[SFS] GM Bigrin's PbPGD Table 1 - Fugitive on the R-e-d Planet (Inactive)

Game Master bigrin42

Maps and handouts


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Exo-Guardians

Male NG Human soldier 1 (Mercenary, Hit and Run) | SP 7/7 HP 11/11 | RP 4/4 | EAC 14; KAC 15 | Fort +2; Ref +0; Will +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

"I heard yelling down the left passage," Hank whispers to the others, "I'll go right. Who is with me?"

Hank has no idea on who would be best to accompany him so he will leave it up to you :)

Acquisitives

Host LG Shirren gladiator soldier 1 | SP 0/10 HP 1/13 | RP 1/4 | EAC 12; KAC 13 | F +4 R +1 W +3 | Init: +1 | Perc: +1, SM +1 | Speed 30 | Active conditions: Stable

<If Hank is going right, I'll go left. Let's balance out on this approach. Gletch and Kat go one way and Harrac and Prim take the other.> K'zict looks to his colleagues for confirmation on xyr plan.


Gletch wrote:


How far can we see down either tunnel? Are there turns or do the lights go out? I'll cast dancing lights, and if there's a path where it seems to get dark, I'll have the lights manifest 110 feet in that direction. If the two paths curve around, like they join up, I'll cast it near us and wait to send it off.

Also, can we tell which tunnel the yelling is coming from?

I mentioned that the voices are coming from the left tunnel. Both have turns about where the darkness is marked on the map, which is why you can't currently see further down either. The left path curves to the right. The right path also turns right.

So, splitting the party? Who is going which way?

Dataphiles

Male CG bleachling gnome roboticist technomancer 3 | SP 18/18 HP 19/19 | RP 5/5 | EAC 13; KAC 14 | Fort +2; Ref +0; Will +6 | Init: +0 | Perc: +2, low-light, SM: +0 | Spell Slots 1st: 4/4 | dancing lights: 1, ghost sound 1, token spell 1, mk 1 healing serum: 6, static arc pistol: 20/20, | Speed 30ft | Active conditions: None

Gletch casts his dancing lights 100 ft down the right passage. He remains at the intersection as the frontline fighters advance.

Acquisitives

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Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

If Gletch's light are going down the right tunnel, I assume he's going that way with us.

Kat nods to K'zict, and turns to Hank. "Right. We're with you then. Let's move"

She will advance down the right tunnel with Hank when the group has all made themselves ready. Her Exocortex draws increased power, causing the blue circuits in her skin and around her eye to pulsate a dim blue light across their pathways as her combat subroutines fire up. She keeps her gun up and eyes downrange.

Dataphiles

Male CG bleachling gnome roboticist technomancer 3 | SP 18/18 HP 19/19 | RP 5/5 | EAC 13; KAC 14 | Fort +2; Ref +0; Will +6 | Init: +0 | Perc: +2, low-light, SM: +0 | Spell Slots 1st: 4/4 | dancing lights: 1, ghost sound 1, token spell 1, mk 1 healing serum: 6, static arc pistol: 20/20, | Speed 30ft | Active conditions: None

No, I am staying at the intersection. They can move 100 ft per turn, I believe as a free action. They are up there more to disorient and make them think we are coming that way, their rear if they are shouting from the left tunnel. Hopefully the group going left will catch them off guard.

Acquisitives

Male Vesk Solarian 5 | SP 45/45 HP 41/41 RP 5/5 | EAC 17 KAC 19 | F+7 R+1 W+4 | Init +0 | Ath +12 | Diplo +11 | Intim +10 | Perception +8

So Hank & Kat right. Gletch in the middle. K'zict, Harrac & Prim left?

Harrac moves over toward the left tunnel, trying to move quietly.


GM screen:

inits
talbot 1d20 + 5 ⇒ (20) + 5 = 25
miners 1d20 + 5 ⇒ (4) + 5 = 9
gletch 1d20 + 0 ⇒ (16) + 0 = 16
harrac 1d20 + 0 ⇒ (9) + 0 = 9
hank 1d20 + 6 ⇒ (18) + 6 = 24
k'zict 1d20 + 1 ⇒ (13) + 1 = 14
kat5e 1d20 + 3 ⇒ (17) + 3 = 20
primrose 1d20 + 6 ⇒ (9) + 6 = 15

1d4 ⇒ 2

1d20 + 10 ⇒ (13) + 10 = 23
1d6 + 2 ⇒ (4) + 2 = 6

You split off into your various tunnels, with Gletch staying at the intersection, guiding his lights around the tunnel to the right. Kat5e and hank moved that way, finding nothing but a tunnel that seemed to lead downwards, further into the mine. K'zict and Harrac found something though. Blaster fire! As they moved around the corner, a pair of miners opened fire at them.

