| GM Skeemo |
Damage (A): 4d4 ⇒ (4, 2, 3, 3) = 12
The human spellcaster launches another gob of acid at Kultainen, catching her in the shoulder and corroding her armor just as the other corroded Viper's, before descending into one of the arena floors. The hobgoblin sniper reloads her shirren-eye rifle from her prone position.
Round 2 (bold may post)
Q'Qwaan
Shoo
Red Kanabo (-13 HP, supercharged sword)
Blue Kanabo (-13 HP)
Green Kanabo (defeated)
Lucky
Round 3
Viper (-30 SP [-5 at the end of her turn for 1 round]; IB received)
Jim (IB received)
Imako (purple; -14 HP, get 'em until Kultainen's turn)
Kultainen (-12 SP [-5 at the end of her turn for 2 rounds])
Static (yellow; -6 HP)
Bloodhunter (orange; prone)
Q'Qwaan
|
"Head of the snake whatwhat?" Q'Qwaan aims for the wolf's leader. "Let's see what the pack does without its alpha." His monocle begins projecting a green light. The vesk gathers the light with sharp gestures. With fingers splayed and an oddly flute-like incantation, he reshapes the light into a caustic energy and hurls it Imako.
As the magical nannites fly in one direction, QQwaan moves in another.
spending a resolve point to double the duration (from 2 to 4 rounds).vs EAC: 1d20 + 4 ⇒ (17) + 4 = 21caustic conversion acid damage: 4d4 ⇒ (2, 3, 2, 4) = 11
Shoo Fly
|
Hm, good idea, Q! How about a test? Shoo focuses his mind on the approaching leader, beginning small to probe Imako's defenses. Casting level 1 mind thrust.
Mind thrust vs. purple, DC 18: 2d10 ⇒ (9, 8) = 17
| GM Skeemo |
Attack vs. Sparky KAC: 1d20 + 12 ⇒ (7) + 12 = 19
Damage (S, supercharged, DR 1): 1d10 + 7 + 4d6 - 1 ⇒ (9) + 7 + (1, 2, 3, 6) - 1 = 27
Attack vs. AC 5 (1 range incr.): 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Environment: 1d6 ⇒ 4
Damage (E+F): 2d6 ⇒ (5, 6) = 11
Static Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Kultainen Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Sparky Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
The leader grits her teeth against the magical onslaught, resisting some of the psychic assault but taking the brunt of the acid damage. The nearest kanabo leaps toward Sparky and buries his curveblade into the drone's torso, setting of a flash of magical energy and electrical discharge. The second kanabo holds his rifle in one hand while running down the moving walkway, drawing and tossing a flash grenade that Kultainen and Sparky both shield their eyes from. Meanwhile there is a flash over the purple area, and the enemy magician barely avoids a full blast of plasma that rains down like an exploding transformer.
Round 2 (bold may post)
Lucky (Sparky -27 HP)
Round 3 (environmental effect over purple)
Viper (-35 SP [caustic conversion over]; IB received)
Jim (IB received)
Imako (purple; -33 HP [-5 at the end of her turn for 4 rounds], get 'em until Kultainen's turn)
Kultainen (-12 SP [-5 at the end of her turn for 2 rounds])
Static (yellow; -11 HP)
Bloodhunter (orange; prone)
Q'Qwaan
Shoo
Red Kanabo (-13 HP, supercharged sword used)
Blue Kanabo (-13 HP)
Lucky Sevens
|
"Hey! Paws off the drone!"
Continuing to overclock her arc rifle, Lucky sends a ferocious blast at the Kanabo who'd hurt Sparky.
Arc Rifle: 1d20 + 11 ⇒ (20) + 11 = 31
**CRIT** Electricity: 2d12 + 12 + 2d6 ⇒ (1, 6) + 12 + (1, 4) = 24
"Bzzztttt **whirrrr** FREEEEEM"
Liquidating Cannon: 1d20 + 7 ⇒ (15) + 7 = 22
Acid: 1d20 + 6 ⇒ (18) + 6 = 24
I'm hoping that crit drops red... If it doesn't, Sparky will step to the square one to the west instead to catch red and blue instead of blue and orange. But hopefully Sparky won't get AoO'd into oblivion...
| GM Skeemo |
The kanabo attempts a last-ditch swing at Sparky, but winds up just taking a blast of acid to the face, dropping unconscious into another flashing circle of sigils.
