[SFS] Dead Suns, Book 6: Empire of Bones (Inactive)

Game Master Nefreet

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GM GM GM ∞ | Slides | Chronicles

If everyone is continuing, just level to 11 and you'll advance to 12th somewhere in the middle of the Book.

If we need to recruit more people, probably best to respec new characters at level 11 so that everyone has the same amount of starting gear.


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Looking forward to actually playing in every part of an AP for once!


GM GM GM ∞ | Slides | Chronicles

Commencing Book 6: Empire of Bones

Osteth nods at your shared determination. She flickers out for a moment, and is replaced by images of 11 planetoids devoid of life. One by one, a massive, spiral-shaped capital weapon emerges from the equatorial cavity of each moon. Their spirals begin to power up and glow with purple and green light before launching a counter assault on the flotilla of enemy ships. The bone ships closest to the weapons shatter instantly, but it is clear that the accuracy beyond close range is inadequate.

Osteth's voice echoes inside the chamber, "Long ago, the Galactic Council installed these weapons as a last defense against any attempt to recapture the Stellar Degenerator. However..." as she speaks, the flagship powers up its own immense weapon. From the safety of distance, it begins firing upon one of the moons with pinpoint aim. "...I fear the Council underestimated millennia of technological advancements. We do not have much time."

One of the maintenance bots emerges in the room with a triangular datapad of Kishalee manufacture. It crawls in between the group, and hands the pad to Botamo, Kush, Thrym, RD-S2: 1d4 ⇒ 3 Thrym!

"Take this with you. I have installed a portion of my programming into its limited storage capacity to help communicate with you at range and provide whatever aid I can. Do you have any questions?"

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym bows his head solemnly, and reverently takes the datapad, mounting it into the left wrist of his armour.

"Ancestor, we will do what we can, to ensure that your sacrifice will not be in vain. What must we do?"


GM GM GM ∞ | Slides | Chronicles

"I fear I do not have an answer to that question. It appears this new force will eventually subdue all of our remaining defenses. After that, it is only a matter of time before the superweapon becomes theirs. That flagship presumably contains the most capable minds. Destroying it and its occupants would be the most logical answer, but without knowing its capabilities, I am afraid I cannot help you."


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush is deeply moved.
 »There still must be a way to save you...
But, what is most important: stopping the wave of enemies, or destroying the superweapon before it can fall in their hands? »


GM GM GM ∞ | Slides | Chronicles

As the group contemplates their situation, the little maintenance bot starts whirring and clicking before rushing out of the room. Moments later, the ceiling erupts in sparks! Someone is cutting their way in through the roof!

Initiatives!:

Botamo: 1d20 + 1 ⇒ (4) + 1 = 5
Kush: 1d20 + 4 ⇒ (3) + 4 = 7
RD-S2: 1d20 + 9 ⇒ (17) + 9 = 26
Thrym: 1d20 + 15 ⇒ (9) + 15 = 24

Marine Corpse: 1d20 + 9 ⇒ (2) + 9 = 11

The Dead Come a-Knockin'
ROUND 1 - BOLD MAY ACT!!
------------------------------
RD-S2 ()
PCD-3 ()
Thrym ()
??? ()
Botamo ()
Kush ()


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush is still thinking about how to save the Ancestor, when he feels his head becoming hot. He wipes sparks away, wondering what his companions are looking at...


GM GM GM ∞ | Slides | Chronicles

For those of you who celebrated Thanksgiving, I hope your feast was pleasant!

Two sections of the ceiling come crashing to the floor, followed by two grenades!

Flash Grenade II: 1d20 + 14 ⇒ (13) + 14 = 27
Reflex DC 15, Botamo: 1d20 + 4 ⇒ (8) + 4 = 12 (Blinded: 1d4 ⇒ 3 rds)
Reflex DC 15, Kush: 1d20 + 7 ⇒ (15) + 7 = 22 (not blinded)
Reflex DC 15, PCD-3: 1d20 + 6 ⇒ (11) + 6 = 17 (not blinded)
Reflex DC 15, RD-S2: 1d20 + 11 ⇒ (10) + 11 = 21 (not blinded)
Reflex DC 15, Thrym: 1d20 + 10 ⇒ (9) + 10 = 19 (not blinded)

Flash Grenade II: 1d20 + 14 ⇒ (18) + 14 = 32
Reflex DC 15, Botamo: 1d20 + 4 ⇒ (3) + 4 = 7 (Blinded: 1d4 ⇒ 1 rds)
Reflex DC 15, Kush: 1d20 + 7 ⇒ (20) + 7 = 27 (not blinded)
Reflex DC 15, PCD-3: 1d20 + 6 ⇒ (14) + 6 = 20 (not blinded)
Reflex DC 15, RD-S2: 1d20 + 11 ⇒ (17) + 11 = 28 (not blinded)
Reflex DC 15, Thrym: 1d20 + 10 ⇒ (5) + 10 = 15 (not blinded)

And then the door to the control room opens up, and another two grenades come tumbling in!