The chamber is obviously the command center for the mine, with a small office off to one corner and several banks of computers controlling everything from the lighting to the automated drilling and mine cart system.

From the far side of the room, a dark haired man fitting Talbot's description crouched in a mine car. He raised a pistol and fired at K'zict, hitting the already wounded shirren. His form blurred as two more Talbots appeared around him!

Round 1:

K'zict is hit for 6 damage

R1: talbot, hank, kat5e, gletch, primrose, k'zict, miners, harrac

current status:
current status:

gletch 6/6 SP, 9/9 HP
hank 7/7 SP, 11/11 HP
harrac 16/16 SP, 20/20 HP
kat5e 8/8 SP, 10/10 HP
k'zict 0/10 SP, 2/13 HP
primrose 7/7 SP, 8/8 HP

miner [white] -0
miner [yellow] -0
talbot x3 [blue] -0

Acquisitives

Host LG Shirren gladiator soldier 1 | SP 0/10 HP 1/13 | RP 1/4 | EAC 12; KAC 13 | F +4 R +1 W +3 | Init: +1 | Perc: +1, SM +1 | Speed 30 | Active conditions: Stable

K'zict grabs his serum and inhales it.

Healing: 1d8 ⇒ 6

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Round 1

Move Actions - Double Move

Hearing the pistol fire from behind them, Kat curses and turns on her heels to move back to the left tunnel as quickly as possible to join her teammates in the fight.

"50/50 chance" She quips to Gletch as she rushes back out of the tunnel to meet him.

Hank, you would have moved first so if I am occupying the square you would have chosen please move me to the right one square.

Exo-Guardians

Male NG Human soldier 1 (Mercenary, Hit and Run) | SP 7/7 HP 11/11 | RP 4/4 | EAC 14; KAC 15 | Fort +2; Ref +0; Will +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

"Not one of my better ideas," Hank mutters as he hustles towards the action.

Double Move.

Dataphiles

Male CG bleachling gnome roboticist technomancer 3 | SP 18/18 HP 19/19 | RP 5/5 | EAC 13; KAC 14 | Fort +2; Ref +0; Will +6 | Init: +0 | Perc: +2, low-light, SM: +0 | Spell Slots 1st: 4/4 | dancing lights: 1, ghost sound 1, token spell 1, mk 1 healing serum: 6, static arc pistol: 20/20, | Speed 30ft | Active conditions: None

Gletch draws the lights back toward his position. He stomps his right leg, and the ground shimmers, a swirl of dust dancing around, moving ahead of him, gradually forming into an earth elemental.

Full round: Cast summon creature. Stat block is in a spoiler in my profile.

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

"Okay, let's see if I can't make this a little easier," Prim breathes as she steps around the corner juuuust enough to be able to see the multifaceted Talbot and his two goons. She focuses and mutters a few unintelligible words...and then points at White.

"Fall!"
______________

Prim casts Command; DC 14 Will save~


GM screen:

1d20 + 0 ⇒ (7) + 0 = 7

1d20 + 8 ⇒ (13) + 8 = 21
1d6 ⇒ 5
1d20 + 8 ⇒ (4) + 8 = 12
1d6 ⇒ 3

1d20 + 8 ⇒ (13) + 8 = 21
1d6 ⇒ 2

K'zict realized xe was in trouble, and whipped out a healing serum and chugged it, even as xyr companions came running from the other tunnel. Gletch began casting a summoning spell, and Primrose used her commanding magic to force one of the miners to drop to the ground. Another miner ran from the back room, likely an office, and leveled her pistol. All three picked targets on the front line of attackers and opened fire. K'zict and Harrac were both hit, and most of the shirren's newly gained health dropped away with the bullet's impact.

Round 1, continued:

k'zict receives 6 healing

K'zict is hit for 5 damage

Harrac is hit for 2 damage

Gletch's summons will come into play at the beginning of his next turn.

