[SFS-GM Skeemo] 1-34 Heart of the Foe (Inactive)

Game Master Christopher Wasko

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Exo-Guardians

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820-703 | The Bat formerly known as ‘Sonarisa Apastron’ | Female CG elf icon operative detective 7 | SP 36/36 HP (50)/40 | RP 9/9 | EAC 24; KAC 27| Fort +6 (+2 vs poison & disease); Ref +11; Will +7 (+2 vs Enchantment) | Init: +8 | Perc: +15, SM: +14 (18 for trick) | Speed 50ft; Fly 50ft | Active conditions: Bat Senses on High! Fighting Crime with Electrostatic Fields! Borrowed: Advanced Semi-Auto Pistol and Black Forcefield.

Bat Elf frowns. "Look at it! It's all flowery and leafy! It looks like something that a Xenudruid would wear! Not my brand at all! Do you think they did this because I'm an elf?" She sighs. "I know we're all supposed to be in touch with nature, but I'm an urban crimefighter!" Grumbling, she puts it on. Little bits of flowers and vines curl everywhere. She looks adorable, and miserable, all at the same time. "I know this is a joint sponsorship deal, but really... We need to get a proper costuming clause in!"

Then she moves around in it, doing a few experimental leaps. "It is light and agile though, and has upgrade slots. Oh well, at least it's only for this one mission!"

Second Seekers (Luwazi Elsebo)

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Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok shows no signs of objection as he responds, "I understand First Seeker. I rather see any competition on the game field than the backrooms, I'll bring everything I have to see this is successful." He is able to force down any lingering wariness with the aid of the Seeker's understanding and authority.

He relaxes seeing Bat Elf's costuming ruin although he nods his head with agreement on the outfit as though staring at a match he has fought against many times himself. "Keeping to your brand cut down my training clothing to a fraction myself. I don't get to pick what I wear anymore on set."

"It should work better in this mission though, it doesn't sound like we are setting ground in much an urban area. You could call this your wilderness camouflage. It is a bit out of my league though, although it seems well built. If this mission is as dangerous as my last run in with the jinsul it should come in handy."


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

Is everyone ready to go? Last call for purchases or boons. I'll post a more detailed update tomorrow if we're all in the clear—busy day today—so get all your ducks in a row by then.

Wayfinders

Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

I’ll take one last look at my boons, but I think I’m set!

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Sorry, not ready yet! I need to make a couple of purchases.

Wayfinders

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Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Ready!

Amused by Bat Elf’s package, Zeyram remarks “I would guess it was confiscated armor. The Skyfire Legion has allowed me to use some Freebooter Armor II that they had available. It works for now, but I am going to have to try and find something less constricting with good protection for myself,

I would like to hear what you think of that armor after the mission.

Dataphiles

Male NG Wrikreechee Scholar Operative 5 | SP 2/40 HP 34/34| RP 7/7 | EAC 21; KAC 23; ACvCM 31| Fort +3; Ref +9; Will +4 | Init: +5 | Perc: +10, SM: +10 | Speed 60ft, climb 50ft, swim 50ft | Darkvision (60 ft) | Spells: n/a | Active conditions: None.

Clastorg is ready.

Tilting his head as he examines Bat Elf's newly arrived armor, before turning back to the two first seekers. "I don't have any questions that have not already been answered."


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

You gather your belongings and join with the two First Seekers and the three other Starfinder teams aboard the Perfect Silence. Several Starfinders approach Ivok, Jim, and Bat Elf en route through the Drift, eager to interact with celebrity agents and to recount their own stories of adventure and daring. The trip takes 5d6 ⇒ (1, 3, 5, 5, 5) = 19 days, spent sparring with Jadnura and some of his loyal faction members or conferring with Luwazi and her team to review diplomatic documentation pertaining to her planned negotiations with the Kreiholm Freehold, scheduled for a few months from your departure.

Once the Perfect Silence and its escorts emerge from the Drift, the ship performs a scanning sweep of the system. After long‑range sensors detect no jinsul starships in the area, Luwazi Elsebo directs the crew members to maneuver the ship into orbit and begin scanning the surface. Jadnura soon identifies a prominent site of interest: a warm spot in the frozen wasteland, which appears to be ruins of a city. Jadnura prepares personnel shuttles for you and two other Starfinder teams. "You will land around the city and investigate the region from different angles. The rest of us will remain here with Luwazi aboard the main ship to oversee operations and communicate with the teams on the ground. Good luck."

Your shuttle launches from the dock of the Perfect Silence, and you begin a smooth descent into the planet's cloud-covered atmosphere. As soon as you break the cloud line, however, the turbulence suddenly becomes jarring and electricity flashes all around your ship. Suddenly a bolt of lightning connects with your ship, frying all the main controls and shifting all communications devices to sputtering static! All you have left is the manual steering to maneuver into an inevitably rough landing!

Each PC may attempt one skill check to help mitigate the crash, or to aid another: Piloting or Medicine. Alternatively, you may use your action to attempt one of the following checks.

Computers or Physical Science DC 23:
This storm is far from natural: the lightning bypassed the ship's Farady cage and selectively damaged key circuits in the shuttle's controls. You grant the group a cumulative +1 bonus to upcoming Survival checks and EAC against future lightning strikes.

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Once on board, Zeyram changes out of the Steward outfit into more casual travel clothing. He also unpacks some Freebooter II armor from a package with Skyfire Legion iconography all over it.

During the trip, Zeyram is pleasant enough to both teams although he has almost no connections with either. He does ask both groups if they have any new information on the Jinsul ships, and eagerly dives into any found. It is obvious his interest is as a pilot, Much more concerned with what the ships can do rather than how they can do it.

Zeyram quickly shifts the controls over to manual while apologizing “My apologies for the rough landing. If someone could point out a good landing site on our current route, that would be nice.” It is clear his attention is focused on regaining control of the craft.

Pilot: 1d20 + 16 ⇒ (6) + 16 = 22

Exo-Guardians

820-703 | The Bat formerly known as ‘Sonarisa Apastron’ | Female CG elf icon operative detective 7 | SP 36/36 HP (50)/40 | RP 9/9 | EAC 24; KAC 27| Fort +6 (+2 vs poison & disease); Ref +11; Will +7 (+2 vs Enchantment) | Init: +8 | Perc: +15, SM: +14 (18 for trick) | Speed 50ft; Fly 50ft | Active conditions: Bat Senses on High! Fighting Crime with Electrostatic Fields! Borrowed: Advanced Semi-Auto Pistol and Black Forcefield.

"That's not a normal storm..."

