[SFS] GM Bigrin's PbPGD Table 2 - On the Trail of History (Inactive)

Game Master bigrin42

Maps and handouts


51 to 100 of 356 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

"The hells?!" Chikasa yells as the debris continues to eat into the ship. "Fixit, you got any way to figure wha's goin' on with them missiles they're hittin' us with? Get on it before they eat a hole through the hull and open us up to vacuum!"

Meanwhile, Chikasa hurriedly patches the power core, not wanting things to get worse right away.

Engineering - Patch power core: 1d20 + 12 ⇒ (1) + 12 = 13

Is there any check I can do from my end to figure out what's going on with that debris, or will that need to be our S.O.?

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Dr. Morvius offers his encouragement once again to Janilla for the piloting phase.

Encouragement (diplomacy): 1d20 + 9 ⇒ (9) + 9 = 18

Janilla may take a +2 for her choice of initiative or a maneuver.

Second Seekers (Luwazi Elsebo)

Female LN Dream Prophet Akashic Mystic 5 (Arcanamirium Sage) | SP 0/30 HP 0/32 | RP67/7 | EAC 20; KAC 20 | Fort +2; Ref +5; Will +10 | Init: +3 | Perc: +12, SM: +9, Darkvision 60ft | Speed 30ft | Spells: Mystic: 1st:5/6, 2nd:2/3, Techno:1st: 1/1 | Active conditions: Stable. Shirt Reroll Used.

GM. I will take the +2 from the encouragement for init, along with +2 from the computer.


Bah! Server didn't take my update. Yes, Chikasa, you can make an Engineering check to gt rid of them, or the Pilot can try and fling them off using a barrel roll, flip and burn, or flyby stunt

Gm screen:

1d20 + 10 ⇒ (9) + 10 = 19

u: 1d20 + 15 ⇒ (19) + 15 = 34
j: 1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20

Chikasa, worried about the drones, let his attention shift while trying to patch up the power core. The drake shuddered again as more plasma vented into space.

Once again the enemy wins piloting initiative, so you re up first

Round 3 HELM PHASE - Pilot and SO are up

Drake Status:

Power Core - glitching
Shields light 70 (forward 0, port 15, starboard 15, aft 20)
HP 59/85; CT 17

Second Seekers (Luwazi Elsebo)

Female LN Dream Prophet Akashic Mystic 5 (Arcanamirium Sage) | SP 0/30 HP 0/32 | RP67/7 | EAC 20; KAC 20 | Fort +2; Ref +5; Will +10 | Init: +3 | Perc: +12, SM: +9, Darkvision 60ft | Speed 30ft | Spells: Mystic: 1st:5/6, 2nd:2/3, Techno:1st: 1/1 | Active conditions: Stable. Shirt Reroll Used.

"Chikasa, I really suggest getting those shields up in front....please balance them to have all rear shields to the forward if at all possible....I am attempting to keep this piece of trash in front so that we can shoot the heavy lasers at it!"

With that, Janilla puts the ship through more evasive maneuvering hoping to shake off the enemies targeting.

Doing evasive action stunt

Evade (DC 16): 1d20 + 11 ⇒ (10) + 11 = 21
AC 21, TL 21....not that it will help if the GM keeps rolling the way he does ;-)

Dataphiles

Male CG Ysoki Roboticist Mechanic 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 16; KAC 17 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +9, SM: +0 | Speed 30ft | Memory Module 1/1 | Active conditions: None.

Fixit's fingers fly over the controls as he accesses the shield systems and rebalances them.

Computers: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
Move maximum number of shields from rear to front. I believe we need to leave 10% of current total so that would be 5 in the rear and 15 in the front.

Once down, he bounds out of his chair and heads deep into the bowels of the ship to help Chikasa out with Engineering duties.

Fixit can work on the shields next round while Chikasa either patches the ship or removes whatever is eating our hull. Or vica versa.


Gm Screen:

1d20 + 15 ⇒ (17) + 15 = 32

The enemy ship's pilot suddenly ceased his forward momentum, using maneuvering thrusters to haul his ungainly ship backwards and out of the direct line of fire of your front-facing weapons.