Flash Grenade II: 1d20 + 14 ⇒ (20) + 14 = 34
Reflex DC 15, Botamo: 1d20 + 4 ⇒ (6) + 4 = 10 (Blinded: 1d4 ⇒ 3 rds)
Reflex DC 15, Kush: 1d20 + 7 ⇒ (1) + 7 = 8 (Blinded: 1d4 ⇒ 3 rds)
Reflex DC 15, PCD-3: 1d20 + 6 ⇒ (4) + 6 = 10 (Blinded: 1d4 ⇒ 4 rds)
Reflex DC 15, RD-S2: 1d20 + 11 ⇒ (8) + 11 = 19 (not blinded)
Reflex DC 15, Thrym: 1d20 + 10 ⇒ (5) + 10 = 15 (not blinded)

Flash Grenade II: 1d20 + 14 ⇒ (2) + 14 = 16
Reflex DC 15, Botamo: 1d20 + 4 ⇒ (12) + 4 = 16 (not blinded)
Reflex DC 15, Kush: 1d20 + 7 ⇒ (20) + 7 = 27 (not blinded)
Reflex DC 15, PCD-3: 1d20 + 6 ⇒ (3) + 6 = 9 (Blinded: 1d4 ⇒ 4 rds)
Reflex DC 15, RD-S2: 1d20 + 11 ⇒ (11) + 11 = 22 (not blinded)
Reflex DC 15, Thrym: 1d20 + 10 ⇒ (4) + 10 = 14 (Blinded: 1d4 ⇒ 1 rds)

When the smoke clears, only RD-S2 can focus in on the menace. And there are a LOT of them!

The Dead Come a-Knockin'
ROUND 1 - EVERYONE MAY ACT!!
------------------------------
Marine Corpse, Blue ()
Marine Corpse, Green ()
Marine Corpse, Orange ()
Marine Corpse, Pink ()
Marine Corpse, Purple ()
Marine Corpse, Red ()
Marine Corpse, White ()
Marine Corpse, Yellow ()
RD-S2 ()
PCD-3 (4 rds Blinded)
Thrym (1 rd Blinded)
Botamo (3 rds Blinded)
Kush (3 rds Blinded)

(the 4 that appear to be "in" the room are actually still on top of the roof, 20 feet up, with cover)

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym calmly takes a guarded step back, and braces his weapon, trusting that the Ancestors will protect him.


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush does not understand what is happening: Celebratory fireworks?
Until the door opens and he gets a glimpse of the marines--
"Look!"
--before going blind.
"Or not...

Upset at not seeing, Kush checks that his eyeballs are still there - "Momma's favorite baby blues still around?" - and then decides to push the ancestors to help him out and casts a spell to be able to see again.

Cure Blindness:
you must attempt a caster level check (1d20 + your caster level) for each curse, disease, infestation, and poison affecting it (DC = 4 + the DC of the affliction).
So I imagine that is only one 15+4 = 19?
Caster Level Check vs DC19: 1d20 + 11 + 5 ⇒ (17) + 11 + 5 = 33
If the target is blind or deaf due to an affliction or damage, remove affliction restores vision and hearing unless the appropriate organ has been entirely removed from the creature’s body.

And Talavet washes away the effects of the grenades!

Kush looks up at ceiling, and understands what his comrades were looking at.

Remaining close to his captain, Kush swiftly calls his magical handaxe to his hand, and telepathically sends a message to his comrades, saying that: ++Four undead enemies 20 feet above us, another four coming through the door++

And then he moves his feet, doing a brief war dance!


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botamo keeps at the ready but the flashed threw him off guard! He does his best to calm his mind and takes on his usual bright glow as he ignites his sword and takes a defensive stance.

"DEMONS!!! YE SHALL PERISH LIKE THE HOZERS BEFORE YE, EH?!!"

Move action to ignite the sword, fighting defensively, and round 1 of photon.


