Hmm's 2-00 Fate of the Scoured God (Tier 7-8) (Inactive)

Game Master Hmm

MAPS
Aid Token TextAid Token ExchangeSuccess Progress ChartFleet Locations

REWARDS:

MASTER OF STARS TOUCH-UP:

Level 1 Fitch shows the PCs some of the inner workings of the Master of Stars, which help the PCs better understand other starships. Once during the adventure, the PCs can gain a +4 bonus to any non-gunnery skill check during a starship combat.

Level 2 When using the reward above, all the PCs' non-gunnery skill checks made during the same round gain the +4 bonus.

Level 3 In place of the level 1 reward, the PCs can force the crew of an enemy ship to take a –2 penalty to all non-gunnery skill checks made during the round. The use of this ability must be declared at the start of the starship combat round.

PRAYER AND REFLECTION

Level 1 The PCs gain significant insight into Iteration-177's understanding of the divine and share a portion of his intuition. A PC can gain a +2 bonus to any one Mysticism, Perception, or Sense Motive check within the Scoured Stars. This allows the PC to count as being trained in Mysticism for the duration of the adventure.

Level 2 In place of the reward above, a PC can add a +1 bonus to any one saving throw while within the Scoured Stars.

Level 3 When using either reward above, the PC can double the bonus.

ROOKIE TRAINING

Level 1 The PCs improve their allies' morale, making them more reliable in combat. Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks for 1 round.

Level 2 When using this reward, the benefit applies to both skill checks and attack rolls.

Level 3 In place of the level 1 reward once during the adventure, when the table uses an Aid Token, they gain two benefits instead of one. They cannot choose the same effect twice.

STARSHIP PRIMING

Level 1 Pleased with the PCs' review, Celita outfits the Starfinder fleet with better weapons-tracking software for targeting jinsul ships. Once during the adventure, the PCs gain a +2 bonus to any one starship combat gunnery roll, and that attack does not consume ammunition in the case of a weapon with the limited fire property.

Level 2 When using the reward above, all of the PCs' gunnery rolls during that round gain that benefit.

Level 3 In place of the level 1 reward, a PC can select any one successful starship weapon attack to count as critical damage if it deals Hull Point damage, even if the die result isn't a natural 20.

SUPPLY RUN

Level 1 Zigvigix grants the PCs priority access to some Starfinder Society equipment. Once during the adventure, each PC can requisition a weapon with an item level up to the PC's level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a full battery or magazine.

Level 2 In addition to the reward above, the PCs can also requisition a single consumable item with an item level up to the PC's level. These consumables cannot have permanent effects, and PCs who don't use them during the course of the scenario must return them at the end of the adventure.

Level 3 When using the level 1 reward, the weapon can have an item level up to the PC's level + 1.

TACTICAL PREPARATIONS

Level 1: The PCs assist overviewing the Society's default plan of engagement. The PCs can reroll any one skill check while in the same location as a fleet.

Level 2: Once during the adventure, while in the same location as a fleet, the PCs can instead activate this reward to gain a +2 bonus to each of their initiative checks for that mission.

Level 3: During a single encounter in the same location as the jinsul fleet, the PCs can activate this reward to remove any extra enemies or challenges provided by the jinsul fleet.

High Society Influence (Iteration-177) Ally boon:
Ailuros grants the PC some of their little remaining magical energy. Up to three times during the encounter, the PC can cast dimension door as a spell-like ability, using their character level as their caster level.

Iteration-177's Attention Ally boon:
The divine herald suffuses the PC's memory with divine power, manifesting as a magical effect for the duration of the encounter.

Choleric memories grant the benefit of resistant armor.

Melancholic memories grant all of the PC's weapons the benefits of the frost weapon fusion.

Phlegmatic memories grant the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse).

For sanguine memories the PC can gain the benefits of greater remove condition at the start of their turn up to three times during the combat.

Surviving Companion boon:
The alien creature accompanying you decides to curiously inspect the devices. You can reroll one skill check to interface with the devices during the course of this encounter, as your alien companion inadvertently assists you with its meddling.


451 to 500 of 760 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

@HMM/BB9K You're both right. My brain is just wonky, today. Thank you both for the correction.


Looks like the hope is that Thri-Kreen and Duhm individually fire the big guns, so here's Thri-Kreen's shot with the missile launcher.
Using a node bonus as well.