Round 3 (bold may post; environmental effect over purple)
Viper (-35 SP [caustic conversion over]; IB received)
Jim (IB received)
Imako (purple; -33 HP [-5 at the end of her turn for 4 rounds], get 'em until Kultainen's turn)
Kultainen (-12 SP [-5 at the end of her turn for 2 rounds])
Static (yellow; -11 HP)
Bloodhunter (orange; prone)
Q'Qwaan
Shoo
Red Kanabo (defeated)
Blue Kanabo (-37 HP)
Lucky (Sparky -27 HP)
Viper 6
|
Viper makes her way back to the main battle and the moving walkway, warping the light around her.
She takes aim at the mouth leader who shot her.
Get em
Trick attack 1d20 + 18 ⇒ (16) + 18 = 34
Attack 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 vs FF KAC
Damage 2d6 + 3 + 3d8 ⇒ (2, 5) + 3 + (2, 7, 2) = 21
+Crit damage Damage 2d6 + 3 + 3d8 ⇒ (4, 3) + 3 + (8, 7, 1) = 26
+Debilitating trick (Off target)
Huckle Jim
|
Huckle has a clear shot a blue, so he will shoot his intersection hit: 1d20 + 12 ⇒ (6) + 12 = 18 vs a grid intersection dmg: 2d10 + 7 ⇒ (6, 5) + 7 = 18 electric and fire and magic, reflex 18 for half.
| GM Skeemo |
Viper and Jim each drop a kanabo with a devastatingly effective shot, their chins hitting the ground hard before the flashing sigils stabilize them. The remaining Frost Wolves pale as their leader falls.
Round 3 (bold may post; environmental effect over purple)
Kultainen (-17 SP [-5 at the end of her turn for 1 round])
Static (yellow; -11 HP)
Bloodhunter (orange; prone)
Q'Qwaan
Shoo
Blue Kanabo (defeated)
Lucky (Sparky -27 HP)
Round 4
Viper (-35 SP [caustic conversion over]; IB received)
Jim (IB received)
Imako (purple; defeated)
Kultainen Vaimo
|
"They are on the run, don't worry about it Lucky!" calls out Kultanien.
She points to the wolf in Yellow. "Finish him!"
Inspiriing boost on Lucky, restores 15SP; Get'em on yellow.
| GM Skeemo |
Going to delay Kultainen since Sparky can't benefit from Inspiring Boost.
Attack vs. Kultainen KAC: 1d20 + 10 ⇒ (9) + 10 = 19
Damage (P): 1d10 + 4 ⇒ (1) + 4 = 5 plus flat-footed
Force Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
The far hobgoblin takes aim at Kultainen and grazes her hip with her sniper rifle, knocking the envoy a little off balance. The human approaches through the lower level and fires off two spheres of magical energy, which course into Jim's shoulder.
Round 3 (bold may post; environmental effect over purple)
Kultainen (-22 SP [-5 at the end of her turn for 1 round], flat-footed until Bloodhunter's turn)
Q'Qwaan
Shoo
Lucky (Sparky -27 HP)
Round 4
Viper (-35 SP [caustic conversion over]; IB received)
Jim (-10 SP, IB received)
Static (yellow; -11 HP)
Bloodhunter (orange; prone)
Huckle Jim
|
Huckle Jim will fire at orange intersection hit: 12 - 2 + 1d20 ⇒ 12 - 2 + (13) = 23 dmg: 2d10 + 7 ⇒ (3, 5) + 7 = 15 reflex 18 for half
Shoo Fly
|
Shoo moves up behind Jim and focuses his attention on the nearer foe, tilting his head a bit as he probes the person's mind. Casting mind thrust level 1 vs. yellow.
Mind thrust vs. yellow, DC18: 2d10 ⇒ (6, 6) = 12
Kultainen Vaimo
|
With no allies in trouble, Kulanien offers a quick shot of her own.
attack vs EAC: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
F damage: 1d4 + 2 ⇒ (1) + 2 = 3
Viper 6
|
Viper doubles back to deal with the caster and the sniper, still angry about the acid burn.
She fires around the corner at the advancing yellow foe!