R1: talbot, hank, kat5e, gletch, primrose, k'zict, miners, harrac

current status:

gletch 6/6 SP, 9/9 HP
hank 7/7 SP, 11/11 HP
harrac 14/16 SP, 20/20 HP
kat5e 8/8 SP, 10/10 HP
k'zict 0/10 SP, 3/13 HP
primrose 7/7 SP, 8/8 HP

miner [red] -0
miner [white] -0 (prone)
miner [yellow] -0
talbot x3 [blue] -0

Acquisitives

Male Vesk Solarian 5 | SP 45/45 HP 41/41 RP 5/5 | EAC 17 KAC 19 | F+7 R+1 W+4 | Init +0 | Ath +12 | Diplo +11 | Intim +10 | Perception +8

Harrac steps up to the closest (yellow) miners and slashes away. He sees Talbot advancing, however, and is distracted.

Solar Weapon: 1d20 + 6 ⇒ (3) + 6 = 9
Dmg: 1d6 + 5 ⇒ (2) + 5 = 7
Bleed: 1d1 ⇒ 1

If they have any other weapons out, he'll Guarded Step to Yellow and still miss.


While only wielding pistols at the moment, you can see each has a club and knife hooked to his or her belt

Gm screen:

1d20 + 10 ⇒ (5) + 10 = 15
1d6 + 2 ⇒ (1) + 2 = 3

Harrac missed his chance as he checked to see why he was the only one attacking. From within the mine cart, you heard the engaging of equipment, and an electric motor engaged the clutch and the mine cart moved forward. The images of Talbot continued to peek over the edge, using the heavy steel sides of the cart as cover as he fired at K'zict. The shirren, taking the brunt of the fire from the enemy due to being out front, dropped to the ground, kicking and twitching as the electrical current shocked him into unconsciousness.

Round 2:

R2: talbot, hank, kat5e, gletch, primrose, k'zict, miners, harrac

k'zict takes 3 electrical damage and is dying.

current status:

gletch 6/6 SP, 9/9 HP
hank 7/7 SP, 11/11 HP
harrac 14/16 SP, 20/20 HP
kat5e 8/8 SP, 10/10 HP
k'zict 0/10 SP, 0/13 HP (dying)
primrose 7/7 SP, 8/8 HP

miner [red] -0
miner [white] -0 (prone)
miner [yellow] -0
talbot x3 [blue] -0

Acquisitives

Host LG Shirren gladiator soldier 1 | SP 0/10 HP 1/13 | RP 1/4 | EAC 12; KAC 13 | F +4 R +1 W +3 | Init: +1 | Perc: +1, SM +1 | Speed 30 | Active conditions: Stable

Spend 1 Resolve to Stabilize

K'zict twitches on the ground for a brief moment and then settles out. Xyr breathing quickly becomes regular.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Round 2

Move Action - Combat Tracking

Kat focuses on Talbot's hired help first. On her visual combat overlay she begins tracking the closest miner.
Add Mechanic level to attack bonus. +1 vs Yellow

Standard Action

She levels her rifle and fires.

Azimuth Laser Rifle Vs Yellow EAC: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 ⇒ 3

Exo-Guardians

Male NG Human soldier 1 (Mercenary, Hit and Run) | SP 7/7 HP 11/11 | RP 4/4 | EAC 14; KAC 15 | Fort +2; Ref +0; Will +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Hank steps up in front of the shirren and hacks at Talbot's bodyguard here with his sword.

Move to map position and attack Yellow. Longsword vs. KAC: 1d20 + 3 ⇒ (13) + 3 = 16; Slashing damage: 1d8 + 2 ⇒ (6) + 2 = 8

Dataphiles

Male CG bleachling gnome roboticist technomancer 3 | SP 18/18 HP 19/19 | RP 5/5 | EAC 13; KAC 14 | Fort +2; Ref +0; Will +6 | Init: +0 | Perc: +2, low-light, SM: +0 | Spell Slots 1st: 4/4 | dancing lights: 1, ghost sound 1, token spell 1, mk 1 healing serum: 6, static arc pistol: 20/20, | Speed 30ft | Active conditions: None

Gletch's dancing lights fly forward and up around the bend, helping to clearly illuminate the enemies position from behind.