Gunnery:

Gunnery + Encouragement + Node: 1d20 + 13 + 2 + 2 ⇒ (18) + 13 + 2 + 2 = 35
Damage: 10d10 ⇒ (2, 3, 9, 9, 5, 6, 1, 9, 4, 10) = 58
Finest Loaded d10s Weapons: 1d10 ⇒ 6
Total of 63 damage

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

I was holding up to see how the actions would play out. I'll stay with this and if Duhm doesn't fire the particle beam, I will rather than changing my action.

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Good morning. Just woke up.
The bull Duhm Kaoh grabs a cup of coffee and arms the particle beam.
Base Gunnery Bonus: 1d20 + 11 ⇒ (16) + 11 = 27
Persistent Particle Beam: 10d6 ⇒ (3, 2, 6, 3, 5, 2, 2, 2, 5, 6) = 36


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Engineering & Helm Phase -- Team Starfinder

Raatchet boosts the engines, giving the Drake more speed! Jindam slides!

★ --- ★ --- ★ --- ★

Engineering & Helm Phase -- Team Jinsul

Meanwhile on the Jinsul ship, the engineer attempts to boost power to the shields.

Engineering: 1d20 + 21 ⇒ (14) + 21 = 35

The science officer attempts to target your power core.

Computers: 1d20 + 21 ⇒ (1) + 21 = 22

Gunnery Phase -- Team Jinsul

The Jinsul Captain tries to help his gunners gun!

Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23

Then the Gunners act!

FORWARD Heavy biochem missile launcher: 1d20 + 13 ⇒ (14) + 13 = 27
Damage + Plague: 10d8 ⇒ (4, 6, 8, 5, 2, 7, 8, 2, 3, 5) = 50

TURRET Linked coilguns: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 8d4 ⇒ (2, 3, 1, 2, 4, 4, 4, 4) = 24

★ --- ★ --- ★ --- ★

Gunnery Phase -- Team Starfinder

Buff-Bot discovers that his Mic is not working!

As Ivok moves towards the gun, Thri-Kreen and Duhm finish off the enemy ship!

SUCCESS!

★ --- ★ --- ★ --- ★

In its dying breath, the Plaguebringer gifts you all with a wave of illness! Unfortunately you all have to give me a DC 17 Fortitude save, since this plague bypasses both armor and shields.

Heavy Biochem Missile Launcher:
This weapon functions identically to a heavy nuclear missile launcher, except that instead of exposing creatures onboard the target ship to medium radiation, it exposes them to a synthetic plague developed by jinsul scientists. This is an inhaled physical track disease (Fortitude DC 17) that bypasses the protections offered by armor and requiring 2 consecutive successful saves to cure. This weaponized strain is highly potent, advancing to the next stage in between each Part 4 encounter unless treated.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Fortitude Save: 1d20 + 8 ⇒ (4) + 8 = 12

As Ivok lands some parting shots on the vessel he heaves and coughs as the toxic chemicals disrupt his body.

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

As the smoke clears, Buff-Bot opens comms to the Honorbound. CAPTAIN YULUZAK, I DO BELIEVE THAT MANEUVER WAS PERFORMED TO VESKARIUM STANDARDS?

Buff-Bot doesn't breathe, and per discord discussion it looks like is immune.

He looks around at his compatriots and notes their uneven breathing as the plague sets in. OH... ONE MOMENT...

He switches channels to Zigvigix. THOSE SUPPLIES YOU MENTIONED EARLIER... I THINK WE COULD USE THOSE NOW.

Recommending we use Ziggy's supply run to get some serums to deal with the plague if anyone fails their save.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Just then, you get a hail from one of the Supply Ships!

A little pink-haired gnome appears on your viewscreens. "Hey, I'm dropping a Supply Run! Do you people need any weaponry or consumables RIGHT NOW?"

If you want a consumable to help with that fortitude save, Charli is delivering. Tell me what serums you want!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Meanwhile, proximity klaxons indicate that another Jinsul Plaguebringer is on its way!

I will be rolling you into the next ship combat soon! Feel free to order your serums and make your fortitude saves while ship combat is going on!

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

"Ah!" Ivok cheers in between fighting off a cough, "You are just in time! I would ask for smoothie, but I think I might something a bit stronger to fight off whatever we were hit with!"

Ivok will request a spell gem of remove affliction and an advanced x-gen gun.

Dataphiles

2 people marked this as a favorite.
Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

We've got 3 level 8 and 3 level 7 options, so I'm thinking 3x Remove Affliction gems and 3 Antibiotic IIs to maximize our odds of not getting plagued. Also, use Iteration-177's bonus of +2 to a save on whoever rolls next.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

SHIP COMBAT TIME -- ROUND ONE

I roll the ship initiative each round, and then I allow everyone to roll their ship checks without caring about exact posting order Gunners, please put your rolls under spoilers as these can be influenced by other players. Don’t spoiler your roleplay, though!