Trick attack - Stealth 1d20 + 19 ⇒ (17) + 19 = 36
Attack 1d20 + 11 ⇒ (16) + 11 = 27 vs FF KAC
Damage 2d6 + 3 + 3d8 ⇒ (2, 3) + 3 + (8, 5, 2) = 23
+Target flatfooted
Lucky Sevens
|
Lucky and Sparky zero in on the far Bloodhunter, trying to pick them off since there aren't as many allies in the way...
Arc Rifle @ Orange: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Electricity: 1d12 + 6 + 1d6 ⇒ (4) + 6 + (4) = 14
Liquidator Cannon @ Orange: 1d20 + 7 ⇒ (7) + 7 = 14
Acid Damage: 1d20 + 6 ⇒ (14) + 6 = 20
Q'Qwaan
|
"I say!" the vesk cheers. He springs onto the ramp and with long strides bears down on the sniper's position. He spins the vesk weapon through traditional forms: striking at invisible foes, blocking impossible attacks, spinning it from hand to hand, behind his neck, in the air, without missing a step.
"Still got it whatwhat!"
double move
| GM Skeemo |
Reflex: 1d20 + 13 ⇒ (8) + 13 = 21
Will: 1d20 + 8 ⇒ (7) + 8 = 15
Stealth Trick: 1d20 + 15 ⇒ (18) + 15 = 33
Attack vs. Q'Qwaan EAC (FF): 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage (So, trick): 1d8 + 4 + 1d8 ⇒ (2) + 4 + (7) = 13 plus off-target
Viper Fort: 1d20 + 7 ⇒ (7) + 7 = 14
The arena blares again, this time releasing a wave of harmful sonic waves across the green floor. Viper grits her teeth against the noise and lands a solid blow against the spellcaster, knocking him out alongside Shoo's spell. The hobgoblin rolls out of the way of Jim's shot, dodging Lucky's and Sparky's attacks as well, then pulls a sonic pistol and plugs the approaching vesk.
Round 4 (bold may post; environmental effect over green)
Kultainen (-27 SP [caustic conversion over])
Q'Qwaan (-13 SP, off-target until Bloodhunter's turn)
Shoo
Lucky (Sparky -27 HP)
Round 5
Viper (-42 SP, -1 HP; IB received)
Jim (-10 SP, IB received)
Static (defeated)
Bloodhunter (orange; prone)
Viper 6
|
Viper takes off across the floor, triggering her jump jets to get up close and personal.
She draws a blade as she moves - really looking to personalise the relationship with the Hobgoblin.
"Hi"
Kultainen Vaimo
|
"Don't worry about it Q'Qwaan, we have this."
Inspiring boost. 13SP recovered
She then hurries along the walk way herself, getting closer to the fight.
Q'Qwaan
|
Feeling a momentary drain Q'Qwaan measures the distance to the remaining combatant. Then feels the uplifting words of Kultainen and a smile broadens across his face.
"Well Done that!" he thanks the envoy.
Then he closes with the hobgoblin. He braces the doshku in an overhead pose, coincidentally showing the spines on his arms.
"Don't be foolish old chap, it's all but over. And we've won."
Double move
Lucky Sevens
|
Lucky and her android mostly just reorient, Lucky snapping off a single shot at the fallen bloodhunter.
Arc Rifle: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Electricity: 1d12 + 6 + 1d6 ⇒ (1) + 6 + (1) = 8
Shoo Fly
|
Seeing Viper take another shot, Shoo flies forward with his jetpack, getting into position should her wounds become more severe.
| GM Skeemo |
Okay, gonna call this fight before you all gang pile on the sniper.
With no hope of victory in sight, the hobgoblin drops her weapons and surrenders. You all have the opportunity to catch your breath as you are led back to the conference area to redeposit your weapons in the storage lockers. Several of the hobgoblin guards applaud you as you return to the dignitaries.
As you return, you find that everyone has moved to the southern room. A standing bar covered with fine glass bottles rests between two interactive displays placed near the room’s center. Tables fit snugly in each of the chamber’s four corners. A sleek mechanical drone with numerous protruding manipulator arms and other implements stands over the bar. War trophies hang on the walls throughout the room, ranging from a wrecked spaceship part to strange armor and weaponry.
Fitch is visibly joyous as you enter, clearly having been discussing the match. Ceobarn gives you a dismissive glance as you enter, while Goryu and Vaska each raise a flute of bubbly alcohol to you in respect. Imako gives an unexpectedly wicked smile, as though he were in on some joke. Noraka has retreated to the far corner and doesn't seem to be keen on speaking with anyone.