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 takes aim the the purple marine, firing in tandem with RD-S2.
Gamma rifle: 1d20 + 14 ⇒ (17) + 14 = 31
Fire damage: 2d12 + 13 ⇒ (1, 11) + 13 = 25


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 take aim with their newly crafted weapon firing a boosted charge in tandem with PCD-3.
Boosted overcharge: 1d20 + 16 ⇒ (12) + 16 = 28
Plasma damage: 4d10 + 2d6 + 16 ⇒ (4, 9, 8, 7) + (1, 4) + 16 = 49


GM GM GM ∞ | Slides | Chronicles

PCD-3 Miss Chance: 1d100 ⇒ 10

PCD-3's visual circuits fail to target the marine, but RD-S2 scores a vital hit!

Two marines up top drop another set of grenades aiming to disrupt Thrym, RD-S2 and PCD-3!

Flash Grenade II: 1d20 + 14 ⇒ (3) + 14 = 17
Reflex DC 15, PCD-3: 1d20 + 6 ⇒ (13) + 6 = 19 (not blinded)
Reflex DC 15, RD-S2: 1d20 + 11 ⇒ (10) + 11 = 21 (not blinded)
Reflex DC 15, Thrym: 1d20 + 10 ⇒ (3) + 10 = 13 (Blinded: 1d4 ⇒ 2 rds)

Flash Grenade II: 1d20 + 14 ⇒ (5) + 14 = 19
Reflex DC 15, PCD-3: 1d20 + 6 ⇒ (12) + 6 = 18 (not blinded)
Reflex DC 15, RD-S2: 1d20 + 11 ⇒ (16) + 11 = 27 (not blinded)
Reflex DC 15, Thrym: 1d20 + 10 ⇒ (7) + 10 = 17 (not blinded)

The yellow-armored marine sees Thrym setting up his gun and leaps over the railing to engage him!

LFD Pulse Gauntlet: 1d20 + 14 ⇒ (6) + 14 = 20
Bludgeoning/Sonic: 2d6 + 9 - 11 ⇒ (6, 2) + 9 - 11 = 6

While all the other marines get into position and let out a single shot:

Dual Acid Dart Rifle vs Botamo: 1d20 + 17 ⇒ (19) + 17 = 36
Piercing/Acid: 2d8 + 8 - 7 ⇒ (3, 3) + 8 - 7 = 7 (only the acid gets through)

Dual Acid Dart Rifle vs Kush: 1d20 + 17 ⇒ (18) + 17 = 35
Piercing/Acid: 2d8 + 8 - 8 ⇒ (5, 4) + 8 - 8 = 9

Dual Acid Dart Rifle vs PCD-3: 1d20 + 17 ⇒ (5) + 17 = 22
Piercing/Acid: 2d8 + 8 - 2 ⇒ (5, 3) + 8 - 2 = 14

Dual Acid Dart Rifle vs RD-S2: 1d20 + 17 ⇒ (4) + 17 = 21
Piercing/Acid: 2d8 + 8 - 7 ⇒ (3, 8) + 8 - 7 = 12

Dual Acid Dart Rifle vs Thrym: 1d20 + 17 ⇒ (10) + 17 = 27 (hits due to Blindness)
Piercing/Acid: 2d8 + 8 - 10 ⇒ (4, 8) + 8 - 10 = 10 (only the acid gets through; Adaptive triggered)

The Dead Come a-Knockin'
ROUND 2 - EVERYONE MAY ACT!!
------------------------------
Marine Corpse, Blue ()
Marine Corpse, Green ()
Marine Corpse, Orange ()
Marine Corpse, Pink ()
Marine Corpse, Purple (49 damage)
Marine Corpse, Red ()
Marine Corpse, White ()
Marine Corpse, Yellow ()
RD-S2 ()
PCD-3 (3 rds Blinded)
Thrym (−10/121 stamina; 2 rds Blinded)
Botamo (−7/110 stamina; 2 rds Blinded; Photon 2)
Kush (−9/110 stamina)

For those that are blinded, just roll 1d100 for miss chance; 51+ is a hit.


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

After being hit and burnt by acid, Kush lays his right hand on Botamo's shoulder and casts the same spell as he did before on himself--

Remove Affliction
Caster Level Check vs DC19: 1d20 + 11 + 5 ⇒ (5) + 11 + 5 = 21

--and watches closely at Botamo's eyes: "Captain, oh my captain, can you see the Undead?! Destroy them, oh mighty one!"

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Well then. Just put me on delay until I can see again, since you can't aim a ranged weapon whilst blind (the 50% miss chance requires you to be able to target the correct square; when blind, you don't even know what square you are aiming at).


