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Active Effects - Haste (except Elliott)
B-Bop (-66, fatigued 1 minute)
Tiktik (-14)
Elliott (-60)
Admiral (-17, invisibility Round 7/?)
Wall of Force (-106)
L (-17, see invis, Delay)
Talek
Jax (-89 SP, -61 Hp)
Bepo (-60)
Rags
Jax gives Bepo some words of encouragement.
From a bit further east from bepo's position, another explosive blast tears through the area.
Fire Damage: 9d6 ⇒ (3, 3, 3, 2, 4, 6, 2, 6, 5) = 34
Reflex saves for Bepo, B-Bop, Tikti, Elliott, and the angels.
Everybody is up!

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reflex + fatigue: 1d20 + 14 - 1 ⇒ (5) + 14 - 1 = 18
not very confident an 18 lets B-Bop evade crispiness, might be taking the whole enchilada
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect

Ellison "L" Wreg’lich |
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”Keep the line clear folks, so I can at least hear what’s going on in there. I’m guessing the swearing means B-bop came into contact with something, so… keep up the good work.”
Inspiring boost on B-bop, spending an RP to boost it. 36SP
readying an action to move as close to the admiral as possible once the door opens
Tracker
RP 5/11
boosted, Jax, Bepo, B-bop

Bepo Baloo |

Reflex Save: 1d20 + 8 ⇒ (15) + 8 = 23
Bepo will take a move action to try to find the Admiral.
Will wait to use a Standard in case of finding him.

Tiktik "Overclock" |

"Ohhh okay I got it now. Blue wire bad. I'm sure this green one'll do the trick." Tiktik mutters to himself as he furiously continues tinkering.
engineering with aid: 1d20 + 26 + 2 ⇒ (3) + 26 + 2 = 31
The small alarm is replaced by a louder buzzer and the appearance of a holographic image of a hyper-spanner in coveralls, its cartoony mouth uttering "It looks like you're trying to override an access panel. I can help!"
"Eff eff ess!" the irate ysoki exclaims as he swats away the jmage.

Bepo Baloo |

Reflex Save for Green Angel: 1d20 + 3 ⇒ (19) + 3 = 22
Rags will delay because he is unable to do anything since the door is not open.
Here is the attack if I run into the Admiral.
Attack vs EAC: 1d20 + 18 ⇒ (4) + 18 = 22
Damage Fire: 5d8 + 21 ⇒ (6, 5, 3, 8, 7) + 21 = 50
The Green Angel will double move around to flank the admiral and point him out to the rest of the group.

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Active Effects - Haste (except Elliott)
B-Bop (-63 SP, -1 HP, fatigued 1 minute)
Tiktik (-26)
Elliott (-72)
Admiral (-17, invisibility Round 7/?)
Wall of Force (-106)
L (-17, see invis, readied a move)
Talek
Jax (-89 SP, -61 Hp)
Bepo (-77)
Rags
Green Angel (-17)
Tiktik Reflex: 1d20 + 12 ⇒ (10) + 12 = 22
Elliott reflex: 1d20 + 12 ⇒ (20) + 12 = 32Bepo runs into the invisible admiral, but misses on his swing.

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B-Bop rushes around the command room and notes the green tinged angel pointing at the spot between him and Bepo.
Yo, thanks, Jimmy.
He hefts his gun in the direction of the area and sprays bullets about.
Hey, Petty Officer Piss-bucket! Ya cooked muh jacket! I'm gonna rip yer face skin off an' use it as a jock strap!
Full attack with haste for extra movement using Cruel ominous conserving elite semi-auto pistol
shot #1 vs kac + fatigue: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
piercing damage: 3d6 + 5 ⇒ (4, 4, 1) + 5 = 14
50-50 chance hit invis, 1 is yes, 2 is no hit: 1d2 ⇒ 1
shot #2 vs kac + fatigue: 1d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26
piercing damage: 3d6 + 5 ⇒ (6, 4, 2) + 5 = 17
50-50 chance hit invis, 1 is yes, 2 is no hit: 1d2 ⇒ 2
shot #3 vs kac + fatigue: 1d20 + 13 - 1 ⇒ (17) + 13 - 1 = 29
piercing damage: 3d6 + 5 ⇒ (2, 4, 2) + 5 = 13
50-50 chance hit invis, 1 is yes, 2 is no hit: 1d2 ⇒ 1
cloaking field 8/10, ammo 2/12 unless any miss