Combat over! You may choose either Vaska or Goryu to gain one automatic success thanks to your victory!
Current Status
Ceobarn: Profession +1
Goryu: Diplomacy +1
Imako: Special +1
Noraka: Computers +2; Engineering +1, -1; Physical Science -1
Vaska: Diplomacy +1, -1; Intimidate +1, -2; Survival +1, -1
Kultainen Vaimo
|
Let's go with Imako, as I think they seemed harder.
Do we get HP/SP back after the battle?
Kultanien heads toward the commander, snatching a glass of the bubbles for herself as she does so. After chatting with him for a while, she tries to get a feel for what he is after from the event.
"You must be very busy? What prompted you to take the time out for an event like this?"
sense motive: 1d20 + 6 + 1d6 + 1 ⇒ (17) + 6 + (3) + 1 = 27
Viper 6
|
Viper wanders back over to Overlord Vaska
"They weren't so tough, I don't know what all the fuss was about. I suppose it's the difference between sports athletes and a bunch of grizzled veterans of numerous conflicts against the Jinsul who don't play on life-saving saved by the bell battlemats. While people stand here posturing about and engaging in arena spectacles the Jinsul are out there occupying planets, massacring inhabitants for their dark masters, and it's the Starfinders looking for parts of a ship to go and beat them back. I'd suggest that the Gideron Authority might want to come to the table sooner rather than later, answer the door now when its Starfinders than answer it later to the Jinsul - you won't find them very interested in playing games"
Intimidate 1d20 + 12 ⇒ (19) + 12 = 31
Q'Qwaan
|
I think the auto-success should go toward Vaska. We have had more failures with her making the chance of future successes harder. ... of course Viper rolled pretty well & might even get a bonus for adding battle stories to the mix ;)
Weapons returned to the locker?
Q'Qwaan approaches Goryu. Well, I hope you found that entertaining. I have to say despite my formal training at the military academy whatwhat, the Starfinders are some of the best strike teams I have seen."
Diplomacy: 1d20 ⇒ 18
Shoo Fly
|
I agree on Vaska (only because I don't think Imako was one of the options).
Lucky Sevens
|
Don't think Ilmako's an option - I'll say Vaska unless Viper just convinced her, in which case, hopefully Goryu's still an option!
"Not really the best way to display any real artistry, I'll grant you, but did you see what I meant about the modifications to my drone, Premier? More designs always in production of course - I might need to shift some of the thermal insulation over to more ablative plating if its going to keep getting stabbed..."
Mechanics: 1d20 + 15 ⇒ (16) + 15 = 31
| GM Skeemo |
You may rest if you'd like to recover Stamina. Viper nicked the DC, so I'll give the freebee to Goryu for you.
Vaska sucks air in through her teeth, then shrugs. "Normally I'd write that off as baseless bragging, but I saw with my own eyes how you tore down our team. Credit where credit is do, I'm impressed. I hope we never find ourselves on opposite sides of a blaster."
Vaska impressed!
Noraka doesn't respond immediately, but ultimately looks at Lucky. "I can't say I watched, I abhor violence. But it looks like you and your drone turned out okay. I have to say your tech savvy is remarkable. I hope we get to collaborate in the future."
Noraka impressed!
Imako grins a toothy grin at Kultainen. "Never too busy to watch my sister get pummeled by strangers. She'll eat crow for a week after that smackdown. The poetic justice is just delicious. Cheers." He raises his glass to the envoy, then takes a small, careful sip. "I mostly work in intelligence. Seemed fitting when meeting a new potential collaborative organization, so I made the time."
Meanwhile, Goryu doesn't quite respond to Q'Qwaan. Someone with social sensibilities might think he was more keenly seeking the attention of those who were more active in the arena.
One Diplomacy failure for Goryu!
Current Status (Shoo and Jim may still act in the first social round)
Ceobarn: Profession +1
Goryu: Diplomacy +1, -1; Special +1
Imako: Sense Motive +1, Special +1
Noraka: impressed!
Vaska: impressed!
Kultainen Vaimo
|
Kultanien lets the flow of the party draw her away from Imako for a while. As she does so, she lets the rest of the team know about what she has gathered about the goblin.