"Don't worry, Starfinders! Captain Yuluzak is still with you!" There's another cheerful hail from the Honorbound!


SLIDESHOW MAP KEY:
Red=Jinsul
Green=Starfinders

★ --- ★ --- ★ --- ★

ENEMY SHIP SHIP SCANS

Roll Computers or Mysticism to start going through this process!

Oh hey! It's a Jinsul Plaguebringer! What a surprise! Since you just fought one of these things, I am going to say you already know the following:

Jinsul Plaguebringer
Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
AC 23; TL 23 HP 190; DT —; CT 38
Shields medium 160 (forward 40, starboard 40, port 40, aft 40)
Power Core Pulse Orange (250 PCU)
Attack (forward) heavy biochem missile launcher (10d8; 20 hexes)
Attack (turret) linked coilguns (8d4; 20 hexes)

SPECIAL Heavy Biochem Missile Launcher:
This weapon functions identically to a heavy nuclear missile launcher, except that instead of exposing creatures onboard the target ship to medium radiation, it exposes them to a synthetic plague developed by jinsul scientists. This is an inhaled physical track disease (Fortitude DC 17) that bypasses the protections offered by armor and requiring 2 consecutive successful saves to cure. This weaponized strain is highly potent, advancing to the next stage in between each Part 4 encounter unless treated.

SPECIAL Reversible:
Jinsul ships' overall shape and the positioning of their thrusters make it very easy for them to reverse their headings. The ship grants a +2 bonus to Piloting checks to perform the flip and burn stunt.

If you get above this, I’ll give you more information!

★ --- ★ --- ★ --- ★

All Ship Role Cheat Sheets

All Ship Roles in a Slideshow

Tier 8 Drake

★ --- ★ --- ★ --- ★

Initial Distance Apart:
Hex Distance: 3d6 + 5 ⇒ (1, 6, 4) + 5 = 16

Piloting Initiative:

Jindam Piloting + Node: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26
Hot Shot Jinsul Pilot: 1d20 + 21 ⇒ (7) + 21 = 28

★ --- ★ --- ★ --- ★

Team Starfinder gets to move first, alas!

★ --- ★ --- ★ --- ★

STILL TO ACT

If your roll will be affected by another's actions, feel free to place it under spoilers.

CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

For the weapons, since we're going into another starship combat and won't get to carry them forward, I recommend a pile of Holo Grenades so we can have a dance party on the bridge.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Fort: 1d20 + 7 ⇒ (18) + 7 = 25

"Ahhh... the sweet smell of fresh... No wait, we're in space! There's no fresh anything! What IS that stench?? A WHAT?!? A PLAGUE?!?!?"

I'm good with Buff-Bot's proposal

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet
Buff-Bot 9000 wrote:
For the weapons, since we're going into another starship combat and won't get to carry them forward, I recommend a pile of Holo Grenades so we can have a dance party on the bridge.

'Holo Grenades, coming forward!" Charli says. "When you have your dance party, invite me!" She drops your cargo and heads out!

Dataphiles

1 person marked this as a favorite.
Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

THERE APPEARS TO BE A SURPLUS OF FRESH JINSUL MEAT IN SPACE SHOULD YOU CARE TO RETRIEVE IT AND PARTAKE.

He looks at the viewscreen with the next oncoming ship and adds, NOW LET US ENSURE THAT THERE IS AN ACUTE SHORTAGE ON ANDROID, YSOKI, VESK, NUAR, HALFLING, AND SHIRREN MEAT IN SPACE TODAY.

He flips his comms over to hailing frequencies. YOU ARE NOT THE FIRST JINSUL SHIP WE'VE ENCOUNTERED TODAY... NOR THE SECOND. WE STILL FLY, THEY DO NOT. YOU'RE GONNA HAVE A BAD TIME.

Gunnery Phase Taunt:

Intimidate: 1d20 + 18 + 1d6 ⇒ (15) + 18 + (4) = 37
Duration: 1d4 ⇒ 2

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

I also agree with Buff-Bot's suggestion.

"Raatchet! How do you feel about getting a lock on their ship from the science station so we can hit them with our most powerful attack right from the start?"

Ivok will Engineer to Divert power to Engines.