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GM GM GM ∞ | Slides | Chronicles

I wanted to give Kush's "useless" telepathy more benefit, so I'm fine with him telepathically directing what square you can fire at ^_^


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 takes aim at the purple marine. Releasing a blurt of binary directing PCD-3's aim to the marines location
Boosted overcharge: 1d20 + 16 ⇒ (16) + 16 = 32
Plasma Damage: 4d10 + 2d6 + 16 ⇒ (3, 9, 4, 9) + (3, 2) + 16 = 46


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 takes aim in the purple marine's direction.
Gamma rifle: 1d20 + 14 ⇒ (7) + 14 = 21
Miss chance: 1d100 ⇒ 30
Fire Damage: 2d12 + 13 ⇒ (2, 12) + 13 = 27


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Now that he can see again, Botamo mostly sees red... and Yellow.

He leaps in to attack the yellow marine!

Fire vs KAC : 1d20 + 18 ⇒ (16) + 18 = 345d6 + 29 ⇒ (5, 3, 3, 2, 2) + 29 = 44

"Eh Thrym we got him cornered! fire away I'll cover you"

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Okay...

Thrym starts firing wildly at Yellow!

Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27, for 3d8 + 11 ⇒ (7, 1, 4) + 11 = 23 Magical Ghost-Touch Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23, for 3d8 + 11 ⇒ (5, 3, 1) + 11 = 20 Magical Ghost-Touch Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (10) + 19 - 3 = 26, for 3d8 + 11 ⇒ (1, 2, 6) + 11 = 20 Magical Ghost-Touch Sonic damage.


GM GM GM ∞ | Slides | Chronicles

*blink, blink*

Oh. Right. 11th Level Soldier. Carry on!!

Thrym Miss Chance: 1d100 ⇒ 1
Thrym Miss Chance: 1d100 ⇒ 89
Thrym Miss Chance: 1d100 ⇒ 39

[Yellow] lashes out with their gauntlet at Thrym...

AoO, LFD Pulse Gauntlet: 1d20 + 14 ⇒ (15) + 14 = 29
Bludgeoning/Sonic: 2d6 + 9 ⇒ (5, 1) + 9 = 15 (Negated due to DR and Adaptive)

...causing very little effect. The four rooftop marines then each lay into those below:

Dual Acid Dart Rifle vs Botamo: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24
Piercing/Acid: 2d8 + 8 ⇒ (2, 4) + 8 = 14

Dual Acid Dart Rifle vs Botamo: 1d20 + 17 - 3 ⇒ (17) + 17 - 3 = 31
Piercing/Acid: 2d8 + 8 ⇒ (7, 3) + 8 = 18 (halved due to DR)

Dual Acid Dart Rifle vs Kush: 1d20 + 17 - 3 ⇒ (3) + 17 - 3 = 17
Piercing/Acid: 2d8 + 8 ⇒ (3, 5) + 8 = 16

Dual Acid Dart Rifle vs Kush: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24
Piercing/Acid: 2d8 + 8 ⇒ (7, 8) + 8 = 23

Dual Acid Dart Rifle vs PCD-3: 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34
Piercing/Acid: 4d8 + 16 - 2 ⇒ (5, 1, 7, 8) + 16 - 2 = 35
Corrode 2d4 ⇒ (1, 1) = 2

Dual Acid Dart Rifle vs PCD-3: 1d20 + 17 - 3 ⇒ (11) + 17 - 3 = 25 (hits due to Blindness)
Piercing/Acid: 2d8 + 8 - 2 ⇒ (2, 5) + 8 - 2 = 13

Dual Acid Dart Rifle vs RD-S2: 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26
Piercing/Acid: 2d8 + 8 ⇒ (1, 2) + 8 = 11

Dual Acid Dart Rifle vs RD-S2: 1d20 + 17 - 3 ⇒ (17) + 17 - 3 = 31
Piercing/Acid: 2d8 + 8 - 7 ⇒ (7, 6) + 8 - 7 = 14

The ground troops close in on Botamo and Kush!

