernatural or jetpack, works in zero-g. Externally-propelled flight, such as wings and propellers, does not.

As you float through space, you see a handful of the bluish stones start to spin as they release jets of caustic gas. You may continue your movements, but be careful about landing on the bluish rocks; they periodically spurt acid.

Dataphiles

Male CN death-touched half-orc (Starfinder forerunner archetype) operative 8 | Speed 40ft | Active conditions: none |

"Jack" continues moving forward to the next rock, hoping to get a push off of it.

If Acrobatics roll is required:

Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25

Exo-Guardians

Male CG half-orc gladiator solarion 3 | SP 23/23 HP 28/28 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +2; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Orc Ferocity, Darkvision | Spells: n/a | Active conditions: None.

we on to turn 2?

Exo-Guardians

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

Steelscales continues floating.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast continues to remain as still as he can, strapped to the back of his companion.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

This might be just my colour perception..but isn't every rock that isn't either inside/part of a former building sorta bluish? So avoid pretty much everything?

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

After seeing that the blue rocks are dangerous, Yith rethinks her strategy and keeps away from the blue-ish looking one she was going to use as cover.

"Keep your eyes open, Compucast, let me know if you see any trouble I miss."


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Thorval Thorvalson the N+18 wrote:
we on to turn 2?

Yep.

Rocket wrote:
This might be just my colour perception..but isn't every rock that isn't either inside/part of a former building sorta bluish? So avoid pretty much everything?

Good point, I've marked the dangerous rocks with green crossed circles.

@Jack: Acrobatics only to stop or to climb along a solid surface.

GM Screen:
1d3 ⇒ 1

The rocks vent acid a second time, the gases dispersing into the void as you approach.

You may continue your movement now, which is Round 3.

Dataphiles

Male CN death-touched half-orc (Starfinder forerunner archetype) operative 8 | Speed 40ft | Active conditions: none |

"Jack" sails by one of the off-gassing rocks.

Exo-Guardians

Male CG half-orc gladiator solarion 3 | SP 23/23 HP 28/28 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +2; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Orc Ferocity, Darkvision | Spells: n/a | Active conditions: None.

Thorval sails peacefully forward, increasing his atunement to graviton.

Exo-Guardians

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

Steelscales makes impact with one of the rocks. He plants his clamps on the surface to steady himself and heads off another direction.

Acrobatics if taking 10 is no go: 1d20 + 14 ⇒ (14) + 14 = 28

Edit: Oh yeah, meant to ask if taking 10 was possible for these?

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast keeps his eyes very much open as he holds on to Yith.

"Remind me to invest in a jet pack when we are back in civilisation."

perception: 1d20 + 3 ⇒ (15) + 3 = 18

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"I hope you are enjoying your flight on Yith Space Lines" Yith says with a grin as she moves to the edge of the central area that looks manufactured, keeping Compucast behind her to try to keep him out of the line of fire of any possible enemies waiting insde...

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket flies along with the others while keeping an eye on Steelscales

"You alright there by yourself?"


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Crumbling walls and naturally occurring ridges irregularly mark this large, central fragment. As Yith and Compucast approach the area, something moves beyond the ridge of the rock. Two vibrant cephalopods float from behind the border of the rock, their myriad eyes locking onto your presence.

GM Screen:
Yellow Cuttle: 1d20 + 2 ⇒ (11) + 2 = 13
Green Cuttle: 1d20 + 2 ⇒ (6) + 2 = 8
1d3 ⇒ 2

Round 1 (bold may post)
Yith (-6 SP)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP)

Cuttles
Jack (-6 SP)

Exo-Guardians

Male CG half-orc gladiator solarion 3 | SP 23/23 HP 28/28 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +2; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Orc Ferocity, Darkvision | Spells: n/a | Active conditions: None.

Thorval just drifts in space, as that is all that he can do.

He will draw his tactical auto pistol, just in case. He is now fully attuned to graviton.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith will stay right where she is, trying to figure out what these things actually are. She pulls her Doshko and gesticulates as to actually attract the creatures.

Fighting defensively, will throw a mysticism and a life sciences out for ID purposes. Not sure which will apply. :)

"Don't worry, my friend.." she says over her shoulder, "You'll be fine. If they are hostile, feel free to blast one!"

mysticism: 1d20 + 13 ⇒ (16) + 13 = 29
life science: 1d20 + 5 ⇒ (5) + 5 = 10


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Yith recognizes these creatures as juvenile Drift cuttles, magical beasts native to the void within the Drift. They feed on planar energies, adopting some of their food's ambient characteristics: these greenish ones probably feed on caustic gas, making them resistant to acid and capable of transmitting acid with their strikes (they even seem to have clouds of acidic vapors encircling them out to 20 feet or so). They feed on energy, but they require certain biological nutrients to reproduce, leading them to hunt corporeal prey.

