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

Game Master Nefreet

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After PCD-3 and Kush take their shots, Thrym utters a whisper that causes the marine to break into pieces!

While Botamo begins, and ultimately ends, a final rooftop battle with the slow-moving corpse who simply can't keep up with the flashing strikes of the solar warrior. After Botamo retracts his sword, he spies a grisly sight parked not too far from the complex.

COMBAT OVER!!
------------------------------
RD-S2 (−39/80 stamina)
PCD-3 (−48 hit points)
Thrym (−10/121 stamina)
Botamo (−24/110 stamina)
Kush (−9/110 stamina)

A new loot list for Book 6 has been created.

Osteth flickers back into existence and grimaces when she sees the damage her facility has sustained from all of the blasts. "I must imagine that similar events are unfolding on each of the other controller moons. Hopefully that means their forces are spread thin. If there was only some way to get to that lead ship and take on the commander of this force..."


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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 looks at Botamo: "Is that you, captain?
Are you...
No one took over your body?"

Kush waits.

"I am asking, for this is the rare fight where I had not to heal you over and over!"

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Thrym frowns.

"Well, presumably the Unquiet Dead that we just terminated came here by some hellish variant of an Iron Cloud; perhaps we could commandeer one of their vessels, to sneak onto the flagship? Alternately, we could just punch through their defences with our own vessel, trusting to the Ancestors to protect us; after all, we are literally being aided by one of them..."

He then mounts his 'new' hoverbike, and floats up to check on Botamo.


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

"Oh, Thrym-Who-Speaks-With-Spirits, when you say we could commandeer one of their vessels to sneak onto the flagship, I ask: how can we do this? How can we find one? I think that is impossible... well, only our Great Captain could locate one."


GM GM GM ∞ | Slides | Chronicles

Once Thrym floats up to the roof he spots a Corpse Fleet ship parked just a short jog away. Sneaking inside through its open ribcage is easy, and the group finds a strange cyborg wired into the bridge controls. It does not respond to your presence.

Mysticism to ID an Undead Creature, DC 13:
This is a mindless cybernetic zombie, and it appears to be a part of the ship. Thanks to a mechanism known as a command bolt, the zombie can’t take actions unless it receives orders with the proper command code.

Mysticism to Recall Knowledge, DC 23:
A casting of command undead can force the zombie to turn over control of each Crew role (via an opposed Charisma check per role; retries are not allowed).

Mysticism to Recall Knowledge, DC 33:
A casting of control undead can force the zombie to turn over control of the entire ship, effectively granting you root access to all controls.

The vessel’s computer system is secured, but RD-S2 recognizes it can be hacked. A separate Computers check is required to unlock each Crew role: Captain, Engineer, Science, Pilot, and all Gunners.


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 knows a lot about un-dead—
Mysticism, Recall Knowledge: 1d20 + 25 + 4 ⇒ (11) + 25 + 4 = 40
—and he has some old magyck object planted in his brain.
Computer chip for Recall Knowl’ bonus

Kush explains this is a cybernetic zombie—
cannot post really well, sorry, so I let you all open all spoilers
—and how to handle it.
 »Talavet grants me no spells to help with this. »

Kush looks around to see if the undead have escape pods.


GM GM GM ∞ | Slides | Chronicles

Kush reasons that, since undead aren't affected by the vacuum of space, they can simply jump through the many openings in the ship's hull to escape danger.

...you could, of course, move the escape pods from your ship to this one ^_^


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

But what if these undead jump into Deep Space, how can they then get anywhere?
Oh, they could shoot a gun and propel themselves.
But how could they communicate?
They have their comm' units.
But why would they NOT want a nice escape pod. It..."

Until someone tells him to stop pestering everyone with his telepathic thoughts.

"Sorry!"

He then wonders how long to transfer an escape pod...


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 has his sword at the ready when he sees the undead...

Mysticism: 1d20 + 10 ⇒ (10) + 10 = 20

"I've seen a holodoc about these, they use em to help control the ship." he says as he lowers his sword.

"Ardee, can you do anything here?"

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Perception, Death-Touched: 1d20 + 20 ⇒ (16) + 20 = 36.

Thrym nods gravely.

