GM Tealk's - Starfinder - #1-04 Cries from the Drift (Inactive)

Game Master Tealk

The Drift - Maps!


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The Concordance

Society - Night in Nightarch

You find yourselves summoned to Downlow for a mission briefing by Zigvigix, head of the Exo-Guardian faction. Downlow is the one of the safer neighborhoods in the Spike; it is an active thriving warren of factories, drydocks, and workshops. That activity is reflected at the appointed address, a warehouse undergoing renovation.

Among the flurry of workers, the party can easily pick each other out. Weapons, armor, gear, or general bearing all distinguish you from the laborers. With varying degrees of enthusiasm, you move deeper into the structure, following a wild churning coil of sound. It originates from an augmented host shirren who watches a bustling crew move office equipment from several large pallets into a large warehouse, while other workers weld scrap metal to gaps in the warehouse’s walls. The shirren occasionally directs a crew member and makes a note on a datapad. The shirren, Zigvigix wears a set of shoulder speakers that blast out sugarpop music from the band Strawberry Machine Cake. They bounce in place along to the music until they notice their new guests and turns to telepathically project a greeting.

“Welcome back friends, and congratulations on your success on Akaton! Isn’t this song the best? I’ve been playing it on loop for hours!” Behind the excited shirren, several grizzled-looking station workers, each carrying a side of a heavy-looking holotable, roll their eyes.

The shirren doesn't waste time, but moves right into their briefing. “Thanks for coming—I hope you’ll understand if I keep this brief; we’ve got a lot of work to do to get our new headquarters up and running, and you are on a short timetable. A ysoki salvage barge named the Clutter Collector, captained by a ysoki named Winks, picked up a distress-beacon transmission in the Drift. Winks didn’t have time to check it out, but she sold the data to the Society when she reached Absalom Station. How nice of her!"

“Well, it turns out that this beacon came from the Struggle’s Scholar, a kasathan ship that…” Zigvigix pauses for effect as their antennae wiggle excitedly. “…escaped from Sangoro’s Bulwark! If you don’t know, the Bulwark was the old base of operations for the Exo-Guardians. Now, First Seeker Luwazi wisely grounded us from investigating the Bulwark after all contact was lost with it shortly after the Scoured Stars incident, but we can’t pass up this opportunity to learn what happened there. We might even be able to find the coordinates to our missing headquarters. Wouldn’t it be joyous to have a large fortress to play loud music in?!”

Zigvigix hands over a datapad. “Here are the coordinates of the distress signal. It is unlikely any of the crew survived, or they’d be here by now. So be on the lookout for bodies. Since the crew is mostly kasathas, it would mean a lot to their extended families if you could bring back their remains or keepsakes to the Idari! Otherwise, salvage any data you can—especially the ship’s log—as it could tell us what happened to Sangoro’s Bulwark. This datapad also holds a one-time-us decrypter that will let you decode the Exo-Guardians ciphers used on the distress signal. Good luck!”

I will wait for everyone to catch up in here before continuing.

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Kallus nods in Ziv's direction as the alien explains the situation. "We will find your lost ship and the coordinates. ", he looks around, "When the others arrive that is."

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Rayburn looks down at his mini-comp, "Ellen, you said Ziggy wanted to meet down here?"

"Correct, Geo. Zigvigix said they wanted to meet down here, where the new Exo-Guardian headquarters would be located," the mini-comp responds, definitely emphasizing Zigvigix's correct full name, not his shortened name.

Looking around he sees Kallus and some of the others he recognizes. With that he waves slightly and meets up with them to go to the briefing with Ziggy.

"Ziggy! Love the music. Though maybe you should try the 4th through 9th songs on that album. While the first track is the most awesome, you should attempt to see how each of the other tracks have both similar parallels to this one. It will help with the experience once you come back to track 1." Rayburn attempts to get Ziggy to listen to other songs in that track...if only for the sanity of the construction workers.

Rayburn listens to the briefing, nodding and seeming oddly excited when hearing about the distress beacon. Taking the datapad from Ziggy, Rayburn remarks," Investigating a possible ghost ship...this sounds like a great thing to investigate. Of course any personal items from the Kasatha crew--if none are found alive--will come back so that the Starfinders can get it to their relatives. That is the right thing to do of course. And to possibly get more information on Bulwark...that would be a great thing, not just for the Exo-Guardians, but the Society as a whole."

Exo-Guardians

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Female Android Soldier 1 | SP 7/7 : HP 11/11 : RP 5/5 | EAC 16 : KAC 18 | F +2 : R +6 : W +2 | Init +8 | Per +1, low-light vision, darkvision

Valkyr13 glides in through the warehouse doorway, eyes softly glowing as she scans the room. Despite her heavy-looking armor she almost glides across the floor as she joins you.

Kallus. Geo. It is good. To be on your team. Again.

They each get a quarter second, measured smile. She tilts her head as Rayburn addresses Ellen.

How. Curious. Audio only. Upgrade to holographic? Ellen may wish. To see the world. As you do?

She shrugs and then listens intently to Zigvigix's briefing, nodding somberly at the end.

Yes. It would mean. A lot. To the Kasatha. The families.

She makes a Kasathan gesture.

During mission downtime. I have studied. Exosociology. Thought. It would assist. Missions.

She re-adjusts the large laser strapped across her back.

This would be. My first experience. Of a 'ghost ship'. If that is what. This is.

She turns and locks gazes with Geo, eyes suddenly wide.

Boo!