Engineering DC 22: 1d20 + 15 ⇒ (9) + 15 = 24

If Ratchet is Engineer, will Chief mate at same DC to also boost weapons.

Exo-Guardians

2 people marked this as a favorite.
LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Fort Save + Antibiotic II: 1d20 + 4 + 2 + 5 ⇒ (10) + 4 + 2 + 5 = 21
Can't really use any other weapons so BB's plan works for me.
Duhm Kaoh stays at the front arc weapons and takes a shot of the opportunity arises.

TAKE THE SHOT:

Mystic Shot: 1d20 + 11 ⇒ (1) + 11 = 12
Persitant Particle Beam: 10d6 ⇒ (2, 1, 2, 5, 4, 3, 1, 3, 1, 2) = 24

Duhm will also use the spell gem on Ivok to remove his affliction.
Caster Level Check: 1d20 ⇒ 14 Not sure if the bonus off the top of my head so just add that on. Ivok should be fine now.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Plague Update

Duhm manages to remove Ivok's disease before the start of the Starship Combat!

Buff-Bot -- Doesn't breathe, so the respiratory illness just doesn't affect him.
Duhm -- Passed
Ivok -- Cured
Jindam -- Needs to roll
Raatchet -- Passed with the rat's metabolism
Thri-Kreen -- Needs to roll

Dataphiles

1 person marked this as a favorite.
Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

I don't think Duhm can use the Antibiotic for the initial save since we're ordering with Ziggy Prime 2 minute delivery (order fullfillment by Poshkettle Industries), but he passes without it anyway.

Buff-Bot nods at Ivok's suggestion. I ALWAYS WONDERED WHY PEOPLE NEVER USE THEIR STRONGEST ATTACK FIRST.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Oh I had completely missed that we started up round 1 of the next combat already!

"Sure thing! Target lock comin up!"

Computers: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Depending on whether we get a fresh ship or a chance to restore systems our ship may still carry damage from the previous fight. Instead of diverting power to engines I'll put power into shields.

We might want to attempt a flyby this turn to try to make sure we can get the forward arc to hit and avoid them easy access to our forward arc.

We never ended up seeing Starship Priming get used last fight, but it might be better given the level 2 benefit to get +2 to all attacks and not spend ammo would be useful right now

If damage from previous fight sticks
Drake status, current
90/100 HP
Shields 160 (F/P/S/A/) 12/40/36/40
Power Core: 250 PCU

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

"I wonder if jinsul tastes as much like crab as they look." Jindam randomly comments, as he tries to avoid the disease.

Fortitude Save: 1d20 + 5 ⇒ (4) + 5 = 9

"I think I'm gonna hurl!" Jindam looks for a vomit bag while prepping to pilot the ship into the next combat. "Can I get one of them remove affliction potions? I'll save it for later if I can."

I'm not familiar with this disease, so I'm not sure if I'm latent or fatigued or what? I'm all for using the priming this combat. However, assuming the map is correct, there's no way we can do a flyby attack this round, so I'm just going to move and evade.

"Let's see if they like battle as much in a minute!" Jindam pushes the ship forward into a handbrake turn to starboard facing the enemy ship.

Piloting, Evade: 1d20 + 16 ⇒ (16) + 16 = 32 Not sure if I have any penalties here.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
Ivok Dracusk wrote:

Depending on whether we get a fresh ship or a chance to restore systems our ship may still carry damage from the previous fight. Instead of diverting power to engines I'll put power into shields.

We might want to attempt a flyby this turn to try to make sure we can get the forward arc to hit and avoid them easy access to our forward arc.

We never ended up seeing Starship Priming get used last fight, but it might be better given the level 2 benefit to get +2 to all attacks and not spend ammo would be useful right now

If damage from previous fight sticks
Drake status, current
90/100 HP
Shields 160 (F/P/S/A/) 12/40/36/40
Power Core: 250 PCU

You are carrying damage over. There is no fresh ship. This is meant to be tough. I totally agree that you should use every advantage you can.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Since First Skirmish didn't come up during this scenario I would ask if I could instead slot one of my other Starship boons, Defender of the Fleet (Finest Computers) to upgrade our nodes to give an additional +1 bonus. That would bring them from +2 to three checks per round up to +3 to three checks per round. That would help on piloting initiative and gunnery checks.

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

Fort: 1d20 + 7 ⇒ (19) + 7 = 26

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

Use of Starship Priming seconded, rolling broadside accordingly.

"Giving the jinsuls a 'Bad Time' captain," Thri-Kreen chuckles telepathically as he unloads with the Drake's weapons.