"This creature is neither alive nor dead, but has been plugged into this strange 'bone cloud' like merely another component in the grand design, forced to lose all of its individuality, as its mind and will have been subsumed. Through the proper application of pleas to the Ancestral Spirits, it might be possible to control it..."

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

"Ancestors, hear Your descendant's plea: Wrest control of this Bone Cloud from the Demons that command it, so that we may protect Your legacy from the hands of the unworthy!"

Thrym then concentrates, as a golden glow surrounds him, before flowing off his form and resolving into a ghostly image of a Kishalee, which then flows into the computer system.

Casting Spirit-Bound Computer :-)

Beseeching the Spirits!**(Captain): 1d20 + 18 ⇒ (8) + 18 = 26.
Beseeching the Spirits!**(Engineer): 1d20 + 18 ⇒ (20) + 18 = 38.
Beseeching the Spirits!**(Science Officer): 1d20 + 18 ⇒ (1) + 18 = 19.
Beseeching the Spirits!**(Pilot): 1d20 + 18 ⇒ (13) + 18 = 31.
Beseeching the Spirits!**(Gunners): 1d20 + 18 ⇒ (9) + 18 = 27.

**:
Actually Computers checks ;-)

Obviously, if any of those don't work, I will continue to make checks, if possible; the spell lasts 11 minutes, after all!


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 looks over the ship looking for the best place to interface with the machine, before attempting to gain control of its systems.
computers check-Captain : 1d20 + 23 ⇒ (4) + 23 = 27
computers check-Engineer: 1d20 + 23 ⇒ (16) + 23 = 39
computers check-Science: 1d20 + 23 ⇒ (14) + 23 = 37
computers check-Pilot: 1d20 + 23 ⇒ (3) + 23 = 26
computers check-Gunner: 1d20 + 23 ⇒ (2) + 23 = 25


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GM GM GM ∞ | Slides | Chronicles

Collaborating together using magic and science, RD-S2 and Thrym overcome the "bone cloud"'s defenses and open up the ship for all to operate! Settling into your roles, and with Osteth's guidance via Thrym's computer, lifting off into orbit is fairly straightforward.

Leaving the planet's atmosphere reveals a chaotic scene. The surrounding space is illuminated by flaring beams of energy that lash out from the system’s controller moons, and gouts of incandescent flame pulled from the suns by gravitational pulses. The ancient weapons are wildly inaccurate and fire haphazardly, often fading out before reaching their targets or detonating in apparently empty space, but even so, the Corpse Fleet armada is beginning to show signs of extensive damage.

The largest of the Corpse Fleet vessels is enormous—bigger than many space stations. It is surrounded by explosions and debris, both from its own hull and from the escort ships that were destroyed protecting it, forming a cloud that blocks most efforts to get a clear image of its exact shape. However, blasts from the massive ship’s powerful weapons clearly mark it as the most effective member of the armada.

With so many smaller vessels and the drifting debris acting as interference, it might be possible to scan the giant vessel without drawing direct attention (Computers check to scan). However, as distracting as the many vessels are, there are equally as many eyes noticing that your ship is behaving... oddly. You are subjected to repeated scans and hails as you approach the gigantic ship!

Possible responses include:

The Captain can attempt to Bluff a "garbled communication" that makes it seem like the ship's comms are malfunctioning.

The Engineer can attempt an Engineering check to create a "fake glitch" that corroborates the Captain.

The Gunner can attempt a Gunnery check to make it seem like your vessel is providing cover against attacks from the planetoids.

The Pilot can attempt a Piloting check to "fly casual" and not arouse more suspicion.

The Science Officer can attempt a Computers check to "dampen life signs" that shows you have an all-undead crew.


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 admires the incredible view.
"We shall tell such tales!"
Then sees his companions are doing things:
"Can I help?"
(no points in any of those, can try to aid another if someone needs)

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Thrym, likewise, does not have any of those skills... although if it all takes less than 11 minutes, I could use another Spirit-Bound Computer, to make the Science Officer check...?


GM GM GM ∞ | Slides | Chronicles

Either that, or I assumed Gunnery, since you have the highest combined BAB+Dex

And, I believe, can't "Osteth" roll their own check?