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

A shadow of a grin seems to appear on Kallus' face as Valkyr13 attempts to mess with Geo. A second look makes it look as if it was just a trick of the light as his face returns to its normal grim demeanor.

"Our team performed well in our last endeavor, I can only presume we will do the same with this one."

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Rayburn smiles broadly at Val,"So nice to see you my dear. I am glad that Ziggy is trying to keep all of us together for missions."

In response to Val about Ellen, Rayburn sighs, "Maybe eventually. Ellen is a pet project of mine, built her myself. However I don't seem to have the time lately. Helping Tasch, trying to keep up with my studies and of course being asked by the upper management to do things like check out derelict spaceships. Eventually though, I will have a holographic projection for her, though it might only be from the microcomp--so maybe 1/8th size."

At Val's 'joke' to him, Rayburn does the over-dramatic scared pose, wide eyes, a small o in his mouth, and the rigid posture. "My dear, the only thing more scary than that is seeing when you giving 'that look' at an enemy while bracing that artillery laser of yours for the firing sequence."
You never know when flattery to the android will or won't be assimilated.... ;-)

"Kallus, I think we will perform fine. I wonder if the rest of the group has been requested for this mission, or if others will be taking their place? We had such a good synergy last mission."

Exo-Guardians

CG | Elf mercenary solarian 1 | SP 7/7 HP 10/11 | RP 3/3 | EAC 13; KAC 14 | Fort +2; Ref +1; Will +2; +2 vs. enchantment | Init: +5 | Perc: +6, SM: +0; low-light vision | Speed 30 ft | Active conditions: None | Stellar Mode: Photon Atunment 1/3 (+1 Damage) |
Skills:
Acrobat +5, Athletic +7, Mysticism +6, Profession (dancer) +6,

M'linda joins the others at the new Exo-Guardians' base of operations, feeling a sense of pride in doing her part in helping to acquire it. Nodding to her team mates in greeting, she can't help be smile at Ziggy's enthusiastic appreciation for Strawberry Machine Cake. "I'm glad to hear you like it so much, Ziggy."

On hearing the mission debriefing, she can't help but feel a measure of sorrow for the lost kasathans. "We will do whatever is necessary to ensure that the lost are recovered, sir."

Acquisitives

Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Max walks into the warehouse, looking around as if trying to figure out if he's been there before. "Spend enough time in warehouses and they all begin to look the same," he says as he approaches the group and waves.

Grimacing a bit at the music, he nods feigning agreement. "Maybe it's a method to get the workers to finish faster?" he thinks to himself.

He covers his ears in an attempt to muffle the awful music so he can "hear" the briefing. "Ooo, ghost ship. Could be all sorts of goodies on there," he says with a smile which quickly fades at Ray's suggestion. "Oh, yeah, of course," he adds, looking around and hoping no one heard his comment over the music.

Dataphiles

F Human Cyberborn Mechanic (Exocortex) 1 | SP 7/7 | HP 10/10 | RP 4/4 | EAC: 13; KAC: 14 | Fort: +2; Ref: +4; Will: +0 | Init: +2 | Perception +4; Sense Motive +0 | Speed 30 ft. | Active Conditions: None

Zybrie arrives at the warehouse with the group, watching the busy workers and tapping her foot in time with the music as the shirren telepathically briefs them. She nods in agreement when the shirren claims the song is the best, although she thinks she'd probably change her mind after hearing it more than a couple of times in a row.

Upon hearing the mission debrief, she nods at Zigivigix. The rest of the team have already said enough, so she doesn't feel like she needs to say anything more about their willingness to take on the job.

The Concordance

Society - Night in Nightarch

Zigvigix nods to each one of you, impressed by your call to action. "I am glad to see none of you are spooked by such prospect. If you have no other questions, you have been authorized a standard Society ship, or you can bring your own."

There is starship combat, *spoilers*, in this scenario. For those of you that aren't familiar with those, don't worry too much. We will first need to split you up into roles. I will post a little description of what each does, do play to your strengths. More information can be found here! If you want to do your own reading, or I can explain when we get there.

Captain - Your role in combat is about encouraging the crew while taunting enemies into making critical mistakes. A starship can have only one captain, and a character can assume that role only if it is currently vacant. The captain alone can act in any phase of combat.
Engineer - You work with your starship’s power core and engines to achieve maximum efficiency, grant extra power in times of need, and divert power to vital systems as necessary. You can also repair damaged systems. A starship can have any number of Engineers. An Engineer acts during the Engineering phase.
Gunner - You operate your starship’s various weapon systems, using them to neutralize or destroy enemy vessels. A starship can have at most one gunner (or gunner team) per weapon mount. So can have 2 gunners!. A gunner acts during the gunnery phase.
Pilot - You plot the course of the ship. Each starship has speed and maneuverability ratings, but you can push your starship beyond these boundaries with enough skill. A starship can have only one pilot, and a character can assume that role only if it is vacant. The pilot acts during the helm phase of combat. You basically roll initiative and move the ship around.
Science Officer - You use the starship’s computers, scanners, and other systems to identify threats, target foes, and navigate hazards. A starship can have any number of science officers. A science officer acts during the helm phase of combat.

Also as you are getting ready, you may make Culture Checks to see if you recall any other interesting tid bits.

DC 5+ Culture:
A vesk named Sangoro founded the Exo-Guardians, which is an especially unusual fact, given the long hostilities between the Veskarium and the Pact Worlds. Many Starfinders initially did not trust him, even after he provided the Society with a huge fortress on a remote planet to operate out of. Sangoro later dedicated himself and his followers to protecting the Society from external threats, forming the Exo-Guardians faction within the Starfinder Society.