Gunnery Phase:

Lock On, Starship Priming, Node 2, Broadside
Turret 1: 1d20 + 13 + 2 + 2 + 3 - 2 ⇒ (14) + 13 + 2 + 2 + 3 - 2 = 32
heavy antimatter missile launcher: 10d10 ⇒ (1, 2, 1, 3, 6, 7, 10, 4, 2, 6) = 42
Re-Rolling 1s: 2d10 ⇒ (8, 6) = 14

Lock On, Starship Priming, Broadside
Turret 2: 1d20 + 13 + 2 + 2 - 2 ⇒ (2) + 13 + 2 + 2 - 2 = 17
light particle beam: 3d6 ⇒ (4, 5, 3) = 12

Lock On, Starship Priming, Node 3, Broadside
Forward 1: 1d20 + 13 + 2 + 2 + 3 - 2 ⇒ (15) + 13 + 2 + 2 + 3 - 2 = 33
persistent particle beam: 10d6 ⇒ (6, 4, 5, 3, 6, 4, 4, 1, 1, 6) = 40
Re-Rolling 1s: 2d6 ⇒ (2, 5) = 7

Lock On, Starship Priming, Broadside
Forward 2: 1d20 + 13 + 2 + 2 - 2 ⇒ (16) + 13 + 2 + 2 - 2 = 31
coilgun: 4d4 ⇒ (2, 4, 1, 4) = 11
Re-Rolling 1s: 1d4 ⇒ 3


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Engineering & Helm Phase -- Team Starfinder

Raatchet locks on. Jindam successfully evades, and Ivok diverts power to the Engines.

★ --- ★ --- ★ --- ★

Engineering & Helm Phase -- Team Jinsul

Meanwhile on the Jinsul ship, the engineer attempts to boost power to the engines.

Engineering: 1d20 + 21 ⇒ (11) + 21 = 32

The science officer scans you.

Computers: 1d20 + 21 ⇒ (13) + 21 = 34

The pilot positions, trying to get you with those front plague guns!

Piloting: 1d20 + 21 ⇒ (13) + 21 = 34


I am the tool of the GM

Click. Whirr.

BOTTING DUHM KAOH triggering the spell gem

"Remember, Jindam, man," Duhm says, before he prepares to shoot. "Music and ice cream are good for your soul!'

Caster Level Check, Remove Affliction Gem: 1d20 + 7 ⇒ (17) + 7 = 24

Jindam is cleared of the plague.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Gunnery -- Team Starfinders

Buff-Bott intimidates Team Jinsul for two rounds! Duhm does not feel the mystic energy this turn, and misses his shot! Thri-Kreen spends a resolve and lands most of his shots, doing serious hurt to the Jinsul ship!

Jinsul Hull Damage: 54 - 40 + 45 + 13 = 72
Crit Threshold: 1d100 ⇒ 52
Which Weapons Array?: 1d4 ⇒ 2

Their Port weapons are glitching, but they don't care, because they love those plague missiles in the front of their ship!

Gunnery -- Team Jinsul

The Captain moves to intimidate your gunners!

“It will be our pleasure to PLAGUE you and your lousy gunners, Starfinders! You are not worthy of our leg blades!”

Intimidate (Taunt the Team): 1d20 + 21 ⇒ (8) + 21 = 29
Rounds?: 1d4 ⇒ 3

Then the Gunners act!

FORWARD Heavy biochem missile launcher: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20
Damage + Plague: 10d8 ⇒ (3, 6, 8, 5, 4, 3, 5, 3, 4, 6) = 47

TURRET Linked coilguns: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
Damage: 8d4 ⇒ (1, 2, 1, 2, 2, 1, 4, 1) = 14

They miss!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

SHIP COMBAT TIME -- ROUND TWO

I roll the ship initiative each round, and then I allow everyone to roll their ship checks without caring about exact posting order Gunners, please put your rolls under spoilers as these can be influenced by other players. Don’t spoiler your roleplay, though!


SLIDESHOW MAP KEY:
Red=Jinsul
Green=Starfinders

★ --- ★ --- ★ --- ★

ENEMY SHIP SCANS

Jinsul Plaguebringer:

Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
AC 23; TL 23 HP 190; DT —; CT 38
Shields medium 160 (forward 40, starboard 40, port 40, aft 40)
Power Core Pulse Orange (250 PCU)
Attack (forward) heavy biochem missile launcher (10d8; 20 hexes)
Attack (turret) linked coilguns (8d4; 20 hexes)

SPECIAL Heavy Biochem Missile Launcher:
This weapon functions identically to a heavy nuclear missile launcher, except that instead of exposing creatures onboard the target ship to medium radiation, it exposes them to a synthetic plague developed by jinsul scientists. This is an inhaled physical track disease (Fortitude DC 17) that bypasses the protections offered by armor and requiring 2 consecutive successful saves to cure. This weaponized strain is highly potent, advancing to the next stage in between each Part 4 encounter unless treated.