Round 3 GUNNERY PHASE - Gunners

Drake Status:

Power Core - glitching
Shields light 70 (forward 15, port 15, starboard 15, aft 5)
HP 59/85; CT 17

Exo-Guardians

Male N Kasatha Gladiator Soldier 4 | SP 32/32 HP 32/32 | RP 5/6 | EAC 16; KAC 16; ACvCM 24 | Fort +5; Ref +3; Will +5 | Init: +2 | Perc: +1, SM: +1 | Speed 40 ft | darkvision 60 ft (in armor), normal vision | Active conditions: none

They appear to be in our port arc, is that correct?

Second Seekers (Luwazi Elsebo)

Female LN Dream Prophet Akashic Mystic 5 (Arcanamirium Sage) | SP 0/30 HP 0/32 | RP67/7 | EAC 20; KAC 20 | Fort +2; Ref +5; Will +10 | Init: +3 | Perc: +12, SM: +9, Darkvision 60ft | Speed 30ft | Spells: Mystic: 1st:5/6, 2nd:2/3, Techno:1st: 1/1 | Active conditions: Stable. Shirt Reroll Used.

I agree...they are in our port quadrant (so HE Missile launcher or coilgun from turret only--so one weapon to each gunner on that it seems), and we are in their starboard quadrant (so from Fixit's scan, linked coil guns only).

Exo-Guardians

Male N Kasatha Gladiator Soldier 4 | SP 32/32 HP 32/32 | RP 5/6 | EAC 16; KAC 16; ACvCM 24 | Fort +5; Ref +3; Will +5 | Init: +2 | Perc: +1, SM: +1 | Speed 40 ft | darkvision 60 ft (in armor), normal vision | Active conditions: none

Switching weapons, Senesdar aims the Coilgun at the strange ship and fires.

Coilgun: 1d20 + 6 ⇒ (2) + 6 = 8

Uncortunatley, his aim is off.

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Ate my post

Saryn fires another missile

Gunnery: 1d20 + 6 ⇒ (4) + 6 = 10 HE Missile: 4d8 ⇒ (5, 7, 3, 3) = 18

Of course it misses.


GM screen:

1d20 + 11 ⇒ (4) + 11 = 15
4d8 ⇒ (1, 8, 8, 2) = 19

1d4 ⇒ 1

The close nature of the combat flusters the gunners, and both of your shots miss. Fortunately for you, the enemy gunner is having the same problem, and its turret cannon missed you. The only damage dealt this round is from the drones on the hull, chewing into your ship.

Round 4 ENGINEERING PHASE - Engineer (and Captain?)

Drake Status:

Power Core - glitching
Shields light 70 (forward 15, port 15, starboard 15, aft 5)
HP 58/85; CT 17

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

Still wondering if there's something we can do to stop those drones, GM. Any check I can make to at least learn about them, if not to figure out how to stop them?

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

"Chik-Chik, see what you can do to deal with those drones!"

Encouragement (Diplomacy): 1d20 + 9 ⇒ (3) + 9 = 12

Sorry. That didn't work.

Dataphiles

Male CG Ysoki Roboticist Mechanic 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 16; KAC 17 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +9, SM: +0 | Speed 30ft | Memory Module 1/1 | Active conditions: None.

@ Chikasa, the GM responded and said we can use an Engineering check to get rid of them.

Fixit gets up close and personal with the straining shield generators.

Engineering - Boost Shields: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23


Chikasa "Chik-Chik" wrote:
Still wondering if there's something we can do to stop those drones, GM. Any check I can make to at least learn about them, if not to figure out how to stop them?

I guess you missed the Tuesday update. You can use Engineering to disable the drones, or the Pilot can try and sling them off using rough maneuvers

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

Yup! Sorry about that! Thanks for the info.

"Fixit! Get on over here, son! I'm gonna try an' get these dern bugs off the ship before they take us out."

He begins flipping switches and adjusting power levels to build up a field of electrostatic energy in the hull itself, hopefully zapping whatever these critters are that keep eating at the ship.

Engineering: 1d20 + 12 ⇒ (10) + 12 = 22


GM screen:

1d20 + 10 ⇒ (8) + 10 = 18

u: 1d20 + 15 ⇒ (5) + 15 = 20
j: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20

@Fixit - There is no "boost shields" action, so I am assuming you are diverting power to shields? I added 7 shield points to the aft shields for you.

Chikasa rigged an electrostatic charge to the hull, and the lights flickered as he destroyed the gnawing drones left on the hull.

In case of a tie, lowest piloting ranks go first. Janilla is up!

Round 4 HELM PHASE - Pilot and SO are up!