DC 10+ Culture:
The fortress Sangoro bequeathed to the Starfinder Society was the only structure on the planet. It was a massive edifice left by some forgotten race, with extensive underground tunnels and storage vaults. The Exo-Guardians kept a large stockpile of equipment within the Bulwark, letting field agents on missions in the Vast access necessary items without traveling back to Absalom Station. Because of the importance of these resources, the exact coordinates of Sangoro’s Bulwark were kept from most Starfinders, and ships traveled to the location only by using encrypted flight plans.

DC 15+ Culture:
Shortly after the Scoured Stars incident led to the disappearance of most Starfinder Society field agents and leadership, an unknown force overwhelmed Sangoro’s Bulwark, and—until now—there have been no survivors or distress calls. With this attack, the Society’s data archives lost all information on the exact location of Sangoro’s Bulwark, with even nominated First Seeker Luwazi Elsebo bereft of such knowledge. Only the Society’s amalgam digital consciousness, Guidance, might know the location, but it has ignored all requests to provide the data.

DC 20+ Culture:
Some rumors from the few Starfinders who visited the Bulwark before the fall report that the Drift and Material Plane space surrounding the area was prone to strange events. Exactly how these dangers manifest varies by each rumor, but it appears the space surrounding the Bulwark’s home system is prone to odd interplanar abnormalities. Starships are advised to carry powerful scanners to identify potential stellar hazards and bleeding between the planes.

Please let me know what roll on the ship you would like to take. Don't worry, we're all going to be new at this. And if there are no more questions, I will proceed when everyone checks in.

The Concordance

Society - Night in Nightarch

Also, please pick between the Pegasus ship, and the Drake ship. You can find descriptions and their stats on the slides with the ship on them. We will go with majority vote, otherwise I'll decide for you.

Exo-Guardians

Female Android Soldier 1 | SP 7/7 : HP 11/11 : RP 5/5 | EAC 16 : KAC 18 | F +2 : R +6 : W +2 | Init +8 | Per +1, low-light vision, darkvision

M'linda. Max. Zybrie. Val nods.

Drake is more. Heavily armed. Pegasus has more. Capabilities and options. Might allow us. To avoid combat. I vote for. The winged equestrian!

She stretches and shakes her head, sending waves of fine cable-like hair spinning in a cascade.

I am used to. Being the aviatrice. However I am familiar. With weapon systems. Also shouting. At the engineering systems. To make them work. Better.

Piloting+8, Engineering +6, Ranged attack +5 and this'll be my first starship combat, Val honestly doesn't mind which role she gets :)

culture: 1d20 + 6 ⇒ (3) + 6 = 9

I do not. Recall much. About this Vesk. 'Sangoro'. Founder of the Exo-Guardians. Built a fortress. For the faction.

She shrugs, an awkward one shoulder affair.

We can talk. And walk.

She gestures for everyone to move towards the hangers.

The Concordance

Society - Night in Nightarch

Sorry, I forgot to mention that you can slot your booms now too. I'm glad everyone is back on board!

Exo-Guardians

CG | Elf mercenary solarian 1 | SP 7/7 HP 10/11 | RP 3/3 | EAC 13; KAC 14 | Fort +2; Ref +1; Will +2; +2 vs. enchantment | Init: +5 | Perc: +6, SM: +0; low-light vision | Speed 30 ft | Active conditions: None | Stellar Mode: Photon Atunment 1/3 (+1 Damage) |
Skills:
Acrobat +5, Athletic +7, Mysticism +6, Profession (dancer) +6,
Valkyr13 wrote:
Drake is more. Heavily armed. Pegasus has more. Capabilities and options. Might allow us. To avoid combat. I vote for. The winged equestrian!

"I agree," says M'linda. Maneuverability is easily as important as armor, if not more so. The Pegasus seems a good choice."[/b]

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Culture: 1d20 + 7 ⇒ (12) + 7 = 19
Rayburn will tell the group what he remembers about things like the Exo-guardians and Bulwark. Can open up to DC 5, 10 and 15 Culture.

Rayburn smiles at the ladies talking shop. "Well, I can't say I have been in either lately. If the ladies are wanting speed over armor, who am I to argue with them. Let's go with the Pegasus."

"On the matter of where I feel best at, probably Captain. I know the general operation of the ship from engineering to gunnery, but I might excel in helping you all do better if something comes up."

I don't know how much starship combats each have been in. It can be confusing a little. But the captain is the only one that doesn't have a specific phase to act in. They are also the only "non-essential" spot really. They just give the extra +2 to an action (and in my home group, they are the ones that generally dole out the extra "+'s" that the computer gives so that it is tracked easily (Pegasus is a dualnode, so 2 people get an additional non-typed +1 to a skill)).

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Cultures: 1d20 + 6 ⇒ (19) + 6 = 25

Kallus grimaces. "I have heard of Sangoro and his contributions to the war prior to forming the Exo-Guardians. He was also considered a hero when he gave the Starfinders the Bulwark station. That place is not known to be friendly to casual visitors and a poor pilot would be disastrous."

Feel free to read all of the above Culture Spoilers, as Kallus will share them.

"That said, the Pegasus is a fine class of ship, as is the Drake, but we will need good sensors and a good maneuverability to get through there, so I will concur with the rest of you, the Pegasus is the better choice. I am not a stranger to the command chair, but if you would rather I shoot the guns, I am capable there as well."