SPECIAL Reversible:
Jinsul ships' overall shape and the positioning of their thrusters make it very easy for them to reverse their headings. The ship grants a +2 bonus to Piloting checks to perform the flip and burn stunt.

★ --- ★ --- ★ --- ★

All Ship Role Cheat Sheets

All Ship Roles in a Slideshow

Tier 8 Drake

★ --- ★ --- ★ --- ★

This Round’s Hazard:

Hazard?: 1d6 ⇒ 2

Another ship darts through the area. The starship with more Hull Points remaining (either the PCs' or the jinsul vessel) takes a –2 penalty to its pilot's initiative check this round.

Piloting Initiative:

Jindam Piloting + Node: 1d20 + 16 + 2 - 2 ⇒ (2) + 16 + 2 - 2 = 18
Hot Shot Jinsul Pilot: 1d20 + 21 ⇒ (6) + 21 = 27

★ --- ★ --- ★ --- ★

Team Starfinder gets to move first, alas!

★ --- ★ --- ★ --- ★

STILL TO ACT

If your roll will be affected by another's actions, feel free to place it under spoilers.

CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Engineering & Helm Phase -- Team Jinsul

Meanwhile on the Jinsul ship, the engineer attempts to boost power to the shields.

Engineering: 1d20 + 21 ⇒ (11) + 21 = 32

The science officer attempts to target the power core.

Computers: 1d20 + 21 ⇒ (19) + 21 = 40

They click their leg blades in satisfaction while waiting for Team Starfinder to position. "We are very good at our jobs."

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok responds with a resolute, "Bah!"

"Your leg blades are weak and flimsy! They break against my armor and scale like cheap toys! And you attack with plague and disease, you are the worst and are banned from all of my gyms!"

He just blathers the frustrated, barely though out insults back at the jinsul ship as the vesk keeps working toward maintaining the ship.

Ivok will help divert power to Shields this turn. He will do this by being an engineer or by acting as chief mate if Raatchet wants to take on the Engineer role.

Engineer/Chief Mate Roll:
Engineer/Chief Mate DC 22: 1d20 + 15 ⇒ (18) + 15 = 33

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Buff-Bot speaks in a cold measured tone. THRI-KREEN, REMEMBER, WE CANNOT AFFORD TO WASTE A SINGLE MISSILE.

Buff-Bot DEMANDS that Thri-Kreen hit with the missile launcher.

Intimidate: 1d20 + 18 + 1d6 ⇒ (11) + 18 + (3) = 32

+4 to Thri-Kreen's attack with the missile launcher. Also, use a node on the missile launcher.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Ivok, you haven't specified which quadrant you're restoring. I suggest either port or aft so that Raatchet's rebalance will be maximized.

Drake Status (assuming Ivok maximizes port)
90/100 HP
Shields 160 (F/P/S/A/) 12/52/36/40
Power Core: 250 PCU

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

Seeing that Ivok has taken the engineering position, Raatchet switches over to Science and rebalances the shields, maximizing the quadrant facing the enemy ship and minimizing another quandrant that has the most shield points!

Computers DC22: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27

I cannot yet say which quadrant is being reduced and which is being reinforced since the ships have not yet finished moving. In case the jinsul ship performs a flyby, Raatchet will do an even distribution instead of buffing up a single quadrant.

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

Drake Status (after balance if target ship is facing our port)
90/100 HP
Shields 160 (F/P/S/A/) 12/88/36/4
Power Core: 250 PCU

Drake Status (after balance if target ship is not facing our port)
90/100 HP
Shields 160 (F/P/S/A/) 12(+47) / 5 / 36(+47) / 40(+47)
Power Core: 250 PCU

Drake Status (after balance if jinsul successfully does a flyby)
90/100 HP
Shields 160 (F/P/S/A/) 35/35/35/35
Power Core: 250 PCU

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

"Now they're lined up. Fly-by coming up, as requested." Jindam announces to the crew to prep for close flying.