Talek112 |

Seeing B-Bop get attacked talek fires off another explosive blast, centered on B-Bop, that again fails to harm any teammates selective targeting explosive blast: 9d6 ⇒ (3, 3, 5, 5, 2, 6, 3, 6, 6) = 39 DC 20 reflex

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Active Effects - Haste (except Elliott)
B-Bop (-63 SP, -1 HP, fatigued 1 minute)
Tiktik (-26)
Elliott (-72)
Admiral (-46, invisibility Round 8/?)
Wall of Force (-106)
L (-17, see invis, readied a move)
Talek
Jax (-89 SP, -61 Hp)
Bepo (-109)
Rags
Green Angel (-17)
Reflex: 1d20 ⇒ 3 Fail.
B-Bop doesn't seem to harm the admiral. This guy has a pretty high AC, a 29 does not hit KAC.
I'm going to bot Jax, because he's very likely to drop at this point if he stands there without acting.
Jax attempts a shot where Bepo indicated.
Attack, vs. KAC: 1d20 + 16 ⇒ (15) + 16 = 31
Miss: 1d100 ⇒ 83 Aww.
Jax shot hits a panel on the other side of the room. He moves out of fireball formation.
Bepo is attacked with a plasma sword again.
Attack, vs. EAC: 1d20 + 20 ⇒ (8) + 20 = 28
Electrical/Fire Damage: 4d8 + 13 ⇒ (5, 7, 4, 3) + 13 = 32
Starfinders are up!

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Since this is Starfinder,

Tiktik "Overclock" |

"Huh. So I need to suppress the relay circuit first. Thanks Spanny, you were a big help!"
engineering with aid: 1d20 + 26 + 2 ⇒ (20) + 26 + 2 = 48
With a woosh the door slides open revealing the grinning ysoki to his stranded allies.
"I did it! Get in here quick. Admiral pale face has been blowing stuff up left and right and none of us can see him." he says handing out high fives to his teammates as they rush into the room.

Ellison "L" Wreg’lich |

As soon as the door hisses open, L starts running into the room.
”Great work Tiktik. I knew you could do it!”
since this seems to be a new round would I have a move and standard? I still do have movement left, and would like to get as close to the admiral as possible, if I have both actions available, would like to ready a shot at him if he starts casting a spell.
Fire: 2d4 + 10 ⇒ (2, 2) + 10 = 14

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You do have two actions, but if you're trying to disrupt his spell by readying, it won't work.
If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it. If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event.

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I've moved L 15 feet into the room to his current location. From there, he doesn't see the Admiral anywhere.

Ellison "L" Wreg’lich |

ah. dang. well... with the haste speed, i'm at 60. moving up to the end of that display area, takes 45. assuming i can see him from there, i'll stay at that spot and use that shot as a regular standard instead of a readied action.

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Alright, from there' I'll give it to you. On the other side of the stairs.