Ranged +3, Intimidate +8, Diplomacy +2, I'd have a 50% chance at giving a +4, whereas Rayburn would have a 55% chance of giving a +2, seems almost even.

Dataphiles

F Human Cyberborn Mechanic (Exocortex) 1 | SP 7/7 | HP 10/10 | RP 4/4 | EAC: 13; KAC: 14 | Fort: +2; Ref: +4; Will: +0 | Init: +2 | Perception +4; Sense Motive +0 | Speed 30 ft. | Active Conditions: None

"I agree, the Pegasus sounds like a good choice," Zybrie says. "I'm better suited to helping with either engineering or the science-y stuff. I can pilot if I have to, but I doubt I'm the most qualified here."

Engineering +8, Computers +9, Piloting +2, Ranged +2

Exo-Guardians

Female Android Soldier 1 | SP 7/7 : HP 11/11 : RP 5/5 | EAC 16 : KAC 18 | F +2 : R +6 : W +2 | Init +8 | Per +1, low-light vision, darkvision

Val's eyes shine, she holds up one hand

You are. Chivalrous. Geo. We seem to all. Concur. The flying pony then!

Her head whips around and back and fort between you all.

Analysis would indicate. The following crew manifest. Reasonable efficiency. Given a number. Of unknown variables...

She nods at each of you in turn.

Captain Geo. Gunners Kallus. M'linda. Science Officer Zybrie. Engineer Max.

Her head tilts to the side.

Zybrie. Max. Could swap if desired.

She goes to move off then stops

Then I. Will fly us. Into the black. On grav-drive wings...

Exo-Guardians

Female Android Soldier 1 | SP 7/7 : HP 11/11 : RP 5/5 | EAC 16 : KAC 18 | F +2 : R +6 : W +2 | Init +8 | Per +1, low-light vision, darkvision

Val pauses at the exit.

I presume. You are all ready. We should go.

Her eyes move to each of you questioningly.

The Concordance

Society - Night in Nightarch

You all take your time to make any adjustements to the ships core systems that you can, and settle into your roles on the main deck of the Mk 2 Pegasus.

You settle into the following roles:
Captain - Rayburn
Gunners Kallus and M'linda.
Mystical Systems Upgrade, can use wisdom instead of dexterity to determine attack rolls!
Pilot - Valkyr13
Science Officer - Zybrie
Engineer - Max

Let me know if I missed a boon here, I will make adjustments later!

Tier 2 - Starfinder Society Pegasus
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT -; CT 11
Shields basic (40) - (F/P/S/A) 10/10/10/10
Modifiers +1 to any two checks per round; +2 computers; +1 piloting

--------------------------------------

After plotting a course and heading into the drift, you expect the trip to take 5d6 ⇒ (6, 1, 1, 4, 3) = 15 days to the coordinates you were given. Another Society starship, bulk freighter called Promise of the Future departs with you and spends the first two days of drift travel with in communication range. The Promise is inhabited by kalos, an aquatic race from one of the moon’s of Brethedan, Kalo-Mahoi. They are members of The Mata Corp, a Starfinder Society team that handles many underwater locations. They are a tight-knit group but open to trading stories for the few days of nearby travel before you travel outside of communication range.

Although the captain does not engage much, many of the rest of the team is quite chatty. Some of the notable members you talk to are:

Deepspeaker Alluguoth (mystic): A soft-spoken kalo who appreciates wisdom and information.
Mantarider Ushuul (soldier): A headstrong soldier who fights with an automatic machine gun. He likes showing off his weapon, named “Muncher,” even via grainy video transmissions.
Mantarider Suulhu-Huur (soldier): An enthusiastic melee fighter who wields an energized trident. She offers to spar with the PCs, should they meet in person.
Wavetreader Vhoosh (operative): The quietest member of the group, Vhoosh is most interested in hearing about the combat exploits of the party—specifically, what impressive kills they have accrued.

Feel free to have a last minute chat with these guys, I will be starting off the starship combat in about 24 hours from now.

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

"Deepspeaker Alluguoth. Is your run for the Society this time anything interesting, or just a run-of-the-mill run? The one we seem to be on seems to be one of those 'ghost ships' you hear about."

Exo-Guardians

CG | Elf mercenary solarian 1 | SP 7/7 HP 10/11 | RP 3/3 | EAC 13; KAC 14 | Fort +2; Ref +1; Will +2; +2 vs. enchantment | Init: +5 | Perc: +6, SM: +0; low-light vision | Speed 30 ft | Active conditions: None | Stellar Mode: Photon Atunment 1/3 (+1 Damage) |
Skills:
Acrobat +5, Athletic +7, Mysticism +6, Profession (dancer) +6,

M'linda shows interest in sparring with Mantarider Suulhu-Huur and spends some time discussing the differences in fighting styles between her solar blade and the kalos' energy trident. "Given the chance, I'm more than willing to test my blade against you," she informs Suulhu-Huur graciously.

The Concordance

Society - Night in Nightarch

Deepspeaker Alluguoth joins Rayburn in a very interesting conversation about previous jobs, and finish on a converstaion about their current run. "...and that is how we saved the whales of Kialis-IV. It is important to save creatures to preserve their history." She pauses before continuing, "Our mission currently is classified. But word of advise, is you would know best to stay away from 'ghost ships' as you put it. They are full of driftdead, beings which exist on the fine line of life and death within the drift. But best of luck to you."