Piloting Check, Flyby Attack DC27: 1d20 + 16 ⇒ (14) + 16 = 30

Moved on map. They're currently in our starboard but if they move they might end up in our forward. Either way, this should let us attack with at least one of our forward guns.

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Forward Gun good to go? Awww yeah!

"I hear Jinsul legs also make excellent kindling." The mad bull retorts to the Jinsul. If we got another node lying around, Duhm Kaoh will take it this turn.

Pew Pew:

Taunt
Mysticism Gunnery: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22 (23 with node).
Persitant Particle Beam: 10d6 ⇒ (3, 4, 2, 6, 6, 6, 5, 6, 6, 3) = 47

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2
Raatchet wrote:
Ivok, you haven't specified which quadrant you're restoring. I suggest either port or aft so that Raatchet's rebalance will be maximized.

I will direct power port shields as you suggest.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

A RIPPLE IN THE SPACE-TIME CONTINUUM

Maybe it's another space hazard, especially with heavy weights like Iteration-177 and Dhurus interfering with the battle, or maybe it is just the after effects of whatever sensate-laced drugs Dhum Kaoh put in the common ship coffee pot, but the space-time continuum ripples as the GM realizes that the subsequent ships you are up against are significantly less powerful than the first.

The Jinsul Plaguebringer and its plaguey guns disappears, to be replaced by a different and much smaller-looking jinsul ship that has been damaged in the front, and taken the same amount of hull damage, as the jinsul ship. All your ship advantages are still in place, as is everything you rolled this turn.

Since the second Plagueship failed to hit you, I'm not rolling back previous rolls, we're just moving forward with the new ship in the interest of time.

The pilot attempts a fly-by!

Piloting: 1d20 + 18 ⇒ (1) + 18 = 19

.... but he is really disoriented from the ripple in spacetime, and he fails! This provokes a free attack!

TURRET Nuclear Missile Launcher: 1d20 + 11 ⇒ (9) + 11 = 20
FORWARD Graser: 1d20 + 11 ⇒ (7) + 11 = 18

BOTH MISS!

Then Duhm's shot hits, and the ship explodes! Thri-Kreen, knowing his missiles are valuable, waits and whistles for the next round.

SUCCESS!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

SHIP COMBAT TIME -- ROUND ONE (Ship Three)

I roll the ship initiative each round, and then I allow everyone to roll their ship checks without caring about exact posting order Gunners, please put your rolls under spoilers as these can be influenced by other players. Don’t spoiler your roleplay, though!


SLIDESHOW MAP KEY:
Red=Jinsul
Green=Starfinders

★ --- ★ --- ★ --- ★

ENEMY SHIP SCANS
Nothing yet!

Roll Computers or Mysticism to start going through this process!

Scan, Computers or Mysticism 16:

[b]Jinsul Irradiator

Medium transport Speed 6; Maneuverability average (turn 2); Drift 1

Scan, Computers or Mysticism 21:

Jinsul Irradiator
Medium transport Speed 6; Maneuverability average (turn 2); Drift 1
AC 21; TL 21 HP 85; DT —; CT 17
Shields medium 120 (forward 30, starboard 30, port 30, aft 30)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;

Scan, Computers or Mysticism 26:

You learn everything above, plus one of the weapons.

Jinsul Irradiator
Medium transport Speed 6; Maneuverability average (turn 2); Drift 1
AC 21; TL 21 HP 85; DT —; CT 17
Shields medium 120 (forward 30, starboard 30, port 30, aft 30)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Attack (forward) graser (7d10; 5 hexes)

Scan, Computers or Mysticism 30:

You learn everything above, plus two of the weapons.

Jinsul Irradiator
Medium transport Speed 6; Maneuverability average (turn 2); Drift 1
AC 21; TL 21 HP 85; DT —; CT 17
Shields medium 120 (forward 30, starboard 30, port 30, aft 30)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Attack (forward) graser (7d10; 5 hexes)
Attack (turret) Stealth Nuclear missile launcher (5d8; 20 hexes)

SPECIAL Reversible:
Jinsul ships' overall shape and the positioning of their thrusters make it very easy for them to reverse their headings. The ship grants a +2 bonus to Piloting checks to perform the flip and burn stunt.

If you get above this, I’ll give you more information!

★ --- ★ --- ★ --- ★

All Ship Role Cheat Sheets

All Ship Roles in a Slideshow

Tier 8 Drake

★ --- ★ --- ★ --- ★

Initial Distance Apart:
Hex Distance: 3d6 + 5 ⇒ (4, 3, 5) + 5 = 17

Piloting Initiative:

Jindam Piloting + Node: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Hot Shot Jinsul Pilot: 1d20 + 18 ⇒ (17) + 18 = 35

★ --- ★ --- ★ --- ★

Team Starfinder gets to move first, alas!