LFD Pulse Gauntlet vs Botamo, Flank: 1d20 + 14 + 2 - 4 ⇒ (5) + 14 + 2 - 4 = 17
Bludgeoning/Sonic: 2d6 + 9 ⇒ (4, 5) + 9 = 18

LFD Pulse Gauntlet vs Botamo, Flank: 1d20 + 14 + 2 - 4 ⇒ (7) + 14 + 2 - 4 = 19
Bludgeoning/Sonic: 2d6 + 9 ⇒ (6, 1) + 9 = 16

LFD Pulse Gauntlet vs Botamo, Flank: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
Bludgeoning/Sonic: 2d6 + 9 ⇒ (2, 4) + 9 = 15

LFD Pulse Gauntlet vs Kush: 1d20 + 14 ⇒ (13) + 14 = 27
Bludgeoning/Sonic: 2d6 + 9 ⇒ (3, 6) + 9 = 18

LFD Pulse Gauntlet vs Kush: 1d20 + 14 ⇒ (15) + 14 = 29
Bludgeoning/Sonic: 2d6 + 9 - 8 ⇒ (5, 4) + 9 - 8 = 10

...and the air becomes thick with the smell of smoke, acid and blood!

The Dead Come a-Knockin'
ROUND 3 - EVERYONE MAY ACT!!
------------------------------
Marine Corpse, Blue ()
Marine Corpse, Green ()
Marine Corpse, Orange ()
Marine Corpse, Pink ()
Marine Corpse, Purple (95 damage)
Marine Corpse, Red ()
Marine Corpse, White ()
Marine Corpse, Yellow (64 damage)
RD-S2 (−14/80 stamina)
PCD-3 (−50 hit points; 2 rds Blinded; Reflex DC 12 to Extinguish)
Thrym (−10/121 stamina; 1 rd Blinded)
Botamo (−16/110 stamina; Photon 3)
Kush (−19/110 stamina)

Green, Red, Orange & Yellow are on floor level. The rest are on the roof.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush takes a carefully guarded step out of the circle, and sends a telepathic message to his captain ++ Flanking on the one with Orange bones++, before lashing out at that one with his axe--

Axe vs. KAC Flanking: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (6, 6) + 16 = 28


GM GM GM ∞ | Slides | Chronicles

Kush's axe cuts through armor and bone!

The Dead Come a-Knockin'
ROUND 3 - BOLD MAY ACT!!
------------------------------
Marine Corpse, Blue ()
Marine Corpse, Green ()
Marine Corpse, Orange (28 damage)
Marine Corpse, Pink ()
Marine Corpse, Purple (95 damage)
Marine Corpse, Red ()
Marine Corpse, White ()
Marine Corpse, Yellow (64 damage)
RD-S2 (−14/80 stamina)
PCD-3 (−48 hit points; 2 rds Blinded)
Thrym (−10/121 stamina; 1 rd Blinded)
Botamo (−16/110 stamina; Photon 3)
Kush (−9/110 stamina)

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym keeps firing wildly!

Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (13) + 19 - 3 = 29, for 3d8 + 11 ⇒ (8, 1, 6) + 11 = 26 Magical Ghost-Touch Sonic damage.

Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19, for 3d8 + 11 ⇒ (3, 8, 4) + 11 = 26 Magical Ghost-Touch Sonic damage.

Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19, for 3d8 + 11 ⇒ (1, 8, 3) + 11 = 23 Magical Ghost-Touch Sonic damage.


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 continues to fire a the purple marine.
Gamma Rifle: 1d20 + 14 ⇒ (14) + 14 = 28
Miss chance: 1d100 ⇒ 40
Fire damage: 2d12 + 13 ⇒ (6, 8) + 13 = 27


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 keeps unloading into the purple marine.
Boosted overcharge: 1d20 + 16 ⇒ (13) + 16 = 29
Plasma damage: 4d10 + 2d6 + 16 ⇒ (10, 4, 5, 7) + (6, 1) + 16 = 49


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botamo slashes at yellow and orange!

fire vs yellow KAC: 1d20 + 19 - 4 ⇒ (9) + 19 - 4 = 245d6 + 29 ⇒ (2, 3, 1, 3, 3) + 29 = 41

fire vs orange KAC: 1d20 + 19 - 4 ⇒ (10) + 19 - 4 = 255d6 + 29 ⇒ (6, 6, 5, 5, 4) + 29 = 55


GM GM GM ∞ | Slides | Chronicles

Thrym, Miss Chance: 1d100 ⇒ 6
Thrym, Miss Chance: 1d100 ⇒ 3
Thrym, Miss Chance: 1d100 ⇒ 81

Only one of Thrym's shots connects, and his target lashes out in response!

AoO, LFD Pulse Gauntlet: 1d20 + 14 ⇒ (20) + 14 = 34
Bludgeoning/Sonic: 4d6 + 18 - 11 - 5 ⇒ (1, 3, 1, 4) + 18 - 11 - 5 = 11 and knocked prone

RD-S2 dispatches [purple] and Botamo then finishes off [yellow]! As they fall, two of the marines up top drop the last of their grenades below!