The earth elemental appears in front of the furthest-back enemy and attacks.

Earth Elemental slam attack, earth mastery, vs. red's KAC: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Earth Elemental damage, earth mastery: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Gletch, meanwhile, begins casting a new spell. I must study these spells more diligently ... these constructs are quite nebulous, and I need to have some degree of persistence!

Summoning an air elemental this time. It'll show up right as the earth elemental vanishes.

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

"Sorry friends, you brought this on yourselves," Prim remarks grimly as she begins casting another spell. With a flick of her wrist two small darts of magical energy zoom from her hand and strike the unruly miners!

Shooting Stars (Magic Missile) - Yellow: 1d4 + 1 ⇒ (2) + 1 = 3

Shooting Stars (Magic Missile) - Red: 1d4 + 1 ⇒ (4) + 1 = 5

Prim gets Magic Missile from being a Star Shaman.
______________

One missile to Yellow & one to Red; if Hank's attack alone is enough to drop Yellow then she'll target Red & Talbot. If *both* Yellow and Red go down, then she'll target Talbot with both.


Gm screen:

1d20 + 8 ⇒ (19) + 8 = 27
1d6 ⇒ 1
1d20 + 8 ⇒ (12) + 8 = 20
1d6 ⇒ 5

1d20 + 8 ⇒ (5) + 8 = 13
1d6 + 2 ⇒ (5) + 2 = 7

The ranged shots from Kat5e missed their target, but the others were more effective. Hank's sword and Gletch's summoned elemental both did significant damage to their foes, topped off by a split magical missile from Prim. Both the woman in the red top and the man with the splash of yellow on his shirt looked badly injured, though they still held the line. Red shirt backed off, still firing her pistol, this time at Harrac. She was joined by the prone miner in white, and several shots impacted on the vesk's armor and scaly hide. The other miner dropped his pistol and pulled a flexible rod from a loop in his pants. He whirled it through the air at Hank, who just barely managed to avoid the hit.

Round 2, continued:

Harrac is hit twice for 6 damage

R2: talbot, hank, kat5e, gletch, primrose, k'zict, miners, harrac

current status:

gletch 6/6 SP, 9/9 HP
hank 7/7 SP, 11/11 HP
harrac 8/16 SP, 20/20 HP
kat5e 8/8 SP, 10/10 HP
k'zict 0/10 SP, 0/13 HP (stable)
primrose 7/7 SP, 8/8 HP

miner [red] -11
miner [white] -0 (prone)
miner [yellow] -11
talbot x3 [blue] -0

Acquisitives

Male Vesk Solarian 5 | SP 45/45 HP 41/41 RP 5/5 | EAC 17 KAC 19 | F+7 R+1 W+4 | Init +0 | Ath +12 | Diplo +11 | Intim +10 | Perception +8

Harrac steps toward the man on the ground and slashes down at him.

Solar Weapon: 1d20 + 6 ⇒ (6) + 6 = 12 Bonus against prone I hope.
Dmg: 1d6 + 5 ⇒ (5) + 5 = 10
Bleed: 1d1 ⇒ 1

Photon attuned 2


GM screen:

4d4 ⇒ (2, 2, 1, 2) = 7

trick: 1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (11) + 10 = 21
1d6 + 2 + 1d4 ⇒ (3) + 2 + (3) = 8

Talbot's mining cart picked up speed, moving down the rails and knocking aside any in its path. K'zict never had a chance to get out of its way, lying helpless as he was. Prim and Kat5e did, though, and each scrambled to move out of the cart's path.

The images of Talbot fired at Hank as he passed, catching him by surprise and doing a lot of damage.

Round 3:

Primrose takes 7 bludgeoning damage, DC 12 Reflex to negate

Kat5e takes 7 bludgeoning damage, DC 12 Reflex to negate

K'zict takes damage from the cart and is dying again.