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 moves from station to station.
Computers to scan: 1d20 + 23 ⇒ (20) + 23 = 43
Engineering to fake glitch: 1d20 + 23 ⇒ (19) + 23 = 42
Computers to dampen life signs: 1d20 + 23 ⇒ (16) + 23 = 39


GM GM GM ∞ | Slides | Chronicles

Nice rolls!

RD-S2's scan reveals...

This massive vessel is the Empire of Bones, and it is bigger than even a Colossal starship. It is practically bristling with capital weapons. Like most Corpse Fleet starships, it doesn’t contain any atmosphere.

The many explosions of the ongoing battle are partially clouding the Empire of Bones’s sensors, and many of its weapons are trained on the ancient kishalee defenses. It might be possible to slip in closer to the vessel and board it without those on board noticing. A Medium or smaller starship that landed on the Empire of Bones’s hull could remain undetected for an extended period of time.

And lastly...

The Empire of Bones has several hangar bays along its length, one of which is currently launching a small squadron of fighters. This leaves a wide-open entryway protected by a minor force field that keeps out small space debris. A Small or smaller starship can be landed in that bay. Alternatively, a person could slip into the bay via a space walk along the flagship’s exterior.

2/5 checks completed!


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

"If only we had an escape pod, we could get in it and fly right in where the squadron of warriors came from... err... the fighters, I mean."


GM GM GM ∞ | Slides | Chronicles

Oh! Sorry. I think I meant to mention a while back that bringing your escape pods on board was no difficulty. They have limited flight abilities, to my understanding.


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 happy!
So actually does offer that we all slip on board with escape pods.


GM GM GM ∞ | Slides | Chronicles

Now you just need to get your ship close enough that the rest of the fleet doesn't detect your plan...


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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 gets on the comms and speaks in Eoxian,"Hello yes everything is under control, the situation is normal we uh had slight weapons malfunction but everything is normal now eh? we're fine how are you?"

Bluff : 1d20 + 10 ⇒ (15) + 10 = 25

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Heh. Seems perfectly legit ;-)


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GM GM GM ∞ | Slides | Chronicles

Eoxian:
"Oh mai golly isn't that just so sweet of you to ask! Your animator raised you right!"

The ships continue about their business bombarding the planetoids and pay no further attention to you, allowing you to close the distance with the Empire of Bones, dock, and enter the airlock!

Hangar Country wrote:
Dull red lights illuminate this massive chamber. A heavy crane arm dangles from tracks on the ceiling, and empty racks for small fighter ships line the fore and aft walls. A nearly invisible force field covers the gaping hole in the starboard end of the room, while two large doors exit to the port. In addition, there is a large window to the port looking into an enclosed room. The floor holds a dozen iris hatches, each fifteen feet in diameter. Most of the hatches are closed, but one toward the fore end of the bay is open.

New map in header.

As you fan out to explore, a small aircraft ascends out of the sole open iris, piloted by a corpsefolk marine!

Initiatives!:

Botamo: 1d20 + 1 ⇒ (15) + 1 = 16
Kush: 1d20 + 4 ⇒ (16) + 4 = 20
RD-S2: 1d20 + 9 ⇒ (15) + 9 = 24
Thrym: 1d20 + 15 ⇒ (18) + 15 = 33

Marine Pilot: 1d20 + 6 ⇒ (8) + 6 = 14

The Undead Baron
ROUND 1 - EVERYONE MAY ACT!!
------------------------------
Thrym ()
RD-S2 ()
PCD-3 ()
Kush ()
Botamo ()
Threnody-Class Assault Fighter ()

For reference: the pilot has Total Cover while inside the vehicle.


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 step, moving towards-- Thrym (or RD-S2, tell me who wants this) and casts the spell to give a seeking shot to the weapon they want - main rifle, grenade...

(say who wants the spell, and to what weapon ; it basically removes cover and concealment for your next attack with that weapon within 1 minute, and you do not even need LoS or LoE)


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GM GM GM ∞ | Slides | Chronicles

What a weird, contradictory spell: "ignores cover and concealment", but also, "it does not need a line of effect as long as some route exists between the weapon and the target".