Computers: 1d20 + 14 ⇒ (2) + 14 = 16

Bat Elf tries to study the storm as she goes down, but the shaking of the vessel proves too distracting!

Wayfinders

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Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

I have +17 in my profile, but there’s +1 I’m having trouble accounting for. I’ll check my character sheet once I’m at home, but in the meantime...

”Well, this is it. This is how we’re all going to die. Unless we can steer it just a bit in that direction...”

Piloting: 1d20 + 17 ⇒ (4) + 17 = 21

Dataphiles

Male NG Wrikreechee Scholar Operative 5 | SP 2/40 HP 34/34| RP 7/7 | EAC 21; KAC 23; ACvCM 31| Fort +3; Ref +9; Will +4 | Init: +5 | Perc: +10, SM: +10 | Speed 60ft, climb 50ft, swim 50ft | Darkvision (60 ft) | Spells: n/a | Active conditions: None.

"Yes, that patch of ground appears as if it would offer a less dramatic landing than other nearby locals."

Piloting to aid: 1d20 + 15 ⇒ (1) + 15 = 16

Wayfinders

Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

Yup, that was a blooper! HeeNee's Piloting bonus is +16. Please subtract one from the previous result.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

If untrained Piloting to aid can't hurt, I'll also throw my help in.

Untrained Piloting to Aid: 1d20 + 2 ⇒ (1) + 2 = 3

Ivok has already adjusted his armor with his new upgrade, packing away the jetpack for the moment. Once the storm hits Ivok is scrambling to find a position but has trouble fitting his frame among everyone else, the entire affair confusing him as he tries to catch up only able to offer his stock advice that is less applicable in this situation. "Ah! Er, be careful with the lift! Yes, make to lift the ship with the knees!"

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

Grabbing Clastorgs aid!

Pilot 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

"Here grab this!" Jim starts helping bring the ship down.


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

Hoo boy. No roll above an 8. Yikes.

Crash Damage (B): 8d8 ⇒ (4, 3, 7, 7, 3, 7, 6, 1) = 38 Each creature onboard takes 38 damage.

Despite the Starfinders' best efforts to control their descent, the loss of electronic controls cripples the shuttle. It careens into the planet's surface at a dangerous speed, the whole team being slammed against the walls as the shuttle plows into the earth, tearing holes in the frame and crushing the wings and thrusters into twisted strips of steel.

Outside, the planet is dark and barren. Biting cold pervades the atmosphere, accented by howling winds that whip across the flat terrain, carrying waves of snowfall. The flakes seem unusually grayed and dry, and closer inspection reveals that they are actually frozen flecks of ash. The rising snow drift slowly engulfs your crashed starship, dampening what precious little light you can see in the darkened wastes. Lightning regularly courses through the roiling black storm clouds, momentarily illuminating the foreboding landscape in pale bursts like gunfire. In each flash, the silhouettes of skeletal towers clustered together like a gigantic claw grasping for the hateful heavens loom in the distance.

This area is extremely cold, requiring protection from the elements to avoid needing to makes Fortitude saves. You're several hours out from the city, but you can attempt to cover the distance more quickly with Survival. You can also explore features of the planet with Culture, Engineering, Mysticism, or Physical Science. Anybody can aid another on any of these checks, but a PC can take the lead roll on only one skill per phase of the trip. This journey will take several phases over several hours, offering multiple opportunities for checks.

Wayfinders

Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

Does anything prevent us from taking a ten minute rest to regain stamina before we head out?

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

This is just the warm up. Saving all the good rolls for later.

Ivok is beaten and bruised by the crash, but is quick to his feet to help people out of the crash with critical gear. "Alright. Maybe you were onto something with all of that 'looming death' talk, HeeNee. Still alive for the moment though. My blood is still pumping though and ready to go. Wish I could say the same for the ship though." He checks the ship to see if there is anything salvageable from the situation with likely little to pull from the wreckage. "Anyone have a secure line to the spotters above? We might need a lift out of this place."

Ivok rubs his bruises gazing at the horizon, "I was hoping this place would be a bit nicer. Seems about right though, the area seems to match the jinsul's mood."

If anyone else makes an Engineering check I aid them, if not, I'll attempt one myself.

Engineering check:

Engineering to Aid: 1d20 + 10 ⇒ (17) + 10 = 27


M Android Butler, Ally & Camera Man | Elite Hireling Access Set Two — +12 to Bluff, Intimidate, Diplomacy
HeeNee wrote:
Does anything prevent us from taking a ten minute rest to regain stamina before we head out?

I'm with HeeNee. Let's rest here in the wreckage for ten minutes, if it's allowed.

"Miss Apastron, I would prefer it if you rested a moment! Consider your health!"

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

We have a vehicle - or is it now #trappedinthewreckagebyplotarmour?

Jim gets Buster out of storage and arms the drone up with its usual loadout. He then takes 10 minutes to poke around.

Buddy the Goblin walks out leading a hamster on a leash. He examines the terrain around the crash site and shrugs, eats a pickled tadpole, and wanders back inside to look at the likelihood of salvaging anything from the downed ship.

Engineering 1d20 + 13 ⇒ (5) + 13 = 18
+Quick Repair (if relevant)

Dataphiles

Male NG Wrikreechee Scholar Operative 5 | SP 2/40 HP 34/34| RP 7/7 | EAC 21; KAC 23; ACvCM 31| Fort +3; Ref +9; Will +4 | Init: +5 | Perc: +10, SM: +10 | Speed 60ft, climb 50ft, swim 50ft | Darkvision (60 ft) | Spells: n/a | Active conditions: None.

I am up for resting as well.

Crawling out of the crash, Clastorg checks himself over to ensure that he still has all of his gear. Once he finishes confirming that he does, he sits to the side as he catches his breath while waiting for everyone else to get out of the ruined shuttle. "That was certainly an experience. One that I never wish to repeat, ever again." As he waits, he examines the buildings off in the distance, seeing what he can determine from here, both about the structures themselves and whoever built them.

Culture: 1d20 + 12 ⇒ (20) + 12 = 32

Exo-Guardians

820-703 | The Bat formerly known as ‘Sonarisa Apastron’ | Female CG elf icon operative detective 7 | SP 36/36 HP (50)/40 | RP 9/9 | EAC 24; KAC 27| Fort +6 (+2 vs poison & disease); Ref +11; Will +7 (+2 vs Enchantment) | Init: +8 | Perc: +15, SM: +14 (18 for trick) | Speed 50ft; Fly 50ft | Active conditions: Bat Senses on High! Fighting Crime with Electrostatic Fields! Borrowed: Advanced Semi-Auto Pistol and Black Forcefield.