Hank takes 8 electrical damage

R3: talbot, hank, kat5e, gletch, primrose, k'zict, miners, harrac

current status:

gletch 6/6 SP, 9/9 HP
hank 0/7 SP, 10/11 HP
harrac 8/16 SP, 20/20 HP
kat5e 8(1?)/8 SP, 10/10 HP
k'zict 0/10 SP, 0/13 HP (dying)
primrose 7(0?)/7 SP, 8/8 HP

miner [red] -11
miner [white] -0 (prone)
miner [yellow] -11
talbot x3 [blue] -0

Acquisitives

Host LG Shirren gladiator soldier 1 | SP 0/10 HP 1/13 | RP 1/4 | EAC 12; KAC 13 | F +4 R +1 W +3 | Init: +1 | Perc: +1, SM +1 | Speed 30 | Active conditions: Stable

Spend 1 RP to stabilize

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Round 3

1d20 + 5 ⇒ (3) + 5 = 8
In a spectacular display of why she is no longer a dancer, Kat fails to be agile enough to avoid being hit by the cart.

Move Action - Combat Tracking
Pissed at Talbot, she focuses her attention on the wayward starfinder before he tries to escape.

Standard Action

Laser Rifle Vs Talbot triplets EAC: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 ⇒ 6

Exo-Guardians

Male NG Human soldier 1 (Mercenary, Hit and Run) | SP 7/7 HP 11/11 | RP 4/4 | EAC 14; KAC 15 | Fort +2; Ref +0; Will +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

"Ya know Talbot this is not going to end well if you commit murder here!" Hank exclaims as he continues his attack against the man with the splash of yellow on his shirt, stepping into a flank with Gletch's friend.

Longsword vs. Yellow KAC: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8; Slashing damage: 1d8 + 2 ⇒ (7) + 2 = 9

Dataphiles

Male CG bleachling gnome roboticist technomancer 3 | SP 18/18 HP 19/19 | RP 5/5 | EAC 13; KAC 14 | Fort +2; Ref +0; Will +6 | Init: +0 | Perc: +2, low-light, SM: +0 | Spell Slots 1st: 4/4 | dancing lights: 1, ghost sound 1, token spell 1, mk 1 healing serum: 6, static arc pistol: 20/20, | Speed 30ft | Active conditions: None

The earth elemental dissolves into swirl of dust. But as Gletch's magic loses hold on the consciousness from the Plane of Earth, it grasps one from the Plane of Air, and the swirling air takes on a life of itself. The whirlwind whips through the various enemies, around the Starfinders.

Earth elemental dissolves. Air elemental summoned, standing right below the red miner. Standard Action: Transform into whirlwind. Move action: Move along blue course shown, ending at Talbot. Each one makes a DC 8 Fort save or takes 1d6+3 bludgeoning damage. In addition, they must make a DC 8 Reflex save, or are trapped in the whirlwind and dragged along with it. It will stay in this square, so as the mine cart moves on, Talbot will be kept in this square (if he fails the Reflex save, not likely for an Operative).

Gletch points his gun and fires at Talbot.

static arc pistol attack vs. Talbot EAC: 1d20 ⇒ 7
static arc pistol dmg: 1d6 ⇒ 3 E nonlethal

The electrical discharge from his gun goes wild.

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

Reflex (DC 12): 1d20 + 3 ⇒ (10) + 3 = 13

Prim manages to barely step aside as Talbot and his cart go rolling past, but she winces as the cart rolls right over poor K'zict.

Though well aware that Talbot might be able to get a big lead on them in the cart, she also knows that they can't chase him down or help K'zict with his three friends continuing to shoot at them. She focuses one more time and conjures her missiles, directing them again at Red and Yellow...

Shooting Stars (Yellow): 1d4 + 1 ⇒ (2) + 1 = 3
Shooting Stars (Red): 1d4 + 1 ⇒ (2) + 1 = 3

...then she reaches for K'zict, intending to pull them off the tracks.


Gm screen:

1d3 ⇒ 3

r: 1d20 + 4 ⇒ (3) + 4 = 7
r: 1d20 + 4 ⇒ (10) + 4 = 14
r: 1d20 + 4 ⇒ (17) + 4 = 21
r: 1d20 + 1 ⇒ (18) + 1 = 19

r: 1d20 + 2 ⇒ (12) + 2 = 14
r: 1d20 + 2 ⇒ (17) + 2 = 19
r: 1d20 + 2 ⇒ (11) + 2 = 13
r: 1d20 + 5 ⇒ (16) + 5 = 21

1d20 + 8 ⇒ (9) + 8 = 17
1d6 ⇒ 5

Kat5e is hit by the cart, which leaves a set of painful bruises on her left leg. It didn't stop her from shooting at the Talbots, though, and she heard a grunt of pain as she luckily guessed which one was real. Gletch's summoned whirlwind threw dust and small stones everywhere as it moved through the area, injuring one of the miners. Despite the heavy winds, no one lost their footing, though it did throw Hank's strike off target. Then Primrose launched another volley of sparks at her original targets, finishing both of them off simultaneously. From the ground, the last of Talbot's protector remaining fired up at Harrac, catching the vesk in the stomach, but leaving herself open to reprisal.