Flash Grenade II: 1d20 + 14 ⇒ (15) + 14 = 29
Reflex DC 15, Botamo: 1d20 + 4 ⇒ (13) + 4 = 17 (not blinded)
Reflex DC 15, Thrym: 1d20 + 10 ⇒ (18) + 10 = 28 (not blinded)

Flash Grenade II: 1d20 + 14 ⇒ (7) + 14 = 21
Reflex DC 15, PCD-3: 1d20 + 6 ⇒ (7) + 6 = 13 (Blinded for: 1d4 ⇒ 1 rds)
Reflex DC 15, RD-S2: 1d20 + 11 ⇒ (7) + 11 = 18 (not blinded)
Reflex DC 15, Thrym: 1d20 + 10 ⇒ (16) + 10 = 26 (not blinded)

Everything else is a miss...:
The remaining rooftop marine continues firing at 1d5 ⇒ 4 Botamo!

Dual Acid Dart Rifle: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24
Piercing/Acid: 2d8 + 8 - 11 ⇒ (1, 8) + 8 - 11 = 6

Dual Acid Dart Rifle: 1d20 + 17 - 3 ⇒ (4) + 17 - 3 = 18
Piercing/Acid: 2d8 + 8 - 11 ⇒ (1, 3) + 8 - 11 = 1

[Green] moves to disrupt the droids while [red] assaults Kush and [orange] responds to Botamo!

LFD Pulse Gauntlet vs RD-S2: 1d20 + 14 ⇒ (9) + 14 = 23
Bludgeoning/Sonic: 2d6 + 9 - 7 ⇒ (4, 2) + 9 - 7 = 8

LFD Pulse Gauntlet vs Kush: 1d20 + 14 + 2 - 4 ⇒ (14) + 14 + 2 - 4 = 26
Bludgeoning/Sonic: 2d6 + 9 - 8 ⇒ (3, 6) + 9 - 8 = 10

LFD Pulse Gauntlet vs Kush: 1d20 + 14 + 2 - 4 ⇒ (2) + 14 + 2 - 4 = 14
Bludgeoning/Sonic: 2d6 + 9 - 8 ⇒ (5, 3) + 9 - 8 = 9

LFD Pulse Gauntlet vs Botamo: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28
Bludgeoning/Sonic: 2d6 + 9 - 11 ⇒ (5, 5) + 9 - 11 = 8

LFD Pulse Gauntlet vs Botamo: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28
Bludgeoning/Sonic: 2d6 + 9 - 11 ⇒ (2, 5) + 9 - 11 = 5

And the marines' comms crackle with hissing radio chatter.

If you can understand Eoxian:
"Get ready to retreat back to the ship."

EDIT: Retroactive Reflex Save, Thrym: 1d20 + 10 ⇒ (14) + 10 = 24

The Dead Come a-Knockin'
ROUND 4 - EVERYONE MAY ACT!!
------------------------------
Marine Corpse, Blue ()
Marine Corpse, Green ()
Marine Corpse, Orange (83 damage)
Marine Corpse, Pink ()
Marine Corpse, Red ()
Marine Corpse, White ()
Marine Corpse, Yellow
Marine Corpse, Purple
RD-S2 (−14/80 stamina)
PCD-3 (−48 hit points; 1 rd Blinded)
Thrym (−10/121 stamina; Prone)
Botamo (−16/110 stamina; Photon 3)
Kush (−9/110 stamina)

Green, Red and Orange are on ground level. The rest are on the roof.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Since the Orange-boned marine is still caught between Kush and his captain, the Cleric slashes out with his axe, once--

Axe vs. KAC: 1d20 + 16 - 4 + 2 ⇒ (3) + 16 - 4 + 2 = 17
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (2, 5) + 16 = 23

--and twice!

Axe vs. KAC: 1d20 + 16 - 4 + 2 ⇒ (7) + 16 - 4 + 2 = 21
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (1, 2) + 16 = 19

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym stands up, and re-braces his weapon.


GM GM GM ∞ | Slides | Chronicles

Thrym dusts himself off and Kush dirties his axe!

The Dead Come a-Knockin'
ROUND 4 - BOLD MAY ACT!!
------------------------------
Marine Corpse, Blue ()
Marine Corpse, Green ()
Marine Corpse, Orange (102 damage)
Marine Corpse, Pink ()
Marine Corpse, Red ()
Marine Corpse, White ()
Marine Corpse, Yellow
Marine Corpse, Purple
RD-S2 (−14/80 stamina)
PCD-3 (−48 hit points; 1 rd Blinded)
Thrym (−10/121 stamina)
Botamo (−16/110 stamina; Photon 3)
Kush (−9/110 stamina)


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

"I understood that! These rotted hosers are gonna run away!! Botamo lets out as he leaps through the air, defying gravity. once he reaches the 4 at the top he explodes in solar fire!