The elven solarion engages in an enlightening converstaion with Mantarider Suulhu-Huur regarding their difference in fighting style. "Yes indeed. Although our weapons are most different, i have found that the merit of a warrior is not measured by their weapon of choice, rather who they draw their weapon agasint. Haha, but if you are wanting to spar, kiddo', you can find me back on the Starfinder Complex once this is over. Good luck on your mission, i look forward to seeing you in action."

Let me know if anyone else wants to have a chat.

-------------------------

As the party close in on the location of the Struggle’s Scholar’s distress beacon, they detect a large field of roughly two dozen asteroids surrounding the source of the signal.

Everyone may roll!

Mysticism or Physical Sicence DC 15:
You recognizes these as chunks of obsidian likely native to the Elemental Plane of Earth and ripped here thanks to the use of a Drift engine.

Computers DC 15:
You discover that the interiors of these asteroids hold molten stone.

If you succeed on both!:
You recognize the volatility of the asteroids and know that hitting them with 1 Hull Point of damage punctures the obsidian shell and imparts the shot’s momentum to the asteroid, causing it to violently hurl magma into nearby space. A damaged asteroid will damages starships in adjacent hexes. The struck asteroid is then removed from the map and poses no further obstacle or threat.

As you are exploring for the becon, a vesk starship, the Honorbound, approaches heading toward the asteroid field at top speed. The Honorbound is ablaze on either side with three bright-red thrusters, which are reminiscent of the energy blades of a plasma doshko. The vesk ship slows shortly after being detected. After a few moments the captain of the Honorbound, a jovial vesk by the name of Yuluzak opens communications. ”Greeting Sartfinders, I am Yuluzak. We are a salvage ship scouring the Drift for anything of importance to the Veskarium. It isn’t the most galmarous of assignments, but the threat of the Swarm demands the Veskarium Investigate all avenues of advancement to prepare against the next invasion. What brings ones such as you out here?”

Engineering DC 15:
The thruster emissions are decorative and not functional.

Mysticism DC 10:
You recognize these features as a representation of the symbol of Damoritosh, the vesk god of conquest, duty, and war.

You can also make a Computers Check to scan the Honorbound as per the Scan Ship action while you are engaged talking with the captain. You realize they are doing the same during the parley.

Space map has been updated, you guys are the Pegasus ship bottom left of the map. Your forward position is indicated by the green arrow. Red is obviously the vesk ship.

Exo-Guardians

CG | Elf mercenary solarian 1 | SP 7/7 HP 10/11 | RP 3/3 | EAC 13; KAC 14 | Fort +2; Ref +1; Will +2; +2 vs. enchantment | Init: +5 | Perc: +6, SM: +0; low-light vision | Speed 30 ft | Active conditions: None | Stellar Mode: Photon Atunment 1/3 (+1 Damage) |
Skills:
Acrobat +5, Athletic +7, Mysticism +6, Profession (dancer) +6,

Mysticism: 1d20 + 6 ⇒ (5) + 6 = 11
Computers: 1d20 ⇒ 1

Sitting at her station, M'linda leaves the talking to the captain, but sees if there is any information she can gather.

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Physical Science: 1d20 + 7 ⇒ (8) + 7 = 15
Computers: 1d20 + 7 ⇒ (2) + 7 = 9

"I think those asteroids are from the elemental plane of Earth. Looks like some kind of obsidian. How amazing! Though apparently my computer terminal is malfunctioning....maybe I shouldn't have had frosty mug of cider in the command chair...it might have caused a short."

Hearing the Vesariums ships announcement...and seeing that they purposely made a mistake on the name of Starfinders, Rayburn takes a couple of breaths first, as he thinks a moment before opening communications. "Greetings Yuluzak. This is theStarfinder starship Valiant Maiden. I am Rayburn, the current captain of this ship. Apparently your are looking in a wrong area it seems. The only thing here appears to be obsidian asteroids." Rayburn lets a semi-pregnant pause happen before continuing. "We are doing what Starfinders always do, Explore, Report and Cooperate. Right now we are mapping this sector of space to see what other anomalies might be here, so we can report to our supervisors, and of course cooperate. Is there anything we can help you with? We only have been here a very little while, but we might be willing to trade information for information."
Diplomacy (I don't think I am pulling a bluff, just not trying to say what EXACTLY where are here for): 1d20 + 6 ⇒ (12) + 6 = 18

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Prior to losing contact with Kalos..
Kallus spends some time talking with the operative on the other ship, discussing satisfying missions and bounties that included wetwork. "It's the job sometimes. It can be messy, but I much prefer a clean take."

Presently..
Mysticism: 1d20 + 8 ⇒ (6) + 8 = 14
Computers: 1d20 ⇒ 2

Mysticism: 1d20 + 8 ⇒ (16) + 8 = 24
Computers Scan Ship: 1d20 ⇒ 20

Kallus shakes his head as he looks at the scanners, setting his targeting reticle on the bridge of the other ship. "Captain, that is a warship, not a salvage vessel. It honors Damaritosh, one of their gods of battle. I don't think they're telling the truth. I've got a firing solution."

The Concordance

Society - Night in Nightarch

The vesk captain laughs over the communication set. "Sounds like this isn't your first rodeo, Captain Rayburn. Your observations are correct, we are not here for ordinary obsidian. Please, we are people of honor and I suspect you are here for the same prize we seek. A key to a lost Vesk stronghold. I know its history with the Starfinders so it seems that we are a bit of an impasse with regards to salvage rights."