Bat Elf crawls haltingly out of the wreckage. "Owwww." Then she pulls herself straight. "I'm fine, Alfred. I think."

I think she's the only one in the party with Mysticism, so she's going to have to lead with that every time! If I do that though, does that mean I cannot be lead on Survival or any of the other skills?

Bat Mysticism: 1d20 + 15 ⇒ (10) + 15 = 25

Bat Aid! (Culture): 1d20 + 14 ⇒ (1) + 14 = 15
Bat Aid! (Engineering): 1d20 + 14 ⇒ (3) + 14 = 17

Bat Aid! (Survival to Cut Short the Time): 1d20 + 13 ⇒ (6) + 13 = 19

Wayfinders

Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

It seems like we have better coverage on Engineering, so HeeNee will lead Physical Sciences.

HeeNee gingerly prods her helmet to make sure nothing's leaking. It seems secure. She rises to her feet, checking that the rest of her armor is still intact. "Well, we seem to have escaped death again for now, though the journey in front of us still looks perilous. What is on this planet, anyway?"

Physical Science: 1d20 + 12 ⇒ (1) + 12 = 13

HeeNee tries to assist on the other attempts.

Auto-aid on Engineering

Survival, to aid: 1d20 + 2 ⇒ (1) + 2 = 3

Well, the RNG still hates me!

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

I am also in favor of the ten minute rest.

Zeyram quickly checks his injuries while announcing “That is probably my worst landing to date. Sorry about that.

Is anyone seriously hurt?

When Alfred suggests it, Zeyram agrees. “It looks like we have a long walk ahead of us. Our suits should protect against the cold. A short rest does seem prudent.

He then checks if the communications gear still works. “Perfect Silence, we got hit by the storm on the way down, I don’t think there is any way we can make enough repairs to fly back out of here.

Hoping we can use the truck and that we can move the comm gear into it. Personal Comms normally don’t reach into orbit,

Failing that, can we link through the shuttle’s comm with our personal comms?

Culture: 1d20 + 12 ⇒ (14) + 12 = 26

Aid Survival: 1d20 + 1 ⇒ (20) + 1 = 21

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok is certainly on board with the idea of taking the 10 minute rest of nothing is obviously pressing on us.

"Don't need to apologize, you can't wrangle the weather. I was expecting to hit by lightning more than it landing a shot on as as we flew in."

He moves to help his ally and manager out of the mess as she carries a series of datapads. She is a heavily augmented verthani with cybernetic limbs grousing about the lacklaster systems on the shuttle giving a kick to a fallen piece of debris.

I don't see anyone taking lead on Survival, I'll take that on if others are busy with other checks this phase. Otherwise I'll aid who whoever is leading Survival.

Who to Aid: 1d2 ⇒ 2
Aid Culture to Zeyram: 1d20 + 8 ⇒ (17) + 8 = 25

Survival +0:

Survival: 1d20 ⇒ 19

If I succeed on any aids I would recover 1 RP from my Improved Luwazi Elsebo Champion faction boon.


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

There is no visible threat that prevents you from resting, but the process takes 20 minutes instead of 10 since you need to find enough cover to protect you from the environment. The vehicle is usable, but it takes the bludgeoning damage too, since it was also in the crash (as would Jim's drone, if it were built prior to landing). Factor that into your vehicle stats or use of recovery time here.

Zeyram's efforts to reach the flagship prove fruitless. Right now, you're on your own.

I'll post the results of the other skill checks and your progress toward the city once you resolve recovery time/actions and skill checks. Below is what I have; note any adjustments I should make before providing results. You may use armor environmental protections to help shield against the cold, but doing so has another effect should you choose to activate it. Note your use of EP now.

Hour 1 (20+ minute rest)

  • Ivok (resting, recovering 1 RP with successful aid another; aiding Culture and Engineering, leading Survival - 19 +2 aid; 48/48 SP, 7/7 RP)
  • Zeyram (resting; EP up; aiding Culture and Survival, leading ???; 37/37 SP, 31/32 HP, 6/7 RP)
  • HeeNee (resting; aiding Engineering, leading PhySci - 13; 42/42 SP, 5/6 RP)
  • Bat Elf (resting; aiding Culture, Engineering, and Survival, leading Mysticism - 25; 36/36 SP, 38/40 Hp, 8/9 RP)
  • Clastorg (resting; aiding ???, leading Culture - 32 +6 aids; 40/40 SP, 6/7 RP)
  • Jim (resting/repairing?; skills?)

  • Acquisitives

    'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

    Normally I travel with the drone packed up, but a crash is a crash )
    Hover truck HP 65 (Hardness 6) - 38 = 33hp
    Drone HP 60 (Hardness 1) - 38 = 23hp

    Jim finds both his truck and his drone operational, and sighs with relief.

    "That's all gonna buff right out" he explains whilst looking at the bent panels.

    Jim takes his 10 (20!) minute breather in the back of the truck, enjoying a coffee whilst he gets some needed repairs into Buster.

    "Good news, bad news. The vehicle is operational, but if it takes more damage it's going to start throwing up faults and slow right down and will need a bunch of repair parts. Buster and I can probably do a patch weld on it, be about a half an hour to straighten out the bumpers. Otherwise, it's warmer inside than outside"

    Jim then heads into the cold to start planning the repairs...

    Mechanics:

    Rest 10 minutes - can repair Drone (10%) at the same time per mechanics.

    Per 'repair' under Engineering, the vehicle is not 'Broken' so I can repair it free but it takes time.
    Normally a check requires 1 hour, or 30 mins if the vehicle is crafted, and as Jim has Quick Repair it looks like 15 mins/check. For each check he makes (DC22) he can restore a number of HP equal to the check. Take 10 would give him a 23 (plus any aids) so he could have the whole vehicle fully operational in 30 mins.

    Engineering

    Engneering 1d20 + 13 ⇒ (18) + 13 = 31
    Survival (Aid) 1d20 ⇒ 14

    Dataphiles

    Male NG Wrikreechee Scholar Operative 5 | SP 2/40 HP 34/34| RP 7/7 | EAC 21; KAC 23; ACvCM 31| Fort +3; Ref +9; Will +4 | Init: +5 | Perc: +10, SM: +10 | Speed 60ft, climb 50ft, swim 50ft | Darkvision (60 ft) | Spells: n/a | Active conditions: None.

    Clastorg will do what he can to assist the others efforts.