"Imako appreciates art, and works in intelligence. He is checking us out as a potential collaboration partner."
Art based profession, bluff and sense motive can be used on them.
Shoo Fly
|
Thanks, Kultainen! Shoo's mental voice rings out in the envoy's head. Glad someone was able to get a read on him. He's a tough nut to crack!
Outloud, meanwhile, he picks up the thread of conversation with Imako. "Well, we appreciate you taking time to meet with us, Commander. I suppose you must learn about all sorts of interesting people in your line of work. Is it difficult to relate, sometimes?"
Sense Motive: 1d20 + 9 ⇒ (18) + 9 = 27
Q'Qwaan
|
Q'Qwaan finds the implication insulting, despite the accuracy of his participation as it is described. "Well you can't expect any sane individual to run TOWARD a Vesk! he thinks.
I am unable to make the rolls for any of these. If I can aid someone I will attempt to, but I am making it worse more often than better. :0 so I will just learn what I can from the displays.
The vesk orders from the multi-armed bartender and receives a thick green drink to chase down the bubbly.
| GM Skeemo |
Shoo picks up where Kultainen left off, probing the kanabo in ways that force him to grudgingly respect his attentiveness. It does start to look like he's getting defensive from all the prying into his job, however. Sense Motive DC +4!
@Jim and Q'Qwaan: You can certainly aid, or you can try to get a read on Goryu or Ceobarn with Sense Motive or trying out a skill of your choice.
Current Status (all may post for second social round; Jim may also act in the first social round if he chooses)
Ceobarn: Profession +1
Goryu: Diplomacy +1, -1; Special +1
Imako: Sense Motive +2, Special +1
Noraka: impressed!
Vaska: impressed!
Lucky Sevens
|
Aid another's seem to be very low risk, so Q'Qwaan and Huckle Jim seem like they could definitely help that way. Imako looks like he's probably one success away. Kultainen, you want to take us home with an Envoy'd up Bluff?
Lucky heads over to the bar for a drink as well, indiscretely elbowing Amethyst to get back out on the floor where she begins to tout the subtlety and discretion that allies of the Starfinders can expect.
Bluff Aid: 1d20 + 12 ⇒ (7) + 12 = 19
Kultainen Vaimo
|
Kultanien continues her discussion with Imako.
"Of course, one of the difficulties you must have with your operatives is getting past the psychic scanners that lots of organisations have started to use. A good disguise and backstory is one thing, but mind scanners...."
She shakes her head and leans closer.
"Luckily I've heard that we have developed some new tech that can help with that. It's beyond me, but apparently it works a bit like a false shell in a computer, but in your mind. Makes deep cover much easier. "
Then with a little laugh she adds "Of course, maybe that is just a rumour, still, if it did exist it is something that it would make sense to share with an ally.."
bluff, expertise, aid: 1d20 + 13 + 1d6 + 1 + 2 ⇒ (2) + 13 + (6) + 1 + 2 = 24 Arrgghhhhhh!
Lucky Sevens
|
24s haven't been thaaat bad for skills the first time they're attempted. But uh... if someone else wanted to aid it might not be the worst thing in the world...
Q'Qwaan
|
my Sense Motive (+0) has failed as much as the others.
It has much to do with turning off the brains higher functions for only short periods of time. Spells naturally wear off once past the scanners, for example. Genetic coding too can temporarily repress activity in the forebrain while expressing the delta wave receptors... By comparison, nanites turning water into acid is child's play, as your sister can attest.
Profession bioengineer (+12) to aid the bluff?
1d20 ⇒ 16
| GM Skeemo |
Imako listens to all of your contributions to the dialogue, somewhat stonefaced, then cracks a faint but noticeable smile. "I gotta respect how much you're all on the same page. I hope we all can be so coordinated in the future."
One Bluff success! Only 2 social rounds to go!
Current Status (all may post for third social round; Jim may also act in the second social round if he chooses)
Ceobarn: Profession +1
Goryu: Diplomacy +1, -1; Special +1
Imako: impressed!
Noraka: impressed!
Vaska: impressed!
Viper 6
|
Seeing the pack startsing to form around Goryu, Viper moves up to start adding to the ambience.
Aid Diplomacy 1d20 + 4 ⇒ (11) + 4 = 15
Despite her natural inclination to simply strong-arm people into doing what she wants, she seems to do a reasonable job of being a wingman.