Bepo Baloo |

Bepo will move up and full attack.
Attack 1 vs EAC: 1d20 + 12 ⇒ (14) + 12 = 26
Damage Fire: 5d8 + 21 ⇒ (4, 5, 3, 8, 5) + 21 = 46
Attack 2 vs EAC: 1d20 + 12 ⇒ (17) + 12 = 29
Damage Fire: 5d8 + 21 ⇒ (7, 5, 8, 3, 5) + 21 = 49
Attack 3 vs EAC: 1d20 + 12 ⇒ (3) + 12 = 15
Damage Fire: 5d8 + 21 ⇒ (1, 4, 1, 1, 3) + 21 = 31

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Active Effects - Haste (except Elliott)
B-Bop (-63 SP, -1 HP, fatigued 1 minute)
Tiktik (-26)
Elliott (-72)
Admiral (-99, invisibility Round 8/?)
Wall of Force (-106)
L (-17, see invis)
Talek
Jax (-89 SP, -61 Hp)
Bepo (-109)
Rags
Green Angel (-17)
L's narrowly misses threading the tight needle through cover to the admiral.
Bepo Miss chance: 1d100 ⇒ 36 Hit!
Bepo's second swing connects. The other two fail to hit EAC.

Bepo Baloo |

Rags will double move up.
The Green Angel will move up and attack.
Sword of Light Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

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B-Bop races around the command control dias towards the fighting with the invisible adversary.
Mmmmrrrrraaaggggkkkk! Gonna make'a new jacket outta yer tanned hide, Sergeant Slag-Sack!
He aims his gun in the empty area before him and looks pointedly at the summoned angel.
Pssst! Yo, Jimmy! Right dere? Yeah, cool. Thanks, dude.
Full attack with haste for extra movement using Cruel ominous conserving elite semi-auto pistol
shot #1 vs kac + fatigue: 1d20 + 13 - 1 ⇒ (12) + 13 - 1 = 24
piercing damage: 3d6 + 5 ⇒ (4, 2, 5) + 5 = 16
50-50 chance hit invis, 1 is yes, 2 is no: 1d2 ⇒ 2
shot #2 vs kac + fatigue: 1d20 + 13 - 1 ⇒ (13) + 13 - 1 = 25
piercing damage: 3d6 + 5 ⇒ (5, 4, 6) + 5 = 20
50-50 chance hit invis, 1 is yes, 2 is no: 1d2 ⇒ 1
shot #3 vs kac + fatigue: 1d20 + 13 - 1 ⇒ (7) + 13 - 1 = 19
piercing damage: 3d6 + 5 ⇒ (5, 1, 5) + 5 = 16
50-50 chance hit invis, 1 is yes, 2 is no: 1d2 ⇒ 1
cloaking field 9/10, ammo 2/12 unless any miss

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Active Effects - Haste (except Elliott)
B-Bop (-63 SP, -1 HP, fatigued 1 minute)
Tiktik (-26)
Elliott (-72)
Admiral (-89, invisibility Round 9/?)
Wall of Force (-106)
L (-17, see invis)
Talek
Jax (-89 SP, -61 Hp)
Bepo (-109)
Rags
Green Angel (-17)
B-Bop and the angel miss.
L and Rags see the admiral step to the side before launching another explosive blast.
Fire Damage: 9d6 ⇒ (6, 1, 1, 3, 1, 2, 3, 2, 3) = 22
Reflex saves from Bepo, Green, Jax, Rags, and B-Bop.
Everybody up.

Bepo Baloo |

Rags Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Bepo Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Green Angel will be gone.
Bepo will step up and full attack the Admiral.
Attack 1 vs EAC: 1d20 + 12 ⇒ (5) + 12 = 17
Damage Fire: 5d8 + 21 ⇒ (4, 8, 8, 1, 4) + 21 = 46
Attack 2 vs EAC: 1d20 + 12 ⇒ (10) + 12 = 22
Damage Fire: 5d8 + 21 ⇒ (4, 8, 7, 5, 4) + 21 = 49
Attack 3 vs EAC: 1d20 + 12 ⇒ (7) + 12 = 19
Damage Fire: 5d8 + 21 ⇒ (7, 4, 8, 5, 2) + 21 = 47