After a brief pause, "I cannot allow to proceed with your salvage operation, uncontested. I doubt you will back down and so we must fight. But If you are amenable, we can settle this honorably. I am willing to abide by the following rules of engagement if you are.”

A series of code begins to stream through to your relay. You open the document to find a list of rules.


The combatants will not intentionally target the life support systems of their enemy.
The combatants will abstain from targeting the rear arc—warriors should face the enemy head on.
Combat is over once an enemy starship is crippled.
Each captain can surrender at any point during the duel.

"What say you?"

Exo-Guardians

Female Android Soldier 1 | SP 7/7 : HP 11/11 : RP 5/5 | EAC 16 : KAC 18 | F +2 : R +6 : W +2 | Init +8 | Per +1, low-light vision, darkvision

Before
Mantarider Ushuul. Your weapon. Is impressive. However I must advise. I prefer something larger. With more. 'Oomph'...If you are familiar. With that human phrase?

*
Now

Val listens as Captain Geo does the talking, her calm demeanor never wavering though her hands hover scant millimeters above the piloting controls, ready for immediate action whenever required.

Her eyes flick across the telemetry provided by Kallus's scan.

Well captain. I will do. My best to fly. At their flanks. Rather than. Their tails...

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Turning off comms to the opposing ship, Rayburn looks at the group. "It does sound like this will have to be a fight. They know that we are here for information on the Bulwark it sounds like--though likely they don't know it is on a ghost ship--and won't allow us to get it freely. I don't normally think that fighting fair is the best way, but knowing Vesks, honor is a big deal, so I guess we should follow the rules. No shooting at their rear arc, and no targeting the life support. I hope everything works out well in the end though."

Exo-Guardians

CG | Elf mercenary solarian 1 | SP 7/7 HP 10/11 | RP 3/3 | EAC 13; KAC 14 | Fort +2; Ref +1; Will +2; +2 vs. enchantment | Init: +5 | Perc: +6, SM: +0; low-light vision | Speed 30 ft | Active conditions: None | Stellar Mode: Photon Atunment 1/3 (+1 Damage) |
Skills:
Acrobat +5, Athletic +7, Mysticism +6, Profession (dancer) +6,

M'lida nods in response, "Better to fight an honorable opponent openly, than to go in unprepared."

Acquisitives

Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Max spends most of his time familiarizing himself with the starship’s power core and engines as it's been some time since he's dealt with this end of the ship.

Once they arrive, he tries to help scan the asteroids.

Computers: 1d20 + 6 ⇒ (9) + 6 = 15

That's interesting, anyone else notice that the asteroids have molten rock inside them? Can we team up on the combo roll?

Engineering: 1d20 + 6 ⇒ (16) + 6 = 22
Computers (Scan ship): 1d20 + 6 ⇒ (13) + 6 = 19

While discussing the asteroids with the others, the bright light from the thrusters of the Vesk ship catch his attention. "What have we here? That certainly looks impressive but it's just for show. I never understood why someone would spend credits on something that doesn't improve performance," he says to the others before Ray responds to them, shaking his head and rolling his eyes.

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Max, I got the roll on the Physical Science on the asteroids...don't know if we can combine 2 different persons rolls....

Rayburn sees the resolve in his allies eyes, and sees that they are ready for this.

Turning the comms back on, Rayburn speaks"Yuluzak, I believe that we have an agreement. May the best ship win." With that he turns off the comms."

Phase: Helm
Action: Encourage the Pilot
Diplomacy on Val: 1d20 + 6 ⇒ (17) + 6 = 23
"Val, we need you to out think your opponent...I know you can fly better than that trash scow can."
+2 to the next Piloting check (I don't think it works on initiative unfortunately), but this will help you to think on what kind of maneuver you want to do

Exo-Guardians

Female Android Soldier 1 | SP 7/7 : HP 11/11 : RP 5/5 | EAC 16 : KAC 18 | F +2 : R +6 : W +2 | Init +8 | Per +1, low-light vision, darkvision

First starship combat here folks so shout if I'm doing or not doing something!

Thank you Geo. For comparing my flying with. A rubbish removal ship...

She somehow manages to raise an eyebrow in his direction even as her gaze never wavers from the controls.

piloting for starship move order: 1d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18 (includes +2 from Geo, +1 from Pegasus)

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

"Val, dear, I wasn't doing that comparison. I think Kallus is right, this 'rubbish removal ship' seems to be a bit more offensively designed. And to be fair, these are Vesks...the race almost as a whole are more 'warriors' than they are 'workers'. This little challenge could be MUCH harder than we think. They want us to underestimate them."

Dataphiles

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F Human Cyberborn Mechanic (Exocortex) 1 | SP 7/7 | HP 10/10 | RP 4/4 | EAC: 13; KAC: 14 | Fort: +2; Ref: +4; Will: +0 | Init: +2 | Perception +4; Sense Motive +0 | Speed 30 ft. | Active Conditions: None

Zybrie chats a bit with the crew of the Promise of the Future, but most of her time is spent familiarising herself with the new ship's systems.

When they agree on the contest with the vesk captain, Zybrie takes a look over the rules of engagement. "I'll try and reroute our aft shields. If they stick with their own rules and don't target our rear, our shields could be better used in the other arcs."

Phase: Helm
Action: Balance
Computers: 1d20 + 9 ⇒ (9) + 9 = 18

DC 18 Computers to balance the shields.
New SP distribution: forward 16, port 10, starboard 10, aft 4

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Kallus is manning the coilgun in the turret, presuming that is where the mystic upgrade went. Rolling dice for when combat phase starts.