Exo-Guardians

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

Sarangari continues floating in the direction he leapt toward. "I'm fine. Is something going on over there? This rock is in my way." He can't see the creatures, the action is behind one of the floating bits of debris.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

"I'll do just that.." sighs Compucast.

hold action, will MM if they approach aggressively.
MM,damaging spells: 3d4 + 3 + 2 ⇒ (1, 4, 3) + 3 + 2 = 13

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Over the internal comm Rockets asks

"Are they hostile? Can I shoot them? Please tell me I can shoot them!"

Rocket get's ready to let loose if they turn out to be agressive

Readied attack:

To hit EAC: 1d20 + 10 ⇒ (5) + 10 = 15
F (laser) damage if hit: 1d10 + 4 ⇒ (9) + 4 = 13


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

The cuttles do approach in an aggressive manner, triggering Rocket and Compucast's prepared actions. The magic bolts and laser blast strike the darker green cuttle. Each cuttle then lashes out at Yith-Naarin.

GM Screen:
Attack vs. KAC +2: 1d20 + 12 ⇒ (20) + 12 = 32
Crit Damage (A + B): 2d6 + 14 ⇒ (4, 5) + 14 = 23 plus Corrode: 1d4 ⇒ 1
Attack vs. KAC +2: 1d20 + 12 ⇒ (1) + 12 = 13
Damage (A + B): 1d6 + 7 ⇒ (2) + 7 = 9

Yith easily wards off the light yellow cuttle's attack, but the injured green one strikes with a vengeance, severely wounding the vesk and leaving a smear of corrosive acid on her torso. Furthermore, Rocket, Compucast, and Yith all see their environmental protections start flashing with a warning of caustic vapors, seemingly emanating from the cuttles' porous skin.

Round 1 (bold may post)
Jack (-6 SP)
Round 2
Yith (-30 SP, corrode)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP)

Green Cuttle (-26 HP)
Yellow Cuttle

Exo-Guardians

Male CG half-orc gladiator solarion 3 | SP 23/23 HP 28/28 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +2; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Orc Ferocity, Darkvision | Spells: n/a | Active conditions: None.

Thorval floats to the island, and attempts to lock on his boots.
acrobatics: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24
He then clambers over wall to get closer to attack.
Fully attuned, Graviton
athletics: 1d20 + 7 ⇒ (11) + 7 = 18

Dataphiles

Male CN death-touched half-orc (Starfinder forerunner archetype) operative 8 | Speed 40ft | Active conditions: none |

"Jack" draws his pistol as he drifts forward.

Assuming he has line-of-sight on the creatures
See, Trick Attack: 1d20 + 14 + 4 ⇒ (1) + 14 + 4 = 19
Ranged (semi-auto pistol, tactical): 1d20 + 4 ⇒ (11) + 4 = 15
Damage (P): 1d6 + 1 ⇒ (2) + 1 = 3
Add Damage if Trick Attack successful: 1d8 ⇒ 7

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Ouch! That's enough of that!" as she swings her Doshko...

Doshko: 1d20 + 7 ⇒ (1) + 7 = 8
Pierciing Damage: 2d12 + 6 ⇒ (3, 7) + 6 = 16

Clearly the shock has affected Yith's aim...


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Thorval cleanly makes contact with the wall, but doesn't get enough handholds to scale it. Jack narrowly misses with his pistol, while Yith's swing goes wild, widely missing the beast.

Corrode Damage: 1d4 ⇒ 4
Yith Reflex save: 1d20 + 4 ⇒ (20) + 4 = 24

Fortunately, Yith's heavy swing clears the acid off her armor, but not before it eats through to her innermost protective layers. (4 damage, no more corrode).

Round 2 (bold may post)
Yith (-34 SP)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP)

Green Cuttle (-26 HP)
Yellow Cuttle
Jack (-6 SP)

Exo-Guardians

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

Sarangari makes contact with a new rock but doesn't successfully latch on. He can see the creatures now but has to take time to steady himself.

Acro: 1d20 + 14 ⇒ (1) + 14 = 15

Move action to remove off-kilter

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Current Characters


Nareem Daress
Dataphiles "Harrowed Jack"

Male CN death-touched half-orc (Starfinder forerunner archetype) operative 8 | Speed 40ft | Active conditions: none |

played by Lysle (289 posts)
Zalsus
Second Seekers (Jadnura) Compucast

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

played by Aerondor (1,036 posts)
Fey Animal
GM Skeemo

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

played by Christopher Wasko (1,020 posts)
Geppa
Wayfinders Gunnz

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

played by Aerondor (1,637 posts)
Lizardfolk
Exo-Guardians Sarangari Steelscales

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

played by eggellis (264 posts)
Callous Rake
Exo-Guardians Thorval Thorvalson the N+18

Male CG half-orc gladiator solarion 3 | SP 23/23 HP 28/28 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +2; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Orc Ferocity, Darkvision | Spells: n/a | Active conditions: None.

played by Silbeg (160 posts)
Lizardfolk Sorcerer
Exo-Guardians Yith-Naarin

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

played by Joseph Martin 681 (717 posts)
Rat King
Exo-Guardians _Rocket_

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

played by Revvy Bitterleaf (490 posts)