Harrac can take an AOO at white

Round 3, continued:

Harrac takes a hit for 5 damage

R3: talbot, hank, kat5e, gletch, primrose, k'zict, miners, harrac

current status:

gletch 6/6 SP, 9/9 HP
hank 0/7 SP, 10/11 HP
harrac 3/16 SP, 20/20 HP
kat5e 1/8 SP, 10/10 HP
k'zict 0/10 SP, 0/13 HP (stable)
primrose 7/7 SP, 8/8 HP

miner [red] -14 (dead)
miner [white] -0 (prone)
miner [yellow] -14 (dead)
talbot x3 [blue] -6

Acquisitives

Male Vesk Solarian 5 | SP 45/45 HP 41/41 RP 5/5 | EAC 17 KAC 19 | F+7 R+1 W+4 | Init +0 | Ath +12 | Diplo +11 | Intim +10 | Perception +8

Harrac tries to kill white before he's shot again but isn't able to. So instead he hits her twice! "You guys get Talbot yet?"

Solar Weapon: 1d20 + 6 ⇒ (10) + 6 = 16 + prone
Dmg: 1d6 + 5 ⇒ (5) + 5 = 10
Bleed: 1d1 ⇒ 1

Solar Weapon: 1d20 + 6 ⇒ (5) + 6 = 11 + prone
Dmg: 1d6 + 5 ⇒ (4) + 5 = 9
Bleed: 1d1 ⇒ 1


Gm screen:

1d20 + 10 ⇒ (13) + 10 = 23
1d6 + 2 ⇒ (4) + 2 = 6

Harrac actually did manage to kill the remaining miner before she got her shot off. Even as he called out about Talbot, though, the renegade Starfinder fired at Gletch and continued moving up the tracks. A mechanical noise accompanied the movement as the tracks shifted to send the cart towards the entrance.

Round 4:

Gletch takes 6 electrical damage

R4: talbot, hank, kat5e, gletch, primrose, k'zict, miners, harrac

current status:

gletch 0/6 SP, 9/9 HP
hank 0/7 SP, 10/11 HP
harrac 3/16 SP, 20/20 HP
kat5e 1/8 SP, 10/10 HP
k'zict 0/10 SP, 0/13 HP (stable)
primrose 7/7 SP, 8/8 HP

miner [red] -14 (dead)
miner [white] -20 (dead)
miner [yellow] -14 (dead)
talbot x3 [blue] -6

Acquisitives

Host LG Shirren gladiator soldier 1 | SP 0/10 HP 1/13 | RP 1/4 | EAC 12; KAC 13 | F +4 R +1 W +3 | Init: +1 | Perc: +1, SM +1 | Speed 30 | Active conditions: Stable

As Prim reaches for K'zcit, xe wakes with a start. After a quick assessment, xe grabs xyr staff and fires at Talbot from the ground.

Spend 1 RP to Stay in the Fight; + 1 HP; move to grab staff and standard to fire.

Fire staff: 1d20 + 2 ⇒ (3) + 2 = 5
C damage: 1d4 ⇒ 3

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

"Whoa! I was getting worried!" Prim gasps as K'zict's eyes snap open and they attempt to fire at the retreating Talbot. Not wanting to run the risk of getting run over or possibly electrocuted, the little halfling hurriedly hops off the tracks and attempts to slow the fleeing Talbot down by way of a dazing spell.
______________

Assuming Talbot's position is still correct on the map, Prim will try and hit him with Daze; DC 13 Will to resist. If he's actually moved up the track a bit she'll try and get within range and then cast her spell~


@Primrose - It's not. I forgot to move him. He is correct now

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

Roger! Adjusted Prim's position accordingly as well.