"They want a fight, we'll give it to them."

Lining up the shot on the bridge, Kallus squeezes the trigger on the coilgun, sending shards of high speed metal towards the enemy vessel.

Coilgun Fire: 1d20 + 4 ⇒ (3) + 4 = 7
Coilgun Damage: 4d4 ⇒ (4, 4, 4, 1) = 13

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Kallus, not that it will help with that roll...but the total bonus should be your Mysticism ranks + Wis modifier for you. I might be wrong (if you have only 2 ranks in Mysticism), but if you had 3 ranks, it should be +5

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Oh got it, though it only added my Wisdom mod to my Ranged attack, in that case, Wis + Mystic is +5, so that should be an 8 then. Still probably a miss. Unless I can add the class bonus of +3, making it an 11...

Acquisitives

Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Max nods in agreement to accept the challenge and he heads to the engineering section to take his position. Figuring they need to close the gap to engage, he tries to divert power to the engines for a little extra speed but is unable to do so.

Engineering (Divert DC 14?): 1d20 + 6 ⇒ (4) + 6 = 10

Exo-Guardians

CG | Elf mercenary solarian 1 | SP 7/7 HP 10/11 | RP 3/3 | EAC 13; KAC 14 | Fort +2; Ref +1; Will +2; +2 vs. enchantment | Init: +5 | Perc: +6, SM: +0; low-light vision | Speed 30 ft | Active conditions: None | Stellar Mode: Photon Atunment 1/3 (+1 Damage) |
Skills:
Acrobat +5, Athletic +7, Mysticism +6, Profession (dancer) +6,

M'linda readies herself at her weapons console and fires at the most exposed facing of the enemy vessel.

Light Laser Cannon attack: 1d20 + 3 ⇒ (17) + 3 = 20
Light Laser Cannon damage: 2d4 ⇒ (3, 2) = 5

Only applying my own bonuses. Not sure if I get any computer bonuses and such.

The Concordance

Society - Night in Nightarch

The starfinders very promptly turn on their combat systems online, and engage the vesk ship.

For most of your rolls, you are aiming for DC 13!

Round 1
Vesk Piloting: 1d20 + 5 ⇒ (13) + 5 = 18

Vesk Action Rolls!
Vesk Piloting, Maneuver: 1d20 + 5 ⇒ (19) + 5 = 24
Vesk Engineering: 1d20 + 5 ⇒ (5) + 5 = 10
Vesk Science: 1d20 + 5 ⇒ (18) + 5 = 23
Vesk Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
Vesk Gunnery: 1d20 + 6 ⇒ (10) + 6 = 162d4 ⇒ (1, 4) = 5

You watch as the Vesk ship trails in between the chucks of space rock, hoping to get a clear shot. Val very quickly responds by keeping pace and drawing closer.

The rest of the starfinder crew do really well to keep with the fast pace set by both the captain and your pilot. Kallus shot goes wide, which opens up the shot for Mlinda to hit a good shot on the enemy vessel.

The opposing ship retaliates and lands a good hit on your side also, returning the favour. A voice rolls over your coms, "Ahha, good shot! Let's see you get a clean one after we lose you behind these rocks! This sounds like a bad attempt to disorient you.

Current Ship Status - Round 2:
Honorbound: Shields (F/P/S/A) 10/5/10/10 -- Hull Damage: 0 Critical: --
PC Ship: Shield (F/P/S/A) 15/10/15/15 -- Hull Damage: 0 Critical: --

Round 2
Vesk Piloting: 1d20 + 5 ⇒ (3) + 5 = 8 - I have made my move, indicated by round 2 start, and round 2 end. I hope this makes sense...
Could Val please roll her piloting initiative, you may move the ship up to 10 hexes turning every hex!

Vesk Action Rolls!
Vesk Piloting, Maneuver: 1d20 + 5 ⇒ (15) + 5 = 20
Vesk Engineering: 1d20 + 5 ⇒ (12) + 5 = 17
Vesk Science: 1d20 + 5 ⇒ (18) + 5 = 23
Vesk Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13

Players may now roll for next round!

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Seeing how expertly Val handles the Valiant Maiden Raymond looks toward Kallus.
"Kallus, The mystical system is more of a feel than it is eye-hand control. Just take a deep breath and feel how the gun wants to move...."

Phase: Gunnery
Action: Encourage the main gunner
Encourage (Diplomacy)DC15: 1d20 + 6 ⇒ (17) + 6 = 23
Kallus, get a +2 to your next attack

I also noticed nobody used any of the +1's that the dual node I would highly recommend that unless I am encouraging the gunner (like this round) that each gunner takes a +1 (gunnery is where almost always a miss sucks worse in the fight than a missed Science Officer or Engineer roll)

Zybrie, you already get a +2 Computers from the Pegasus itself (which you didn't use in last roll--not that you needed it), so often times you won't even need the extra +1.

So...how about this round +1 to M'linda and +1 to Max (maybe to divert to shields and/or engines?). And if I am overstepping my bounds please tell me, just have been in enough SFS ship combats to know how they work :-)

Exo-Guardians

CG | Elf mercenary solarian 1 | SP 7/7 HP 10/11 | RP 3/3 | EAC 13; KAC 14 | Fort +2; Ref +1; Will +2; +2 vs. enchantment | Init: +5 | Perc: +6, SM: +0; low-light vision | Speed 30 ft | Active conditions: None | Stellar Mode: Photon Atunment 1/3 (+1 Damage) |
Skills:
Acrobat +5, Athletic +7, Mysticism +6, Profession (dancer) +6,

I wasn't going to assume anything outside my own bonuses. Didn't know if they applied to anyone, or limited number of uses per round.