Probably best to target RD-S2, since they have a bigger single-shot potential.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Thrym frowns.

"Ancestors, protect us!"

He then hustles forward.

Double move.


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 advances forward


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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 accepts the spell on their Plasma Caster, before rushing forward boosting the charge on their weapon.


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

"Go Arrdee the Hardy!"


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)

Botama rushes forward and ignites his solar weapon!


GM GM GM ∞ | Slides | Chronicles

The fighter pilot backs into the corner of the hangar bay (hovering with 10 feet of space underneath) and takes a single shot at the exposed Thrym!

Heavy reaction cannon: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27
Piercing: 3d10 - 11 ⇒ (2, 3, 9) - 11 = 3

But Thrym was not exposed enough.

The Undead Baron
ROUND 2 - EVERYONE MAY ACT!!
------------------------------
Thrym ()
RD-S2 ()
PCD-3 ()
Kush ()
Botamo ()
Threnody-Class Assault Fighter ()


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

Huff puff... Kush jogs on over to get closer.


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 leaps through the air, defying gravity, before landing on the aircraft holding on as tightly as he can!

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Thrym attempts to follow Botamo's lead, charging forward, and jumping up...

Athletics: 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31.

...and desperately trying to hold on!

Athletics: 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38.

I think it is KAC +8 to hold on, so it probably won't work, but I figure it is worth a shot... and the idea of Kish charging across the battlefield, and jumping onto the enemy TIE-fighter, amuses me :-P


GM GM GM ∞ | Slides | Chronicles

Gosh, I don't know the rules for leaping from vehicle to vehicle. A 31 wouldn't meet the vertical DC, which would be 40 to grab the underside and 60 to grab the top. But awesome visual indeed!!

The warrior Kish charge forward, surprising the marine pilot as Botamo lands on top of the cockpit! The pilot responds by adjusting thrusters for vertical lift, and attempts to slam Botamo into the ceiling!

Attack (Collision): 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23
Botamo, Reflex DC 18 to avoid: 1d20 + 4 ⇒ (12) + 4 = 16
Bludgeoning: 10d10 - 11 ⇒ (1, 2, 1, 2, 5, 8, 2, 10, 8, 6) - 11 = 34

...but he hesitates crushing himself, and Botamo is spared.

The Undead Baron
ROUND 3 - EVERYONE MAY ACT!!
------------------------------
Thrym ()
RD-S2 ()
PCD-3 ()
Kush ()
Botamo ()
Threnody-Class Assault Fighter ()

The vehicle now has 30 feet of space underneath it; Botamo's head is almost touching the ceiling!


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 knows that RD-S2 has a spiritual link between his weapon and the undead pilot.
If RD closes his eyes and lets Talavet guide the shot it will fly off without needing a line of effect, and discounting cover and concealment.
the attack is subject to the normal penalties from range increments

Kush hits the controls that turn his jet pack on.
Cold blue flames come out from the back of his armor, and he starts to fly up.
1/2 speed of 30 feet at an angle, so I move 15 feet laterally and 15 feet up, correct?


GM GM GM ∞ | Slides | Chronicles

Sure. It's just like moving on a grid, but in 3D. So your first diagonal is free, and every even diagonal counts as extra.

And I totally missed that RD-S2 didn't post. I'll text him in the morning ^_^


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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

Well, I am moving in a straight line, but going up. So I think that counts as 1/2 movement, flying up - vs. level

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Just to check: the vehicle has its 'base' 10' above ground at the time of my jump; Thrym then jumps 7.75' up, so his 'base' is 7.75' above ground; he occupies a 5' cube, and has 5' reach; shouldn't he then be able to reach out to grapple it? Am I missing something?

I thought the real question was whether I hit its KAC +8 :-P


GM GM GM ∞ | Slides | Chronicles

[rules rant]

Count me in on wishing some of the most basic movie-style acrobatics were better addressed in ttrpgs. Like, I'm the reason for the infamous 10' pit FAQ back in PF1. One of Paizo's weakest areas, IMO.

Ran into this same situation while playing Dead Suns under Botamo, actually. My character wanted to simply jump as far as they could to avoid as much difficult terrain as possible. Nothing stated in the rules how to determine that.