Supernova DC 20 15 ft radius: 12d6 ⇒ (2, 5, 3, 2, 5, 2, 4, 2, 5, 6, 3, 5) = 44


2 people marked this as a favorite.
LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush watches Botamo fly against gravity and explode... "That's our captain!"


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 takes a guarded step back away from the green marine.


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 takes aim at the Green marine.
Boosted overcharge: 1d20 + 15 ⇒ (14) + 15 = 29
Plasma Damage: 4d10 + 2d6 + 16 ⇒ (4, 7, 4, 4) + (2, 3) + 16 = 40


GM GM GM ∞ | Slides | Chronicles

Reflex, Blue: 1d20 + 7 ⇒ (1) + 7 = 8
Reflex, Pink: 1d20 + 7 ⇒ (5) + 7 = 12
Reflex, White: 1d20 + 7 ⇒ (9) + 7 = 16

Botamo's aerial assault catches all three by surprise!

[Green] reacts to RD-S2's focused aim...

LFD Pulse Gauntlet: 1d20 + 14 ⇒ (20) + 14 = 34
Bludgeoning/Sonic: 4d6 + 18 - 7 ⇒ (4, 5, 2, 3) + 18 - 7 = 25 and knocked prone

...knocking down the little droid before RD's plasma singes it. [Orange] then steps up to Thrym...

LFD Pulse Gauntlet: 1d20 + 14 ⇒ (5) + 14 = 19
Bludgeoning/Sonic: 2d6 + 9 - 11 - 5 ⇒ (6, 3) + 9 - 11 - 5 = 2

...and [red] continues trading blows with Kush...

LFD Pulse Gauntlet: 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13
Bludgeoning/Sonic: 2d6 + 9 - 8 ⇒ (6, 2) + 9 - 8 = 9

LFD Pulse Gauntlet: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
Bludgeoning/Sonic: 2d6 + 9 - 8 ⇒ (1, 5) + 9 - 8 = 7

...and the three up top unload on Botamo!

Dual Acid Dart Rifle: 1d20 + 17 - 4 ⇒ (9) + 17 - 4 = 22
Piercing/Acid: 2d8 + 8 - 11 ⇒ (3, 5) + 8 - 11 = 5

Dual Acid Dart Rifle: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 31
Piercing/Acid: 2d8 + 8 ⇒ (3, 4) + 8 = 15 (7 Acid)

Dual Acid Dart Rifle: 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30
Piercing/Acid: 2d8 + 8 ⇒ (6, 2) + 8 = 16 (8 Acid)

Dual Acid Dart Rifle: 1d20 + 17 - 4 ⇒ (12) + 17 - 4 = 25
Piercing/Acid: 2d8 + 8 - 11 ⇒ (2, 1) + 8 - 11 = 0

Dual Acid Dart Rifle: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16
Piercing/Acid: 2d8 + 8 - 11 ⇒ (5, 1) + 8 - 11 = 3

Dual Acid Dart Rifle: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18
Piercing/Acid: 2d8 + 8 - 11 ⇒ (2, 6) + 8 - 11 = 5

The Dead Come a-Knockin'
ROUND 5 - EVERYONE MAY ACT!!
------------------------------
Marine Corpse, Blue (44 damage)
Marine Corpse, Green (40 damage)
Marine Corpse, Orange (102 damage)
Marine Corpse, Pink (44 damage)
Marine Corpse, Red ()
Marine Corpse, White (44 damage)
Marine Corpse, Yellow
Marine Corpse, Purple
RD-S2 (−39/80 stamina; Prone)
PCD-3 (−48 hit points)
Thrym (−10/121 stamina)
Botamo (−31/110 stamina)
Kush (−9/110 stamina)


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Since none of his comrades are wounded, Kush tries to hit with his axe--

Axe vs. KAC: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 14
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (3, 5) + 16 = 24
Axe vs. KAC: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 14
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (5, 2) + 16 = 23

--but is too busy admiring the explosive captain.


1 person marked this as a favorite.
CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botamo will spend his reaction and an RP to deflect one of the shots.