    Engineering to Aid: 1d20 + 12 ⇒ (13) + 12 = 25
    Mysticism to Aid: 1d20 + 4 ⇒ (4) + 4 = 8
    Physical Science to Aid: 1d20 + 6 ⇒ (18) + 6 = 24
    Survival to Aid: 1d20 + 4 ⇒ (13) + 4 = 17

    Wayfinders

    Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste
    GM Skeemo wrote:


  • Zeyram (resting; EP up; aiding Culture and Survival, leading ???; 37/37 SP, 31/32 HP, 6/7 RP)
  • He was making his own Culture check, not Aiding. I don’t know if this is one of those situations where multiple successes matter, but the only skills he can roll on are Culture which he is fair at or Untrained Survival.

    Wayfinders

    Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

    I don't know of the exact rules interaction here, but it seems maybe relevant to point out that kalos have cold resistance 5, since they come from icy waters.


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

    @HeeNee: The damage from the environment is cold damage, so your kalo resistance applies.

    Hour 1:
    Hour 1 (50+ minute rest)
    Ivok (resting, recovering 1 RP with successful aid another; aiding Culture and Engineering, leading Survival - 19 +8 aid; 48/48 SP, 7/7 RP)
    Zeyram (resting; EP up; aiding Survival, leading own Culture - 26; 37/37 SP, 31/32 HP, 6/7 RP)
    HeeNee (resting; aiding Engineering, leading PhySci - 13 +2 aid; 42/42 SP, 5/6 RP)
    Bat Elf (resting; aiding Culture, Engineering, and Survival, leading Mysticism - 25; 36/36 SP, 38/40 Hp, 8/9 RP)
    Clastorg (resting; aiding Engineering, PhySci, and Survival, leading Culture - 32 +6 aids; 40/40 SP, 6/7 RP)
    Jim (resting, repairing the vehicle to full and restoring 10% HP to drone; aiding Survival, leading Engineering - 31 +6 aids)

    Culture 1 - 26
    Culture 2 - 38
    Engineering - 37
    Mysticism - 25
    PhySci - 15
    Survival - 27

    As Jim toils away on his vehicle to restore it to working order, the rest of the Starfinders catch their breath before exploring the surrounding wasteland. Some more jagged outcroppings in the plains turn out to be the remains of razed village structures, only crumbling stone- and steelwork still intact. Zeyram finds some tattered pamphlets and charred portraits among the ruins: close examination suggests some of the text is religious in nature, and it portrays this planet—called "Rax"—as a divine trial. Some sacred iconography contained within matches images on Starfinder record: apparently the jinsuls saw this desolate planet as a holy test from their former deity—Kadrical—to prove the worth of their freedom.

    As Zeyram examines the surviving documents, Clastorg finds the destroyed remains of statues once erected in the town square. By piecing some shards together, he uncovers some plagues from the plinths upon which they once stood and sketches some rough shapes from the debris. It appears the jinsuls idolized six warlords among their people, warrior-heroes who may have once possessed a Tear of their own, but broke it open and consumed its divine essence for themselves. The prominence of these statues suggest they were once very influential, likely having united the warlike jinsuls into a cohesive society capable of such construction.

    Bat Elf searches a field of snow-covered lumps, which turn out to be cairns erected in triangular shapes. Each is topped with the remains of a weapon, ravaged by time and the elements. She suspects the jinsul culture and religion—specifically their death rites—are heavily rooted in battle prowess. The jinsuls likely viewed survival and conquest as signs of divine favor, validating their superiority in the eyes of Kadrical (or the divine heroes, who may have been seen as having "conquered" their former god).

    HeeNee finds some derelict vehicles near the rubble that Clastorg is exploring, grounded by the side of a long decayed road. She beckons the wrikreechee over to help her investigate it, but as they explore the machine something catches on the warped metal, creating a spark that lands in a pool of petrol not quite buried by the snow. The two are caught in a fiery explosion!

    Explosion:
    Damage (F, burn): 2d6 + 1d6 ⇒ (5, 3) + (6) = 14
    Clastorg Reflex (evasion): 1d20 + 9 ⇒ (16) + 9 = 25
    HeeNee Reflex: 1d20 + 11 ⇒ (20) + 11 = 31

    Luckily, both of them are quick enough to avoid the brunt of the blast. The detonation atracts Jim, who comes and examines the remains of the wreckage. He finds that the patchwork technology, made with low-quality steel and bits of jinsul chitin and utilizing low-yield but common combustibles as fuel sources, suggests the jinsuls occupied a region of the Vast that was particularly inhospitable and devoid of resources.

    Eventually Jim gets his vehicle running again, and the whole group saves time and energy by riding along. Ivok's keen eye allows him to find the roads buried in the snow, allowing the whole party to directly approach the distant city.

    Environment:
    Target: 1d6 ⇒ 1
    Attack vs. EAC: 1d20 + 16 ⇒ (16) + 16 = 32
    Damage (E): 2d8 + 9 ⇒ (2, 7) + 9 = 18
    Ivok Fort: 1d20 + 6 ⇒ (10) + 6 = 16
    Zeyram Survival: 1d20 + 1 ⇒ (7) + 1 = 8
    HeeNee Fort: 1d20 + 6 ⇒ (7) + 6 = 13
    Bat Elf Fort: 1d20 + 6 ⇒ (5) + 6 = 11
    Clastorg Fort: 1d20 + 3 ⇒ (13) + 3 = 16
    Jim Fort: 1d20 + 6 ⇒ (14) + 6 = 20
    Cold: 1d6 ⇒ 1

    The journey proves highly challenging. The bitter cold starts to give Bat Elf the shivers. Zeyram's environmental protections shield him from the biting cold, but the ashy snow starts to stick to his forcefield visor; his efforts to wipe off the pollution just smear it further, disrupting his vision. Meanwhile, the clouds darken just before another bolt of lightning shoots from the sky, striking Ivok straight in the chest and leaving a smoking blast mark on his armor!

    The city looms noticeably closer...

    Hour 2 (+50 minutes) XX
    Ivok (30/48 SP)
    Zeyram (EP up, -1 Perception checks; 37/37 SP, 31/32 HP, 6/7 RP)
    HeeNee (38/42 SP, 5/6 RP)
    Bat Elf (35/36 SP [nonlethal], 38/40 Hp, 8/9 RP)
    Clastorg (40/40 SP, 6/7 RP)
    Jim (48/48 SP, 3/4 RP

    You may now choose and details your new skills/actions for the next leg of the journey!

    Wayfinders

    Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

    Zeyram will continue to scan for anything that might remain of the former cities and their cultures.

    While riding along, he asks “Once we get to shelter, can someone please help by clearing my visor? Just what is in the pollution here? It is worse than crest-eater droppings!

    I assume with no ranks in engineering and no tools, he can’t fix it himself.

    He also asks “Any ideas if the Jinsul are worshipping a different version of a known god or something new? Some of the gods change their appearance to suit their followers.