Drake Status:

Power Core - glitching
Shields light 70 (forward 15, port 15, starboard 15, aft 12)
HP 58/85; CT 17

Second Seekers (Luwazi Elsebo)

Female LN Dream Prophet Akashic Mystic 5 (Arcanamirium Sage) | SP 0/30 HP 0/32 | RP67/7 | EAC 20; KAC 20 | Fort +2; Ref +5; Will +10 | Init: +3 | Perc: +12, SM: +9, Darkvision 60ft | Speed 30ft | Spells: Mystic: 1st:5/6, 2nd:2/3, Techno:1st: 1/1 | Active conditions: Stable. Shirt Reroll Used.

Janilla really wants to meet this pilot...and then send a powerful mind thrust into them.....she knows she isn't the best pilot...but really Halflings are the superior pilot vs. almost any other race.....yet this pilot seems to always get the jump on her in evasion.....

Ouch....If this is low tier...I would hate to see high tier!

Pilot roll for Evasion DC 16: 1d20 + 11 ⇒ (5) + 11 = 16

Doing some quick evasions, she does her best to get around behind the opposing ship. At least she knows there is one more HE missile left...maybe the gunners can make this one count. After this one...they will have to hope for coilguns and lasers....

AC 21, TL 21....


GM screen:

1d20 + 15 ⇒ (12) + 15 = 27

The enemy circled around behind you, even as Janilla threw the drake into evasive maneuvers. Hopefully the jinking would evade the incoming fire, because the enemy ship had an open shot straight into your port side.

Round 3 GUNNERY PHASE - Gunners

Drake Status:

Power Core - glitching
Shields light 70 (forward 15, port 15, starboard 15, aft 12)
HP 58/85; CT 17

Exo-Guardians

Male N Kasatha Gladiator Soldier 4 | SP 32/32 HP 32/32 | RP 5/6 | EAC 16; KAC 16; ACvCM 24 | Fort +5; Ref +3; Will +5 | Init: +2 | Perc: +1, SM: +1 | Speed 40 ft | darkvision 60 ft (in armor), normal vision | Active conditions: none

Deciding to let Saryn continue firing away with the missiles, Senesdar takes over with the turret coilgun as the enemy leaves the aiming range of the heavy laser.

Coilgun: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 4d4 ⇒ (3, 3, 4, 2) = 12

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

"Dont' miss. Don't miss. Don't miss." Saryn chants to himself as he targets the hostile craft.

Gunnery: 1d20 + 6 ⇒ (16) + 6 = 22 HE Missile: 4d8 ⇒ (5, 1, 1, 5) = 12


GM screen:

1d20 + 11 ⇒ (11) + 11 = 22
4d8 ⇒ (5, 8, 5, 2) = 20

1d20 + 11 ⇒ (1) + 11 = 12
8d4 ⇒ (3, 2, 2, 3, 2, 3, 3, 4) = 22

u: 1d100 ⇒ 72
d: 1d100 ⇒ 44
1d4 ⇒ 1

Both Senesdar and Saryn land their shots, confirmed by the sensors as the enemy's front shields flickered out and debris and escaping air vented into space. They didn't have much time to celebrate, though, as the twin-linked heavy lasers of the other craft fired their own deadly barage. The drake's port shields collapsed, and it was time for your own hatches to slam shut to keep all your canned air from escaping. The weapons arrays in the turret and front arc spat sparks, and suddenly Senesdar and Saryn were desperately trying to control their wildly slewing aiming stations!

Round 5 ENGINEERING PHASE - Engineers and Captain(?)

Drake Status:

Power Core - glitching
Front arc weapons - glitching
Shields light 70 (forward 15, port 0, starboard 15, aft 12)
HP 50/85; CT 17

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

"Janilla, let's see if we can outmaneuver them. ATTACK PATTERN DELTA! What? There's no attack pattern delta? Just fly casual then!"

encourage (diplomacy) for piloting: 1d20 + 9 ⇒ (20) + 9 = 29

Janilla, take +2 to whatever check you would like in the pilot phase.

Dataphiles

Male CG Ysoki Roboticist Mechanic 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 16; KAC 17 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +9, SM: +0 | Speed 30ft | Memory Module 1/1 | Active conditions: None.

Fixit continues to pour energy into the shield generators.

"Chikasa - Try and patch up those weapons!. And I would appreciate it if our pilot could try and keep us away from the enemies biggest guns!"