Deflection vs DC 31 : 1d20 + 18 + 5 ⇒ (10) + 18 + 5 = 33 success! Botamo deflects the first acid dart to hit him, then reignites his solar glow while sweeping his weapon wide at Pink and White, "My ancestors are smiling at me, can you say the same hoser!?!?"

Full attack Slashing vs Pink KAC : 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 3410d6 + 48 ⇒ (4, 5, 1, 4, 4, 6, 3, 4, 3, 1) + 48 = 83

Full attack Slashing vs White KAC : 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 3410d6 + 48 ⇒ (5, 2, 4, 4, 6, 4, 1, 3, 6, 1) + 48 = 84

DOUBLE CRIT!!!!


2 people marked this as a favorite.
LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush sees his captain deflect a shot and then deal two super lethal blows!

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

"Return to your rest..."

Thrym unloads upon Orange (shifting to another if Orange goes down).

Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (6) + 19 - 3 = 22, for 3d8 + 11 ⇒ (8, 8, 8) + 11 = 35 Magical Ghost-Touch Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (18) + 19 - 3 = 34, for 3d8 + 11 ⇒ (1, 1, 8) + 11 = 21 Magical Ghost-Touch Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27, for 3d8 + 11 ⇒ (7, 5, 7) + 11 = 30 Magical Ghost-Touch Sonic damage.


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 takes aim at the green marine.
Gamma rifle: 1d20 + 14 ⇒ (10) + 14 = 24
Fire Damage: 2d12 + 13 ⇒ (3, 1) + 13 = 17


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 fires at the green marines from the ground.
Boosted overcharge: 1d20 + 16 ⇒ (17) + 16 = 33
Plasma Damage: 4d10 + 2d6 + 16 ⇒ (3, 1, 1, 2) + (2, 6) + 16 = 31


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GM GM GM ∞ | Slides | Chronicles

Thanks for your patience. Long weekend.

Marine after marine after marine AFTER MARINE fall to the Kish onslaught!

With only one marine left below, and one up top, they both radio each other to do a full withdraw. They cunningly evacuate, avoiding any further harm, but they don't get far!

Red is down below; the railing only gives him partial cover. Blue is up top and can only be targeted by Botamo currently.

Botamo:
From the edge of your rooftop vantage point... you can make out another ship! It's closer to the complex than the Sunrise Maiden. It looks like it burned away its own landing spot in the jungle.

The Dead Come a-Knockin'
ROUND 6 - EVERYONE MAY ACT!!
------------------------------
Marine Corpse, Blue (44 damage)
Marine Corpse, Red ()
Marine Corpse, Green
Marine Corpse, Orange
Marine Corpse, Pink
Marine Corpse, White
Marine Corpse, Yellow
Marine Corpse, Purple
RD-S2 (−39/80 stamina; Prone)
PCD-3 (−48 hit points)
Thrym (−10/121 stamina)
Botamo (−24/110 stamina)
Kush (−9/110 stamina)


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 takes aim at the red Marine.
Gamma Rifle: 1d20 + 14 ⇒ (7) + 14 = 21
Fire damage: 2d12 + 13 ⇒ (9, 2) + 13 = 24


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 reloads their rifle and fires.
Overcharged shot: 1d20 + 16 ⇒ (2) + 16 = 18
Plasma Damage: 3d10 + 2d6 + 16 ⇒ (2, 3, 6) + (2, 1) + 16 = 30


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush will rush around to try and get a better shot, and hurl his axe--

Axe vs. KAC: 1d20 + 16 ⇒ (13) + 16 = 29
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (2, 5) + 16 = 23

--calling it back after.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

"Ancestors, guide my aim!"

Whispers that only Thrym can hear get louder, urging him to shoot Red!

Spending 1 point of resolve to ignore his cover.

Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (16) + 19 - 3 = 32, for 3d8 + 11 ⇒ (6, 3, 5) + 11 = 25 Magical Ghost-Touch Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (8) + 19 - 3 = 24, for 3d8 + 11 ⇒ (7, 2, 1) + 11 = 21 Magical Ghost-Touch Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (6) + 19 - 3 = 22, for 3d8 + 11 ⇒ (7, 8, 5) + 11 = 31 Magical Ghost-Touch Sonic damage.

Also, if any of those attacks hit, it is flat-footed for 1 round (including against any of my subsequent attacks, just in case the 24/22 miss).


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botamo roars in battle lust before igniting his weapon in flame and charging the blue undead marine!

Fire vs KAC: 1d20 + 18 ⇒ (12) + 18 = 305d6 + 29 ⇒ (2, 2, 1, 3, 4) + 29 = 41

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