Feeling good about those last shots, M'linda makes a small adjustment in the computer system then fires another salvo.

Light Laser Cannon attack w/ Computer bonus: 1d20 + 4 ⇒ (6) + 4 = 10
Light Laser Cannon damage: 2d4 ⇒ (2, 4) = 6

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

"Just takes a little getting used to. Spirits are finicky like that." Kallus lines up the next shot, this time allowing his instincts to guide the controls.

Mystic Coilgun w/ Cap Assist: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Coilgun Damage: 4d4 ⇒ (3, 3, 2, 2) = 10

Exo-Guardians

Female Android Soldier 1 | SP 7/7 : HP 11/11 : RP 5/5 | EAC 16 : KAC 18 | F +2 : R +6 : W +2 | Init +8 | Per +1, low-light vision, darkvision

Cool your jets Geo. I was not being. Serious.

She turns momentarily away from her console even as her fingers fly across the controls.

Forgive me. That should be. Captain Geo.

Deadpan, she returns to her console.

Hold on to. Your hats. Though none of you. Usually wear them.

Her fingers dance through an intricate pattern and the Pegasus responds, see-sawing in corkscrew motion as it dives in a wide pattern and comes up on the port side of the Vesk ship, just angling close enough to target their flank instead of their aft systems.

piloting: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 +1 from Pegasus

The Concordance

Society - Night in Nightarch

The party have a good round, but this time it is Mlinda who misses, creating an opening for her ally to hit. Maybe, it was the captain's tips that helped land a solid shot on the ship.

Max, engineering, shields: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Repaired some (7) shields.

Vesk Gunnary, lasser turret: 1d20 + 6 ⇒ (10) + 6 = 162d4 ⇒ (2, 3) = 5
Vesk Gunnary, lasser turret: 1d20 + 6 ⇒ (18) + 6 = 242d4 ⇒ (3, 4) = 7

Current Ship Status - Round 3:
Honorbound: Shields (F/P/S/A) 10/0/5/10 -- Hull Damage: 5/70 Critical: --
PC Ship: Shield (F/P/S/A) 15/3/15/15 -- Hull Damage: 0 Critical: --

Round 3
Vesk Piloting: 1d20 + 5 ⇒ (9) + 5 = 14
Could Val please roll her piloting initiative, you may move the ship up to 10 hexes turning every hex!

Vesk Action Rolls!
Vesk Piloting, Maneuver: 1d20 + 5 ⇒ (5) + 5 = 10
Vesk Engineering: 1d20 + 5 ⇒ (12) + 5 = 17
Vesk Science: 1d20 + 5 ⇒ (3) + 5 = 8
Vesk Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

"You've got a great pilot! You're fast. But we've been at this job much longer than you have. See how you like our laser turrets!" the captains tries to taunt you once again. Pilot (Val), you take a penalty of -2 to your next flight roll!

Players may now roll for next round!

Second Seekers (Jadnura)

Male CG Xenoarcheologist Technomancer 4 (Arcanamirium Sage) | SP 19/20 HP 24/24 | RP 6/6 | EAC 17; KAC 18 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +3, SM: +1,Dark Vision 60ft (IR scanners armor upgrade) Speed 30ft | Spells: 1st:4/4 2nd:3/3 | Active conditions: Shirt Reroll Not Used.

Since the channel is open, Rayburn decided to do a little banter, "We have a great pilot, great gunners and all round great crew. I just don't think your experience is winning you this battle." Turning his head away from the screen, he looks back to Kallus he says, "Very nice shot...do it again Kallus."

Phase: Gunnery
Action: Encourage the main gunner
Diplomacy to Encourage (DC15): 1d20 + 6 ⇒ (10) + 6 = 16
Kallus take another +2 for encourage. M'linda take that +1 from the ship. Max, take the last +1 and if you can divert to the weapons.

Exo-Guardians

CG | Elf mercenary solarian 1 | SP 7/7 HP 10/11 | RP 3/3 | EAC 13; KAC 14 | Fort +2; Ref +1; Will +2; +2 vs. enchantment | Init: +5 | Perc: +6, SM: +0; low-light vision | Speed 30 ft | Active conditions: None | Stellar Mode: Photon Atunment 1/3 (+1 Damage) |
Skills:
Acrobat +5, Athletic +7, Mysticism +6, Profession (dancer) +6,

Don't get cocky, the elven woman mentally chastises herself as she continues her attack on the other ship.

Light Laser Cannon attack w/ Computer bonus: 1d20 + 4 ⇒ (6) + 4 = 10
Light Laser Cannon damage: 2d4 ⇒ (1, 4) = 5

Wayfinders

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SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

"Just keep me lined up on that same side and they'll be done soon." Kallus grips the firing controls tightly, ready to end this duel and get back to their mission.

Mystic Coilgun: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage, Critical: 4d4 ⇒ (1, 2, 3, 1) = 74d4 ⇒ (1, 1, 4, 4) = 10

Acquisitives

Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Frustrated that his work to boost the shields is so quickly gone, Max tries to help with the offense.

Engineering (Divert to weapons): 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 +2 damage on Kallus's hit.

"Val, our port shield is down so keep them on the starboard side!" he says while giving the weapons a boost.

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