Engineering (Power to Shields): 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30

Second Seekers (Luwazi Elsebo)

Female LN Dream Prophet Akashic Mystic 5 (Arcanamirium Sage) | SP 0/30 HP 0/32 | RP67/7 | EAC 20; KAC 20 | Fort +2; Ref +5; Will +10 | Init: +3 | Perc: +12, SM: +9, Darkvision 60ft | Speed 30ft | Spells: Mystic: 1st:5/6, 2nd:2/3, Techno:1st: 1/1 | Active conditions: Stable. Shirt Reroll Used.

I can post via tablet, but can not modify the google sheets ATM. So I will post as I can, just explain my moves as is in here or discord. Also, I will take Creeds +2 for init.....I want to win this init. I am also fine that if I lose init, to use my reroll (with 2 novas) to hopefully win init

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

Engineering-Patch weapons: 1d20 + 12 ⇒ (13) + 12 = 25

Chikasa squints down at his control terminal for what seems like an eternity before he finds the single pulsating red button that will correct the power surge currently causing the forward weapons to recalibrate. He presses the button and fixes the glitching weapon system.


GM screen:

1d20 + 9 ⇒ (12) + 9 = 21

u: 1d20 + 15 ⇒ (14) + 15 = 29
j: 1d20 + 11 + 2 + 2 ⇒ (1) + 11 + 2 + 2 = 16
j2: 1d20 + 11 + 2 + 2 ⇒ (16) + 11 + 2 + 2 = 31

1d20 + 15 ⇒ (13) + 15 = 28

You won with Janilla's reroll

Your engineers managed to patch some of the glitching systems, and get the shields reinforced. The opponent sluggishly moved in a backwards arc, trying to keep you in sights of his heaviest weapons.

Round 5 HELM PHASE - Pilot and SO are up!

Drake status:

Power Core - glitching
Shields light 70 (forward 15, port 7, starboard 15, aft 12)
HP 50/85; CT 17

Second Seekers (Luwazi Elsebo)

Female LN Dream Prophet Akashic Mystic 5 (Arcanamirium Sage) | SP 0/30 HP 0/32 | RP67/7 | EAC 20; KAC 20 | Fort +2; Ref +5; Will +10 | Init: +3 | Perc: +12, SM: +9, Darkvision 60ft | Speed 30ft | Spells: Mystic: 1st:5/6, 2nd:2/3, Techno:1st: 1/1 | Active conditions: Stable. Shirt Reroll Used.

Doing some fancy maneuvering, Janilla almost snarls. "Gotcha, you piece of trash pilot....I am lining our forward weapons on their port side. Fire all weapons you can.....we might not get much more chances on this!"

With that she does some more fancy flying, trying to evade as much as she can.

piloting evade DC16: 1d20 + 11 ⇒ (14) + 11 = 25

AC21, TL21


"piece of trash pilot, LOL...after he smoked you 3 rounds in a row ;)

The enemy's slow speed finally caught up with him as Janilla managed to out maneuver the strange ship and end up behind it. The port flank of the ship is completely exposed to all of your weapons.

Round 5 GUNNERY PHASE - Gunners

Drake status:

Power Core - glitching
Shields light 70 (forward 15, port 7, starboard 15, aft 12)
HP 50/85; CT 17

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Make this last one count.

Gunnery: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 4d8 ⇒ (1, 4, 1, 2) = 8

Exo-Guardians

Male N Kasatha Gladiator Soldier 4 | SP 32/32 HP 32/32 | RP 5/6 | EAC 16; KAC 16; ACvCM 24 | Fort +5; Ref +3; Will +5 | Init: +2 | Perc: +1, SM: +1 | Speed 40 ft | darkvision 60 ft (in armor), normal vision | Active conditions: none

Deciding that it is now or never, Senesdar attempts to bring both of the two weapons in the forwards arc to bear on the enemy, firing both the coilgun and the heavy laser cannon simultaneously.

Taking the Fire at Will action. Also, it appears as if there are at least two Computer bonuses left, so I will use those.

Coilgun (+2 Comp): 1d20 + 6 - 4 + 2 ⇒ (4) + 6 - 4 + 2 = 8
Damage: 4d4 ⇒ (2, 4, 1, 4) = 11
Heavy Laser Cannon (+2 Comp): 1d20 + 6 - 4 + 2 ⇒ (13) + 6 - 4 + 2 = 17
Damage: 4d8 ⇒ (4, 8, 7, 2) = 21


GM screen:

1d20 + 9 ⇒ (8) + 9 = 17

Your weapons slammed into the enemy ship's port-side shields, taking them down in a blast of ions, then tearing into the hull below. Air and molten metal flew out into space, and you knew the hit was a good one. In return, the foe's twin-linked turret cannon fired back at you, but Janilla's evasive maneuvers made it too difficult for the shots to land.