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Active Effects - Haste (except Elliott)
B-Bop (-63 SP, -1 HP, fatigued 1 minute)
Tiktik (-26)
Elliott (-72)
Admiral (-89, invisibility Round 9/?)
Wall of Force (-128)
L (-17, see invis)
Talek
Jax (Stabilized, -2 RP)
Bepo (-121 SP, -10 HP)[b]
Rags (-22)
Jax reflex: 1d20 + 13 ⇒ (19) + 13 = 32
Jax drops lifeless to the ground. B-Bop skillfully avoids the flames.
Bepo moves forward, but can't quite connect with the admiral.
I don't see any indication of how many RP Jax has remaining, which I believe I requested everyone track openly. I'm assuming he has at least 2 RP remaining. Since he hasn't posted since last Thursday, I'm going to bot him to auto-stabilize. If he returns to dying, I'll dig through the archives and see how many he's used since you guys last rested.

Ellison "L" Wreg’lich |

Moving closer to the action, L tries to line up another shot.
Ranged vs EAC: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Fire: 2d4 + 10 ⇒ (3, 4) + 10 = 17
unfortunately, without the coordinated barrage, soft cover would apply
Tracker
RP 5/11
boosted, Jax, Bepo, B-bop

Talek112 |

Second verse same as the first. Selective targeting explosive blast on bepo explosive blast: 9d6 ⇒ (1, 2, 1, 3, 5, 5, 1, 6, 1) = 25 dc 20 reflex

Bepo Baloo |

Bepo will try to continue his onslaught
Attack 1 vs EAC: 1d20 + 12 ⇒ (20) + 12 = 32
Damage Fire: 5d8 + 21 ⇒ (2, 7, 7, 3, 8) + 21 = 48
Attack 2 vs EAC: 1d20 + 12 ⇒ (16) + 12 = 28
Damage Fire: 5d8 + 21 ⇒ (8, 2, 5, 6, 4) + 21 = 46
Attack 3 vs EAC: 1d20 + 12 ⇒ (9) + 12 = 21
Damage Fire: 5d8 + 21 ⇒ (1, 5, 3, 3, 7) + 21 = 40
Crit Damage Slashing: 5d8 + 21 ⇒ (8, 7, 6, 6, 1) + 21 = 49
Wound Roll: 1d20 ⇒ 11 Lost Eye

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That'll do it.
Talek and Bepo's combined attacks are enough to drop the admiral.
Out of Combat!

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Six seconds later, B-Bop's semi-transparent form comes into view, small sparks emitting from his belt buckle.
Yeah, can't really da fragger ta last longer den a minute 'fore it's gotta do its recharge.
Hey! Fuzzy ain't movin'. We needs a doctor, like, stat!

Tiktik "Overclock" |

Tiktik spits out his (t)rusty scalpel and Instinctive Stabilizer, and rushes to Jax's side.
"Oh no ya don't! We've come too far for you to bite the bullet now! It's gonna be a helluva show once we blow up this thing. Ya can't miss that!"
With the instinctive Stabilizer the DC for First Aid is only DC 10, which I can't file by a long shot. After that, if we have the minute it takes to do so, I will use my Advanced Medkit for a Treat Deadly Wounds check.
medicine: 1d20 + 20 ⇒ (13) + 20 = 33
that should be sufficient to heal 1 HP per level plus 6 from my Int bonus for exceeding the DC 20 by 5 or more. So +17 HP back to Jax.

Tiktik "Overclock" |

After the emergency care, Tiktik will move on to commandeering the ship. He picks up the admiral's lifeless arm, puppeteers him briefly and giggles, and then hacks into the admiral's control of the ship.
computers: 1d20 + 24 ⇒ (8) + 24 = 32

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Tiktik is still unable to activate any of the systems.

Tiktik "Overclock" |

"What the? It's not working. Hmm, hey Bepo would you mind picking up this dead weight and bring him back up to his space throne? Maybe it's proximity based and he needs to be up there. To plug in or something? "

Ragabash Lupo |

Rags moves over to Jax and begins casting Mystic Cure on him. "Its not much Jax, but its all I have left in me."
Mystic Cure 1: 1d8 + 5 ⇒ (5) + 5 = 10
Mystic Cure 1: 1d8 + 5 ⇒ (2) + 5 = 7
Mystic Cure 1: 1d8 + 5 ⇒ (4) + 5 = 9
Gonna hold my last 2 level 1 spells in reserve just incase.