Likewise, there's no guidance whether reach helps with Athletics or not, and whether only measuring in 5' increments matters. Counting the possibility for multiple levels of success, I'll use these DCs:

• Feet-on-ground to Feet-on-vehicle: DC 60
• Feet-on-ground to Grabbing-top-of-vehicle: DC 40
• Feet-on-ground to Grabbing-bottom-of-vehicle: DC 20

Also, "grappling" a vehicle (KAC+8) is problematic, because there's no way the pilot could break free using Piloting, so let's count your first Athletics check as the jump, and your second Athletics check to Climb up top.

Luckily, balancing isn't an issue, because the Acrobatics to Balance DC is only 5. The surface of the ship is greater than 3' (DC 0), +5 for being a "jostled spacecraft". And that check is only necessitated when you're damaged.

[/rules rant]

On a totally unrelated note, my morale with Paizo is at it's all-time low right now. I just cancelled my Starfinder Subscription, mostly because of Organized Play. Sanctioning takes forever, Thursty just eliminated one of my favorite characters (and I wasn't alone), and I have so much backlogged content that's unavailable to use.

I'm extremely grateful for both Thrym's PFS2 Campaign and Botamo's SF Campaign. You guys (and GMing this game) are pretty much my only gaming outlets right now ^_^


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 advances forward.


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 moves forward, noting the strange forceful pull in their cogitators towards the pilot, while performing a small mechanical miracle on their rifle.
Sorry work has been extremely hectic with the coming holidays.


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 jams his solar sword into the ship in rapid succession!

Full attack Fire vs KAC : 1d20 + 18 - 4 ⇒ (4) + 18 - 4 = 185d6 + 29 ⇒ (6, 6, 5, 2, 1) + 29 = 49
Full attack Fire vs KAC : 1d20 + 18 - 4 ⇒ (11) + 18 - 4 = 255d6 + 29 ⇒ (5, 2, 6, 2, 3) + 29 = 47


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GM GM GM ∞ | Slides | Chronicles

You forgot Flashing Strikes; with that, your second attack just hits ^_^

Thrym, RD-S2 and PCD-3 still get another round's worth of actions.

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 12/12, HP: 17/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Placing his hand upon the exterior of the vessel, Thrym calmly beseeches the Ancestors to come to his aid, guiding a Spirit into the ship, which attempts to hack the 'door' on the Fighter.

Spirit-Bound Computer.

Computers: 1d20 + 18 ⇒ (14) + 18 = 32.


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 shot at the Assault fighter.
gamma rifle: 1d20 + 13 ⇒ (13) + 13 = 26
Fire damage: 2d12 + 13 ⇒ (3, 3) + 13 = 19


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 pilot letting the magic guide their aim.
Boosted overcharge: 1d20 + 17 ⇒ (18) + 17 = 35
Plasma Damage: 4d10 + 2d6 + 18 ⇒ (5, 10, 9, 3) + (2, 2) + 18 = 49


GM GM GM ∞ | Slides | Chronicles

Lol, every time I went to post, I realized I needed to look up the Hacking rules, which I then didn't have time for, and by the time I could post again, I'd forgotten I needed to look them up >.<

The vehicle is Level 10, but I can't find anywhere what Tier of Computer it counts as, so I'll go with Tier 10 unless someone knows otherwise. The DC to hack a simple exterior panel is only 10, and takes 10 rounds minus 1 round per 5 you beat the DC by. With a 32, that's 6 rounds remaining. If you spend your next full action continuing to Hack, you can reduce the number of rounds again.

The warriors cling to the top of the fighter while RD-S2 finds the narrowest of window vents to target the pilot! Not amused at all, the pilot takes off full speed, attempting to grind Botamo, Thrym: 1d2 ⇒ 2 into the ceiling!

Attack (Collision): 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15

...but he's clearly just the valet, and isn't actually trained as a fighter pilot.

The Undead Valet Driver
ROUND 4 - EVERYONE MAY ACT!!
------------------------------
Thrym ()
RD-S2 ()
PCD-3 ()
Kush ()
Botamo ()
Threnody-Class Assault Fighter (46 damage hull; 49 damage pilot)

The vehicle has 30 feet of space underneath it.

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