Exo-Guardians

Male NG Human soldier 1 (Mercenary, Hit and Run) | SP 7/7 HP 11/11 | RP 4/4 | EAC 14; KAC 15 | Fort +2; Ref +0; Will +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

"Hey Talbot!" Hank calls out as he chased after the mining cart, "We still have some things to discuss!" He sends a round from his auto pistol at the fugitive.

Move to Map Position. Fire at Talbot.
Auto-Pistol vs. KAC: 1d20 + 4 ⇒ (8) + 4 = 12; Bludgeoning damage: 1d6 ⇒ 4
Opening Volley in effect. (Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn).

Dataphiles

Male CG bleachling gnome roboticist technomancer 3 | SP 18/18 HP 19/19 | RP 5/5 | EAC 13; KAC 14 | Fort +2; Ref +0; Will +6 | Init: +0 | Perc: +2, low-light, SM: +0 | Spell Slots 1st: 4/4 | dancing lights: 1, ghost sound 1, token spell 1, mk 1 healing serum: 6, static arc pistol: 20/20, | Speed 30ft | Active conditions: None

Is there a way to override his control of the tracks by hacking it? Or a manual override switch somewhere, to switch the tracks back?


@Gletch - I did mention there was a bank of computers in the area where the miners started, as well as an office of some kind. Controls would likely be in there

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Round 4

Move Action

"Working on it, Harrac! He's making a break for it!" Kat dashes up the tunnel behind Talbot.

Standard Action

She catches up the the cart at the intersection and let's a blast off into the cart.

Laser Rifle Vs Talbot Eac: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 ⇒ 5

Dataphiles

Male CG bleachling gnome roboticist technomancer 3 | SP 18/18 HP 19/19 | RP 5/5 | EAC 13; KAC 14 | Fort +2; Ref +0; Will +6 | Init: +0 | Perc: +2, low-light, SM: +0 | Spell Slots 1st: 4/4 | dancing lights: 1, ghost sound 1, token spell 1, mk 1 healing serum: 6, static arc pistol: 20/20, | Speed 30ft | Active conditions: None

Gletch advances to a position with cover and fires at Talbot.

Arc pistol attack: 1d20 ⇒ 10
Arc pistol dmg: 1d6 ⇒ 6 E nonlethal

Acquisitives

Male Vesk Solarian 5 | SP 45/45 HP 41/41 RP 5/5 | EAC 17 KAC 19 | F+7 R+1 W+4 | Init +0 | Ath +12 | Diplo +11 | Intim +10 | Perception +8

Harrac looks down at the miners to make sure they won't get up again then starts running down the track. He rounds the corner and sees Talbot and puts on a burst of speed, his weapon expanding to cloak him in stellar fire.

Move and Stellar Bull Rush
Bull Rush: 1d20 + 6 ⇒ (11) + 6 = 17
Fire Damage: 2d6 ⇒ (1, 5) = 6 Reflex DC 13 for half

Stellar Rush:
As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248).

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

I don't believe the Bull Rush will affect him due to being in a cart, but he still takes the fire damage.
Photon attuned 3 to 0


GM screen:

w: 1d20 + 4 ⇒ (16) + 4 = 20

1d3 ⇒ 1

1d20 + 10 ⇒ (17) + 10 = 27
1d6 + 2 ⇒ (4) + 2 = 6

Primrose ran after Talbot and tried to knock out his mind with a simple spell. Unfortunately, it did not appear to have effected the man. Kat5e's laser rifle, however, did. It burned a hole through the edge of the mine cart and bored into the chest of Reynold Talbot...who promptly vanished. The other two Talbots looked at each other and grinned. Hank and Gletch missed their shots as the Talbots ducked back down behind the cart's high side. K'zict rose unsteadily and dashed off a shot, though he was wildly off target. Finally, a fiery Harrac rushed Talbot, washing flames over the operative in the mine cart.

The mine cart continued to move towards the mine entrance, and Talbot snapped off a point-blank shot into Harrac's chest.