    Culture: 1d20 + 12 ⇒ (1) + 12 = 13
    Aid on Survival: 1d20 + 1 ⇒ (15) + 1 = 16

    Acquisitives

    'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

    Jim gets on to driving the hovertruck on it's anti-grav jets down the remnants of what were once roads and thanking Ivok for his observation skills. "Well this is certainly a better way to travel, imaging having to walk around in that nastiness for hours. That looks terrible out there"
    Fits a driver +19 passengers (passenger pod)

    "You see that vehicle? These Jinsuls are pretty good at using some really sub-par parts to get a ride up and running, I'll give 'em that, they know how to improvise - heck I'd half admire their can-do ingenuity, if they weren't so busy trying to kill us all"

    "Lemme know if you see another wreck..."

    Engineering 1d20 + 13 ⇒ (3) + 13 = 16

    Planetary comms, so hopefully we can catch someone to alert them we are crashed but alive

    Second Seekers (Luwazi Elsebo)

    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    GM: I do have an mk 1 electrostatic shield installed that gives me 5 electricity resistance. I assume that wasn't accounted for and makes me just slightly healthier following the bolt.

    After the crash Ivok starts getting into a rhythm constantly moving as he jogs across the wasteland, keeping his blood pumping against the cold. "The weather isn't that bad considering everything. I'll help clean the mess Zeyram once we are able to take a break. I've gotten plenty of muck in my own armor I've needed to burn out."

    "The pollution is a bit of hell on the lungs but the weather makes for a nice brisk morning run. Been trying to convince enough people that changing environmental settings for a day would make for a fun event for those that can't ge-BAAGH!" Blown back a few feet by the lightning is enough to put a pause on Ivok's leisurely jog as his armor arcs with arborbed energy. He still winces with pain as he takes a moment to get back up and slowly keep moving, "I'm alright, I'm alright. I'll shake it off. Glad I got this bit of tech. Still rang my bell though."

    "I don't recognize that god, but I'm at least a bit grateful that neither of our First Seekers have cracked open the artifacts they found. I have endorsed some energy drinks, but not anything that puts you on a fighting level with a god and I don't plan to change that anytime soon.

    [b]"If this place was a test of freedom though, maybe that means there are ways to get off this rock in the city. I don't know if you are able to get through to the command ship Jim, but I rather not have them sending another ship into this storm." He hits the scorched mark with a bit of a wince as he fights off the pain.

    Ivok will keep the environmental protections down for now while he weathers the storm.

    I'll keep the same skills as before, Leading with survival if that isn't contested, otherwise it will go to aid whoever is leading it.

    Aid Engineering: 1d20 + 10 ⇒ (7) + 10 = 17
    Aid Culture: 1d20 + 8 ⇒ (16) + 8 = 24

    Survival +0:

    Survival: 1d20 ⇒ 4

    Wayfinders

    Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

    HeeNee checks in on the repairs, then tries to see what she can make of the planet, now that she's rested.

    Physical Science: 1d20 + 12 ⇒ (12) + 12 = 24

    Auto-aid on Engineering
    Survival, to aid: 1d20 + 2 ⇒ (17) + 2 = 19

    "This is pretty bad, and we're probably all going to die, but it would be nice to do something useful first."

    Wayfinders

    Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

    When Ivok is struck by lightning, Zeyram looks at him and asks “Are you sure you are alright?

    Seeing the vest just get up and set back into it convinces Zeyram not to press the issue now. Next break I better check that he isn’t concealing an injury. Doubt it is anything worse than my own strained muscle.

    In response to HeeNee’s almost optimistic statement, Zeyram jests “I plan to die of old age, myself!

    Dataphiles

    Male NG Wrikreechee Scholar Operative 5 | SP 2/40 HP 34/34| RP 7/7 | EAC 21; KAC 23; ACvCM 31| Fort +3; Ref +9; Will +4 | Init: +5 | Perc: +10, SM: +10 | Speed 60ft, climb 50ft, swim 50ft | Darkvision (60 ft) | Spells: n/a | Active conditions: None.

    Clastorg, riding along in the vehicle, attempts to assist the others with their observations about the planet as best he can.

    Don't see any skills which haven't been lead already, except Mysticism and maybe Survival. Bat Elf has a better bonus in Mysticism though, so I will let her lead. If Ivok doesn't mind, Clastorg will lead Survival, otherwise aiding.

    Culture to aid: 1d20 + 12 ⇒ (19) + 12 = 31
    Engineering to aid: 1d20 + 12 ⇒ (5) + 12 = 17
    Mysticism to aid: 1d20 + 4 ⇒ (16) + 4 = 20
    Physical Science to aid: 1d20 + 6 ⇒ (17) + 6 = 23
    Survival (to maybe aid): 1d20 + 4 ⇒ (11) + 4 = 15

    Second Seekers (Luwazi Elsebo)

    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    Go ahead and take charge Clastorg. I was only leading survival before because it worked out that way last time. I'm happy to follow and help rather than try to take charge.

    Ivok begins to wave it off as he winces again in pain from the wound. He thinks for a moment before he answers, "Not quite sure myself. I've been hit with a few little arc weapons before, but they didn't rattle me as much as this., but even with the armor taking a bit of the sting out of it the whole thing rattled me. If this was a race I probably would take a knee, but I'm not going to weigh you all down while this storm is raging."

    He kicks a bit more of the snow looking for the road again before he surrenders to his own debate. "I'll take a quick break from tromping through this snow and ash. Let Clastorg take the charge of finding the way. I'll try to keep off my feet in the car for a bit." Turning to the wrikreechee he clarifies, "You are much better than me keeping track of the road anyway. I'm too used to clear trail markers from my wilderness outings."

    In response to Heenee's continued dire portents Ivok responds, "I'm sure you have already left your own mark. You can't get this far without leading someone to be better and care the baton when you're done with your section of the relay."


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

    @Ivok: I did miss that. Your upgrade eats 5 of the electricity damage from the lightning.

    Botting Bat Elf's skills, assuming the same actions.