★ --- ★ --- ★ --- ★

STILL TO ACT

If your roll will be affected by another's actions, feel free to place it under spoilers.

CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Duhm Kaoh heads over to the computer, and gives it another kick. "Work or you will say hello to my little friend." He pulls out the virus infected plushy again.

Mysticism: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25

Jinsul Irradiator
Medium transport Speed 6; Maneuverability average (turn 2); Drift 1
AC 21; TL 21 HP 85; DT —; CT 17
Shields medium 120 (forward 30, starboard 30, port 30, aft 30)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;

Dataphiles

2 people marked this as a favorite.
Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Buff-Bot shakes his head at Duhm Kaoh's assessment. ANOTHER? WELL THE LAST ONE DIDN'T LAST LONG...

He casually takes his captains hat off and puts it on his Sharktopus pet rescues from the Jinsuls a while back. TODAY YOU GET YOUR REVENGE. YOUR COMMAND? LOCK ON AND DESTROY? AYE SIR.

Computers: 1d20 + 9 ⇒ (19) + 9 = 28

New combat, new free resolve, new lock on!

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok roars with his allies success as he continues to tear through engineering, digging claws into systems as he pushes the flow of power back into ship shields.

Engineering Action to Divert Power to Shields
Engineering Divert Power DC 22: 1d20 + 15 ⇒ (17) + 15 = 32

Since we were position to be hit with a flyby I'll use those numbers as where we ended our shields from the prior combat. With the latest divert action this should be ship status:
Drake Status
90/100 HP
Shields 160 (F/P/S/A) 40/37/38/37
Power Core: 250 PCU

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Any advice on what the team would like Raatchet to do? Raatchet typically takes on engineering but with Ivok taking that over, I'm open to suggestions.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

I think Raatchet can do a lock on this turn that way we maximize the bonus to hit with our last missile.

Edit: Was just noted Buff-Bot already did that.

You can either target a system on their ship as Science Officer (I think engines would be a good target)

Alternatively, you can be a gunner this turn and fire the final missile yourself (I think you are tied for the best gunnery bonus at +13). That would help the accuracy a bit as Thri-Kreen would be able to fire the particle beam without penalty as well.

I think the gunnery position is slightly better here just because the bonus to hit is more likely to matter than a lock on with how much damage we do.

If you would like the engineer role, I'm happy to give cede the role to you, I just can't do a lot in the other parts of the ship compared to the skill others are bringing to the table.

Dataphiles

1 person marked this as a favorite.
Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Also, since you're level 8, Raatchet can broadside once every encounter once without bleeding through resolve. TBH I think Raatchet might be the best gunner.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Go ahead and gun this round since Thri-Kreen doesn't come on for several hours anyway.

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

"Holy schmokies, that thing is at the edge of the universe. I'll bring her around and head toward it." Jindam pushes the ship in a turn to bring us heading toward the new jinsul ship. He jukes and fades on the controls as he does so.

Piloting, Evade DC22: 1d20 + 16 ⇒ (5) + 16 = 21 Ouch. No dice. Moved on map.

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

Gunnery:
Node+Demand
Gunnery: 1d20 + 13 + 3 + 4 ⇒ (2) + 13 + 3 + 4 = 22
Damage: 10d10 ⇒ (5, 9, 9, 1, 2, 7, 3, 3, 6, 7) = 52

Natural toot :( Looks like a good time yo use one of those re-rolls.

Reroll: 1d20 + 13 + 3 + 4 ⇒ (7) + 13 + 3 + 4 = 27


I am the tool of the GM
Jindam Lightstream wrote:

"Holy schmokies, that thing is at the edge of the universe. I'll bring her around and head toward it." Jindam pushes the ship in a turn to bring us heading toward the new jinsul ship. He jukes and fades on the controls as he does so.

Piloting, Evade DC22: 5 + 16 = 21 Ouch. No dice. Moved on map.

Click. Whirr.

BOTTING JINDAM's USE OF TOWER INTEL THIS ENCOUNTER

TOWER INTEL Pilloting, Evade DC 22: 1d20 + 16 ⇒ (14) + 16 = 30

451 to 500 of 760 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Hmm's 2-00 Fate of the Scoured God (Tier 7-8) All Messageboards

Want to post a reply? Sign in.