Round 5:

Harrac takes 6 electrical damage

R5: talbot, hank, kat5e, gletch, primrose, k'zict, harrac

current status:

gletch 0/6 SP, 9/9 HP
hank 0/7 SP, 10/11 HP
harrac 0/16 SP, 17/20 HP
kat5e 1/8 SP, 10/10 HP
k'zict 0/10 SP, 0/13 HP (stable)
primrose 7/7 SP, 8/8 HP

miner [red] -14 (dead)
miner [white] -20 (dead)
miner [yellow] -14 (dead)
talbot x2 [blue] -9

Acquisitives

Host LG Shirren gladiator soldier 1 | SP 0/10 HP 1/13 | RP 1/4 | EAC 12; KAC 13 | F +4 R +1 W +3 | Init: +1 | Perc: +1, SM +1 | Speed 30 | Active conditions: Stable

K'zict stands up and moves down the track, pursuing the fleeing criminal. As xe nears Talbot, xe jumps off the track to avoid the possibility of being hit again.

Exo-Guardians

Male NG Human soldier 1 (Mercenary, Hit and Run) | SP 7/7 HP 11/11 | RP 4/4 | EAC 14; KAC 15 | Fort +2; Ref +0; Will +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Hank sees the cart speeding away from his and hurries to catch up to Talbot.

Double Move.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Round 5

Move Action

Warning - Damage left knee actuator - Warning - Damage left leg muscle tissue

Kat fights the damage to her leg and knee as the service engine light keeps flashing on her visual combat overlay to race up along side the cart.

Standard Action

She calls out to Talbot. "50/50 chance now, Talbot!"

She fires again into the cart at point blank range.

Laser Rifle Vs Talbot twins EAC: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 ⇒ 4

Acquisitives

Male Vesk Solarian 5 | SP 45/45 HP 41/41 RP 5/5 | EAC 17 KAC 19 | F+7 R+1 W+4 | Init +0 | Ath +12 | Diplo +11 | Intim +10 | Perception +8

Harrac runs after the cart, holding his breath to avoid the ozone wafting off his shirt, "Get back here boogiewoogie! I'm not done talking to you!" When he gets as close as possible, he tosses a star knife at Talbot.

Called Starknife: 1d20 + 6 ⇒ (9) + 6 = 15
Piercing Dmg: 1d4 + 5 ⇒ (3) + 5 = 8
Status: 2/16 SP, 20/20 HP
Graviton Attuned 1

Dataphiles

Male CG bleachling gnome roboticist technomancer 3 | SP 18/18 HP 19/19 | RP 5/5 | EAC 13; KAC 14 | Fort +2; Ref +0; Will +6 | Init: +0 | Perc: +2, low-light, SM: +0 | Spell Slots 1st: 4/4 | dancing lights: 1, ghost sound 1, token spell 1, mk 1 healing serum: 6, static arc pistol: 20/20, | Speed 30ft | Active conditions: None

His spells spent, Gletch draws upon the innate mystical energy stored in his cybernetic leg. Vapor begins being drawn together in the distance, ahead of Talbot on his exit route.

Summoning water elemental where I put the white circle on the map.


Botting Prim as per instructions

Prim ran forward, calling on the heavens to send her final spray of shooting stars for the day into the fleeing Talbots.

1d4 + 1 ⇒ (4) + 1 = 5
1d4 + 1 ⇒ (2) + 1 = 3
1d2 ⇒ 2
1d2 ⇒ 1


GM screen:

1d2 ⇒ 1

1d20 + 10 ⇒ (20) + 10 = 30
2d6 + 4 ⇒ (6, 5) + 4 = 15

As Gletch summoned yet another ally to the fight, Hank and the others moved forward, with Kat5e firing her laser rifle on the run. She hit one of the crouching Talbots in the shoulder, and it winked out of existence. Harrac's starknife spanged off the side of the cart, but Prim's magical missiles both found their mark, now that Talbot no longer had any images to hide behind. The man yelped in pain, then leveled his pistol at Kat5e, hoping to take her out of combat. He caught her in the neck with the electrical discharge, her muscles twitchign with the damage and effort to remain standing.

Round 6:

Kat5e takes 8 electrical damage

R6: talbot, hank, kat5e, gletch, primrose, k'zict, harrac

current status:

gletch 0/6 SP, 9/9 HP
hank 0/7 SP, 10/11 HP
harrac 2/16 SP, 20/20 HP
kat5e 0/8 SP, 3/10 HP
k'zict 0/10 SP, 1/13 HP (3 RP used)
primrose 7/7 SP, 8/8 HP

miner [red] -14 (dead)
miner [white] -20 (dead)
miner [yellow] -14 (dead)
talbot [blue] -17

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