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Seeing the rapid medical aid being applied to Jax, B-Bop lets out a sigh of relief.
Yo, Fuzzy, get yer eyes open an' yer butt up now 'fore I takes dis permer'nent marker an' draw'a big kasatha schnizz-fronger on yer face.

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Tiktik still does not have access to the system. Perhaps the admiral's corpse, rich with undiscovered loot, holds the answers you seek.

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Upon hearing the notion of his perfect facial features being made a mess of, Jax raises his hand in haste, planting it over B-bop's face. "That... won't be necessary." Jax leans up in pain clutching his sides. "To think I was gonna go out in a blaze of glory, now I gotta suffer all this pain... Thanks alot guys." Jax winks back, feeling greatfull of his friends.

Tiktik "Overclock" |

LOL the one time I don't immediately go with greed. I will rifle through pockets of all of the fallen.

Ellison "L" Wreg’lich |

L taps Rags on the shoulder and hands him two Mystic Cure 1 spell gems.
"Might as well share, since it sounds like you're running out of juice."

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The now visible necrovite has quite a few bits of gear on him, including an Estex IV suit, an aurora arc pistol, a red star plasma sword, and a system-wide comm unit.
He also has a small electronic device. You are able to identify it as his electroencephalon, the phylactery which will allow the necrovite to return to physical form a few days after his destruction.
Additionally, Tiktik is able to determine that the key allows the weilder total access to the Empire of Bones. It is directly tied to the ships engines, sensors, and weapons, allowing the bearer to feel the ship as an extension of their own body. The key also provides a +10 circumstance bonus to all checks attempted as part of starship combat.
You now have control of the ship. You can divide responsibilities up as normal; a pilot, a captain, etc. The extensive banks of drone zombies that perform the actual operation of the ship will respond to these officers commands.
The Empire of Bones is a Tier 20 Supercolossal Ultranought of the Eoxian Blackwind Annihilator class. It has the following statistics:
Speed 4; Maneuverability clumsy (turn 4); Drift 1
AC 8 plus pilot's ranks; TL 8 plus ranks
HP 1,050; DT 20; CT 210;
Shields heavy 280 (forward 70, port 70, starboard 70, aft 70)
Attacks
Forward: mass driver (2d6x10); ultra plasma cannon (9d6x10)
Port: mass driver (2d6x10); negative energy cannon** (5d8); quantum missile launcher (2d8x10);
Starboard: mass driver (2d6x10); negative energy cannon** (5d8); quantum missile launcher (2d8x10);
Turret: Gravity Cannon (2d6x10), negative energy cannon** (5d8); energy cannon** (5d8)
Power Core: Heavy Titan* (950 PCU); Systems: basic long range sensors, crew quarters, Mk 6 armor, mk 7 defenses, mk 10 mononode computer, mk 10 network nodes (3), slime patch system, escape pods, general science lab, sealed environment chamber, tech workshop
Modifiers: +10 to any 4 checks per round, +2 computers, -1 piloting

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While the weaponry on an ultranought is impressive, its still very much within the technology level of the Pact Worlds (in fact, Blackwind Annihilators are quite old by Pact World standards), and unlikely to even make a dent in the Stellar Degenerator, crafted as it was in the height of the Kishalee Empire and the summit of their technological abilities.

Ellison "L" Wreg’lich |

with the key, just making sure of something. The text says all, does that mean for whoever has the key or just a blanket statement for all PCs to get the bonus?
”Looks like it’s time to move this monster. Let’s stick to the plan and smash that weapon. Tiktik, contact Sunny and see if she can be ready to launch. Might take too long to ride the train back once we get this going, so she may need to pick us up in space.”