    Bat Mysticism!: 1d20 + 15 ⇒ (10) + 15 = 25
    Bat Aid! (Culture): 1d20 + 14 ⇒ (3) + 14 = 17
    Bat Aid! (Engineering): 1d20 + 14 ⇒ (16) + 14 = 30
    Bat Aid! (Survival to Cut Short the Time): 1d20 + 13 ⇒ (16) + 13 = 29

    Hour 2:
    XX
    Ivok (30/48 SP) aiding Engineering and Culture
    Zeyram (EP up, -1 Perception checks; 37/37 SP, 31/32 HP, 6/7 RP) aiding Survival, leading Culture - 13 +6 aids
    HeeNee (38/42 SP, 5/6 RP) aiding Survival and Engineering, leading PhySci - 24 +2 aid
    Bat Elf (35/36 SP [nonlethal], 38/40 Hp, 8/9 RP) aiding Culture, Engineering, and Survival, leading Mysticism - 25 +2 aid
    Clastorg (40/40 SP, 6/7 RP) aiding all skills, leading Survival - 15 +6 aids
    Jim (48/48 SP, 3/4 RP) leading Engineering - 16 +8 aids

    Culture 3 - 19
    Engineering 2 - 24
    Mysticism 2 - 27
    PhySci 1 - 26
    Survival - 21

    Environment:
    Target: 1d6 ⇒ 4
    Attack vs. EAC: 1d20 + 16 ⇒ (10) + 16 = 26
    Damage (E): 2d8 + 9 ⇒ (7, 8) + 9 = 24
    Ivok Fort: 1d20 + 6 ⇒ (4) + 6 = 10
    Zeyram Survival: 1d20 + 1 ⇒ (8) + 1 = 9
    HeeNee Fort: 1d20 + 6 ⇒ (2) + 6 = 8
    Bat Elf Fort: 1d20 + 6 ⇒ (14) + 6 = 20
    Clastorg Fort: 1d20 + 3 ⇒ (20) + 3 = 23
    Jim Fort: 1d20 + 6 ⇒ (7) + 6 = 13
    Cold: 1d6 ⇒ 3

    The ashen, snowy landscape remains barren as you drive toward the city. Clastorg takes a navigator's seat next to Jim and attempts to point out clean routes, but the reduced visibility slows progress. At one point Bat Elf spots what looks like the remnants of a large stone structure, likely a cathedral of sorts. She steps out and finds some shredded jinsul texts, which she pieces together with her knowledge of the Jinsul language (I believe Bat Elf is fluent in Jinsul, yes?). The texts read that when Kadrical’s beacon (the Tear) arrived from the Scoured Stars, several warlords saw it as a divine tribute from a failed god. The warlords consumed the relic, achieving the divinity they believed they had earned for leading the jinsul race through perdition. As she interprets the text, however, another bolt of lightning streaks from the darkened sky and strikes her, blackening her armor and bursting the texts into flame.

    Bat Elf:
    Based on what you've read and observed, you think the lightning—and the storm itself—are manifestations of a kohkleim, a demon formed from souls of those who ravaged their neighbor’s environment for personal gain. This type of demon often offers climate-based protection to mortals in exchange for living sacrifices, and it can remotely monitor creatures caught in its storms.

    Within the ruined stone structure, Zeyram finds a crown-like headpiece buried in the snow. Headpieces like this are commonly found among civilized cultures, used as marks of status that shield the wearer from attack. With some mild modification he may be able to refit it to a humanoid shape (most easily fitting a kasatha, given the shape of the head, but wearable by any race with some discomfort). Meanwhile, HeeNee spots another dismantled jinsul vehicle off the side of the abandoned road. Jim tries in vain to reverse-engineer the machine, but it is far beyond repair and appears to have been scavenged for parts. HeeNee, on the other hand, more carefully analyzes the pipework, detecting traces of several different combustibles used for fuel. Some of the chemical alloys are foreign to this planet’s natural resources, but are more common in neighboring worlds, suggesting the jinsuls slowly expanded and conquered a handful of worlds in the region to extract resources necessary for their continued survival. She shares her findings with the group, particularly noting the pungent, almost sweet smell of the hybrid fuel.

    The journey stretches on, the city a towering darkness against the flashing sky.

    Hour 3 (+50 minutes) XXX
    Ivok (32/48 SP [3 nonlethal])
    Zeyram (EP up, -2 Perception checks; 37/37 SP, 31/32 HP, 6/7 RP)
    HeeNee (38/42 SP, 5/6 RP)
    Bat Elf (11/36 SP [1 nonlethal], 38/40 Hp, 8/9 RP)
    Clastorg (40/40 SP, 6/7 RP)
    Jim (45/48 SP [3 nonlethal], 3/4 RP)

    GM Screen:

    Bat Elf: 1d20 + 15 ⇒ (8) + 15 = 23
    HeeNee: 1d20 + 13 ⇒ (7) + 13 = 20
    Big Jim: 1d20 + 0 ⇒ (17) + 0 = 17
    Clastorg: 1d20 + 10 ⇒ (7) + 10 = 17
    Zeyram (snowy visor): 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
    Ivok Dracusk: 1d20 + 0 ⇒ (4) + 0 = 4

    Initiative
    Bat Elf: 1d20 + 8 ⇒ (10) + 8 = 18
    HeeNee: 1d20 + 12 ⇒ (14) + 12 = 26
    Big Jim: 1d20 + 5 ⇒ (13) + 5 = 18
    Clastorg: 1d20 + 5 ⇒ (9) + 5 = 14
    Zeyram: 1d20 + 7 ⇒ (4) + 7 = 11
    Ivok Dracusk: 1d20 + 2 ⇒ (4) + 2 = 6
    Jinsuls: 1d20 + 4 ⇒ (20) + 4 = 24
    Jeskraal: 1d20 + 1 ⇒ (9) + 1 = 10

    Jeskraal ready vs. approach.
    Attack vs. Zeyram KAC: 1d20 + 11 ⇒ (12) + 11 = 23
    Attack vs. Zeyram KAC: 1d20 + 11 ⇒ (3) + 11 = 14
    Attack vs. Zeyram KAC: 1d20 + 11 ⇒ (17) + 11 = 28
    Damage (P): 1d8 + 2 ⇒ (8) + 2 = 10
    Attack vs. Zeyram KAC: 1d20 + 11 ⇒ (5) + 11 = 16

    The winds pick up, buffeting Jim's truck and causing it to hit a patch of black ice. He expertly drifts the truck into a snowbank without injuring anybody, but the group will need to get out and clear some of the tires before the truck is mobile again. As the team gets out to dig, there is a set of keening shrieks from right behind you—you've been ambushed!

    Four jinsuls wielding longarms spring from behind the snowback, clustered behind a shaggy-furred creature with toothy mandibles and long, double-jointed legs emerging from its back like a spider’s. Its tail sports a collection of manufactured plates resembling a contorted suit of armor, curled up over the creature’s spine like a shell. The creature interposes itself between you and the jinsuls, all of which raise their rifles and fire at the nearest target: Zeyram. The kasatha's armor protects him from the brunt of the fusillade, but one tags him in a weak point beneath his arm.