So far so good, guys. Keep it up!

Round 6 ENGINEERING PHASE - Engineer (and Captain?)

Drake status:

Power Core - glitching
Shields light 70 (forward 15, port 7, starboard 15, aft 12)
HP 50/85; CT 17

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

Given the moment of respite provided by the enemy's failure to land a shot, Chikasa takes the opportunity to patch up the power core so that all systems are operating at optimal performance.

Engineering - Patch Power Core: 1d20 + 12 ⇒ (1) + 12 = 13

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Dr. Morvius continues to encourage Janilla.

"Champagne on me if you can pilot your way out of this, Janilla!"

encourage (diplomacy) for piloting: 1d20 + 9 ⇒ (11) + 9 = 20

Dataphiles

Male CG Ysoki Roboticist Mechanic 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 16; KAC 17 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +9, SM: +0 | Speed 30ft | Memory Module 1/1 | Active conditions: None.

Fixit continues his work with the shields...

Engineering - Divert Power to Shields: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18

Add SP to Port then Aft then Forward

Hmmmm both of us Engineers rolled a 1. There must be a spy onboard sabotaging us!


GM Screen:

engineering: 1d20 + 10 ⇒ (8) + 10 = 18

u: 1d20 + 15 ⇒ (3) + 15 = 18
j: 1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30

evade: 1d20 + 11 ⇒ (4) + 11 = 15

The engineers frantically tried to patch systems, with Fixit getting more shields up, but Chikasa struggling with the power core. In desperation, he accidentally grabbed two particle-control wires and cross-shunted the feeds. The power core gave a whine and dimmed slightly before coming back up. Ignoring what was going on in the engineering area, Dr. Morvius continued to exhort Janilla, who managed to outfly the enemy pilot again. now that she had the swing of things, she was able to take advantage of the slower speed of the enemy. The enemy ship flipped on an axis, rolling about in space to try and keep its more vulnerable areas away from you. Janilla wasn't deterred, rolling and spinning to try and get back into that damaged port side.

Round 6 GUNNERY PHASE - Gunners

Drake status:

Power Core - glitching
Shields light 70 (forward 15, port 14, starboard 15, aft 12)
HP 50/85; CT 17

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

We're out of missles, so Saryn will take a different gun. I'll let Sensdar choose first.

Exo-Guardians

Male N Kasatha Gladiator Soldier 4 | SP 32/32 HP 32/32 | RP 5/6 | EAC 16; KAC 16; ACvCM 24 | Fort +5; Ref +3; Will +5 | Init: +2 | Perc: +1, SM: +1 | Speed 40 ft | darkvision 60 ft (in armor), normal vision | Active conditions: none

Taking control of the forward mounted coilgun, Senesdar looks over to his fellow gunner before firing. "Saryn, hit them with the laser!" He then turns back to the controls, firing off a shot at their opponent.

Coilgun (+Comp): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Laser it is.
Gunnery: 1d20 + 6 ⇒ (14) + 6 = 20 Hvy Laser: 4d8 ⇒ (2, 5, 6, 4) = 17


GM screen:

1d20 + 9 ⇒ (16) + 9 = 25
8d4 ⇒ (2, 1, 4, 4, 4, 2, 2, 1) = 20

Saryn's heavy laser drilled into the enemy's weakened port shields, bringing them down again and damaging the interior of the ship. The enemy's turret fired back, this time connecting solidly with the Drake's front shields, bringing them down and punching deep into the ship's core. Everyone staggered and held on as the ship juddered and shook, and several panels threw sparks into the air.

Round 7 ENGINEERING PHASE - Engineer (and Captain?)

Drake status:

Power Core - glitching
Shields light 70 (forward 0, port 14, starboard 15, aft 12)
HP 45/85; CT 17

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

"You're doing great Janilla! Keep it up!"

encourage (pilot): 1d20 + 9 ⇒ (10) + 9 = 19

It seems like a pretty good idea to continue to win initiative, especially when they are so much slower.

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

"Shooo-ey! That ain't good! Alright, Fixit. This here power core doesn't wanna come within an Akitonian mile o' me. You wanna take a look at 'er? I'll get on chargin' up the shields again."

Chikasa flips his control panel over to the shield displays, then draws off some of the power discharges running through the damaged panels to route into the shield generators. "Come on now, honey. No need fer us to get blown to smithereens before the mission's even properly started!"

Engineering - Divert to Shields: 1d20 + 12 ⇒ (18) + 12 = 30

There we go! +7 SP to the ship!

Dataphiles

Male CG Ysoki Roboticist Mechanic 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 16; KAC 17 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +9, SM: +0 | Speed 30ft | Memory Module 1/1 | Active conditions: None.

Fixit looks up from his work in time to see Chikasa take over the Shields. Shrugging he hurries off for a closer look at the power core.

Engineering - Patch Power Core: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33


Sorry for the delay. This weekend was...nuts

GM screen:

1d20 + 9 ⇒ (20) + 9 = 29

u: 1d20 + 15 ⇒ (3) + 15 = 18
j: 1d20 + 11 + 2 + 2 ⇒ (16) + 11 + 2 + 2 = 31

piloting: 1d20 + 15 ⇒ (7) + 15 = 22

The engineers worked together, patching up the power core and boosting the shields. Keeping with Janilla's plan, Chikasa bolstered the front shields, hoping to keep the enemy in their front arc from now on. The enemy was desperate not to let that happen. In ponderous motion, the craft flew forward, flipping end over end to reverse its path.

Round 7 HELM PHASE - Pilot (janilla up!)

Drake status:

Shields light 70 (forward 7, port 14, starboard 15, aft 12)
HP 45/85; CT 17

Second Seekers (Luwazi Elsebo)

Female LN Dream Prophet Akashic Mystic 5 (Arcanamirium Sage) | SP 0/30 HP 0/32 | RP67/7 | EAC 20; KAC 20 | Fort +2; Ref +5; Will +10 | Init: +3 | Perc: +12, SM: +9, Darkvision 60ft | Speed 30ft | Spells: Mystic: 1st:5/6, 2nd:2/3, Techno:1st: 1/1 | Active conditions: Stable. Shirt Reroll Used.

Gritting her teeth under the strain of both flying the ship in combat and keeping her lunch down because of the evasive manuevers, Janilka gets out, "Still trying to keep our forward towards their port....so shields in front would be awesome....."

We have 48 total shields at this moment...so we could balance the starboard to the forward, putting 10 pts from there to forward, leaving starboard with 5

Seeing what they did, she quickly throws the ship in reverse, keeping them as close as she dares.

Pilot check (DC 16): 1d20 + 11 ⇒ (18) + 11 = 29

I so wanted to evade, just couldn't find a way to do that and keep our forward towards their port....sorry

"Please light that ship up, I am keeping us close to keep that heavy cannon in range...."

Acquisitives

1 person marked this as a favorite.
Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Saryn fires the heavy laser
Gunnery: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 Damage: 4d8 ⇒ (3, 1, 6, 6) = 16


Round 6 GUNNERY PHASE - Gunners

Exo-Guardians

Male N Kasatha Gladiator Soldier 4 | SP 32/32 HP 32/32 | RP 5/6 | EAC 16; KAC 16; ACvCM 24 | Fort +5; Ref +3; Will +5 | Init: +2 | Perc: +1, SM: +1 | Speed 40 ft | darkvision 60 ft (in armor), normal vision | Active conditions: none

Sensedar will once again fire off a shot with the coilgun.

Coilgun (+Comp): 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Almost certainly a miss.


GM screen:

1d20 + 11 ⇒ (18) + 11 = 29
8d4 ⇒ (2, 2, 4, 1, 1, 4, 1, 4) = 19

1d100 ⇒ 83

Senesdar's aim was off with the coilgun, but Saryn landed a good hit with the heavy laser. Your drake shook with yet another tremor as the enemy's coilgun knocked your shields flat and ripped out more of your bow, seeking the inner core of your ship and ruining all the work that Fixit had just finished.

Round 8 ENGINEERING PHASE - Engineer (and Captain?)

Drake status:

Power Core - glitching
Shields light 70 (forward 0, port 14, starboard 15, aft 12)
HP 33/85; CT 17

1 to 50 of 356 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [SFS] GM Bigrin's PbPGD Table 2 - On the Trail of History All Messageboards

Want to post a reply? Sign in.