    Round 1 (bold may post)
    HeeNee (38/42 SP, 5/6 RP)
    Jinsuls
    Bat Elf (11/36 SP [1 nonlethal], 38/40 Hp, 8/9 RP)
    Jim (45/48 SP [3 nonlethal], 3/4 RP)
    Clastorg (40/40 SP, 6/7 RP)
    Zeyram (EP up, -2 Perception checks; 27/37 SP, 31/32 HP, 6/7 RP)
    Beast*
    Ivok (32/48 SP [3 nonlethal])

    Wayfinders

    Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

    HeeNee draws her trusty corona laser rifle as she moves to a better location. She takes a shot at the green jinsul, fiddling with the mechanism to get extra power out of it.

    pew! Vs EAC: 1d20 + 9 ⇒ (9) + 9 = 18
    overcharged ouch!: 2d6 + 6 + 1d6 ⇒ (5, 4) + 6 + (6) = 21 fire damage, ghost killer


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

    GM Screen:

    Attack vs. HeeNee KAC (full): 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
    Damage (P): 1d8 + 2 ⇒ (4) + 2 = 6
    Attack vs. HeeNee KAC (full): 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
    Damage (P): 1d8 + 2 ⇒ (5) + 2 = 7
    Attack vs. HeeNee KAC (full): 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
    Attack vs. HeeNee KAC (full): 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
    Damage (P): 1d8 + 2 ⇒ (6) + 2 = 8
    Attack vs. HeeNee KAC (full): 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
    Attack vs. HeeNee KAC (full): 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
    Bite vs. Zeyram KAC (opening volley): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

    With lightning reflexes, the beast in front of the raiding party darts in front of HeeNee's laser blast, taking the hit on its deformed armor shell. Three of the jinsuls turn their rifle fire on HeeNee, who displayed an active act of resistance, while the other leaps over its comrades and bites at Zeyram. The kasatha's armor again takes the hit as Zeyram reflexively holds the jinsul's snapping mandibles at bay with a bracer. The kalo, meanwhile, takes three slugs into her torso.

    Round 1 (bold may post)
    Bat Elf (11/36 SP [1 nonlethal], 38/40 HP, 8/9 RP)
    Jim (45/48 SP [3 nonlethal], 3/4 RP)
    Clastorg (40/40 SP, 6/7 RP)
    Zeyram (EP up, -2 Perception checks; 27/37 SP, 31/32 HP, 6/7 RP)

    Beast* (-21 HP)
    Ivok (32/48 SP [3 nonlethal])
    Round 2
    HeeNee (17/42 SP, 5/6 RP)
    Jinsuls

    Exo-Guardians

    820-703 | The Bat formerly known as ‘Sonarisa Apastron’ | Female CG elf icon operative detective 7 | SP 36/36 HP (50)/40 | RP 9/9 | EAC 24; KAC 27| Fort +6 (+2 vs poison & disease); Ref +11; Will +7 (+2 vs Enchantment) | Init: +8 | Perc: +15, SM: +14 (18 for trick) | Speed 50ft; Fly 50ft | Active conditions: Bat Senses on High! Fighting Crime with Electrostatic Fields! Borrowed: Advanced Semi-Auto Pistol and Black Forcefield.

    Thanks for the Bot! Did you account for Bat Elf's electrostatic field in the damage she took? I think I get 5 stamina back, wheee! And yes, I do speak fluent jinsul!

    After the lightning bolt hits, Bat Elf's silvery hair stands on end, suddenly kinky and smoking. Still holding the burning and crumpled jinsul text, Bat Elf drops the smouldering paper to the ground. "Bat Friends! I've figured it out! I've been struck by LITERAL lightning!"

    "I also have a better idea of who and what we're up against." She grins, ferally. "This storm... It's not natural. The lightning—and the storm itself—are manifestations of a kohkleim, a demon formed from souls of those who ravaged their neighbor’s environment for personal gain. This type of demon often offers climate-based protection to mortals in exchange for living sacrifices, and it can remotely monitor creatures caught in its storms."

    ★ --- ★ --- ★ --- ★

    Having watched the beast bodyguard his companions, she decides to concentrate fire and take it out. Still, it's a beast, and remembering the adorable Bat Pup, she uses non-lethal force on it. "Αν καλέσετε αυτή την επίθεση, μπορούμε να σταματήσουμε αυτή την ηλίθια μάχη!"

    Jinsul:
    "If you call off this attack, we could not have this stupid fight!"

    ♫ Na nana na nana Bat Elf! ♫
    Bat Trick! (Sense Motive): 1d20 + 17 ⇒ (2) + 17 = 19
    Bat Zap! (Voltaic Anchoring pistol): 1d20 + 10 ⇒ (16) + 10 = 26
    Bat Shock! (Non-Lethal Electric damage): 1d6 + 3 ⇒ (5) + 3 = 8
    Bat Trick Damage: 3d8 ⇒ (5, 2, 3) = 10

    Acquisitives

    'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

    Jim wanders down drawing his axe "About time these Jinsul were introduced to the rugged reliability of Binford Tools products!"

    Sintered Greataxe
    vs Yellow
    Attack 1d20 + 8 ⇒ (13) + 8 = 21 vs KAC
    Damage 3d6 + 10 ⇒ (4, 2, 2) + 10 = 18

    Buster begins positioning.

    Wayfinders

    Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

    Zeyram tries to figure out what sort of Jinsul these are.
    Culture via Steward archetype Diplomatic Training: 1d20 + 12 ⇒ (16) + 12 = 28

    Then he uses his knife on the yellow Jinsul in front of him.
    Trick Attack, Acro: 1d20 + 18 ⇒ (3) + 18 = 21 Need 20 + CR
    Survival Knife: 1d20 + 10 ⇒ (3) + 10 = 13
    Slashing damage, Photon: 1d4 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6
    Trick Attack: 1d8 ⇒ 4

    Unfortunately the Jinsul is somewhat obscured by the stuff smeared on his visor.

    Dataphiles

    Male NG Wrikreechee Scholar Operative 5 | SP 2/40 HP 34/34| RP 7/7 | EAC 21; KAC 23; ACvCM 31| Fort +3; Ref +9; Will +4 | Init: +5 | Perc: +10, SM: +10 | Speed 60ft, climb 50ft, swim 50ft | Darkvision (60 ft) | Spells: n/a | Active conditions: None.

    Scuttling out to get a clean shot, Clastorg performs a roll before popping up with his sonic pistol aimed at the same Jinsul that the others have targeted.

    Trick Attack (Acrobatics): 1d20 + 16 ⇒ (9) + 16 = 25
    Sonic Pistol vs EAC: 1d20 + 8 ⇒ (13) + 8 = 21
    Damage (So): 1d8 + 2 ⇒ (1) + 2 = 3
    Trick Attack Damage (So): 3d8 ⇒ (7, 7, 4) = 18


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

    Yeesh, I'm missing electrostatic fields all over the place. 5 SP back to Bat Elf. Does anyone else have electricity resistance?

    Bat Elf lands a shot on the beast, but its misshapen armor shields it from her efforts to find a weak point. Jim winds up and lands a heavy hit on the jinsul, sinking his axe into its ovoid body. Zeyram's knife attack gets blocked by the barrel of the jinsul's rifle, but he does get a good look at the attacker: it's armed with ragtag armor and kinetic weapons, and doesn't seem to have the jinsul soldiers' iconic leg blade augmentations. He guesses these jinsuls are bandits or scavengers just eking by on this desolate planet. As the jinsul holds off Zeyram's attack, however, Clastorg tumbles through the snow to an advantageous spot and lands a killing shot with his pistol, the sonic energy bursting some of its many eyes as it falls.

    GM Screen:
    Attack vs. Jim KAC: 1d20 + 11 ⇒ (15) + 11 = 26
    Damage (P): 1d6 + 7 ⇒ (3) + 7 = 10

    Seeing the jinsul fall, the beast positions itself between the others and the big vesk with the axe, lunging forward and sinking its mandibles into Jim's thigh.

    Round 1 (bold may post)
    Ivok (32/48 SP [3 nonlethal])
    Round 2
    HeeNee (17/42 SP, 5/6 RP)
    Jinsuls (yellow dead)
    Bat Elf (16/36 SP [1 nonlethal], 38/40 HP, 8/9 RP)
    Jim (35/48 SP [3 nonlethal], 3/4 RP)
    Clastorg (40/40 SP, 6/7 RP)
    Zeyram (EP up, -2 Perception checks; 27/37 SP, 31/32 HP, 6/7 RP)
    Beast* (-29 HP)

    Wayfinders

    Female CN Kalo Death-Touched Mechanic 6 | SP 42/42 HP 38/38 | RP 6/6 | EAC 22; KAC 23 | Fort +6; Ref +11; Will +4 | Init: +10 | Perc: +12, SM: +2; blindsight (sound) 60 ft., low-light vision | Speed 20ft, swim 50ft | Neural shunt 1/1 | Active conditions: none

    HeeNee moves fluidly across the ice for a clear shot on the beast!

    pew!: 1d20 + 9 ⇒ (19) + 9 = 28
    overcharged ouch!: 2d6 + 6 + 1d6 ⇒ (6, 6) + 6 + (6) = 24

    RNG, I take back everything mean I said about you.

    HeeNee starts seemingly muttering to herself. "Muncher, I know you can't get tracking data if I don't hold still, but battles can't always wait!"

    Second Seekers (Luwazi Elsebo)

    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    Ivok tries to make up for his slow reaction by running straight into the heart of the battle commanding his body to rush forward despite his heavy armor. He slams his freezing pike into the head jinsul as he give a growl. Ivok makes it clear that he wants the enemies focus on himself rather than his allies.

    Attack vs Green
    Attack Tactical Cryopike vs EAC (reach): 1d20 + 11 ⇒ (10) + 11 = 21
    Cold Damage: 1d8 + 13 ⇒ (6) + 13 = 19

    Move: Using Cardiac Accelerator to Spend a RP to get +20 speed move around the beast.
    Standard: Attack Green

    I have Coordinated Shot and a Reach Weapon. I give +1 to attacks against enemies that I threaten that I'm not providing cover against. Right now I think I'm threatening each of the enemies on the map.

    If something provokes because of movement, I use Stand Still as my reaction.

    Stand Still:
    Attack Tactical Cryopike vs KAC + 8 (reach): 1d20 + 11 + 4 ⇒ (12) + 11 + 4 = 27


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

    Dang, max damage from HeeNee. And no worries about initiative (as per Discussion), it wouldn't have changed the outcome for this fight. Thank you for correcting.

    Ivok rushes forward at action-movie speed, burying his pike into the jinsul. Meanwhile HeeNee fires a devastating shot at the beast, burning a hole in its head and causing it to fall to the ground.

    GM Screen:
    Attack vs. Ivok KAC: 1d20 + 11 ⇒ (18) + 11 = 29
    Damage (P): 1d8 + 2 ⇒ (3) + 2 = 5
    Attack vs. Ivok KAC: 1d20 + 11 ⇒ (17) + 11 = 28
    Damage (P): 1d8 + 2 ⇒ (5) + 2 = 7

    The two far jinsuls each take guarded steps away from Ivok and fire at him with their guns. Both bullets hit, but the raging vesk shrugs off most of the damage (DR ate all but 1 damage). The third jinsul tries to retreat, but Ivok lunges forward and pins its leg to the ice with his cryopike, stopping the creature cold (pun always intended).

    Round 2 (bold mat post)
    Bat Elf (16/36 SP [1 nonlethal], 38/40 HP, 8/9 RP)
    Jim (35/48 SP [3 nonlethal], 3/4 RP)
    Clastorg (40/40 SP, 6/7 RP)
    Zeyram (EP up, -2 Perception checks; 27/37 SP, 31/32 HP, 6/7 RP)

    Beast* (dead)
    Ivok (31/48 SP [3 nonlethal])
    Round 3
    HeeNee (17/42 SP, 5/6 RP)
    Jinsuls (yellow dead, green -19 HP)

    Exo-Guardians

    820-703 | The Bat formerly known as ‘Sonarisa Apastron’ | Female CG elf icon operative detective 7 | SP 36/36 HP (50)/40 | RP 9/9 | EAC 24; KAC 27| Fort +6 (+2 vs poison & disease); Ref +11; Will +7 (+2 vs Enchantment) | Init: +8 | Perc: +15, SM: +14 (18 for trick) | Speed 50ft; Fly 50ft | Active conditions: Bat Senses on High! Fighting Crime with Electrostatic Fields! Borrowed: Advanced Semi-Auto Pistol and Black Forcefield.

    Bat Elf concentrates fire to finish off Green.

    ♫ Na nana na nana Bat Elf! ♫
    Bat Trick! (Sense Motive): 1d20 + 17 ⇒ (8) + 17 = 25
    Bat Zap! (Voltaic Anchoring pistol): 1d20 + 10 ⇒ (12) + 10 = 22
    Bat Shock! (Non-Lethal Electric damage): 1d6 + 3 ⇒ (5) + 3 = 8
    Bat Trick Damage: 3d8 ⇒ (1, 3, 5) = 9

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