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.


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Engineering & Helm Phase -- Team Jinsul

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

Engineering: 1d20 + 18 ⇒ (15) + 18 = 33

The science officer scans you.

Computers: 1d20 + 18 ⇒ (7) + 18 = 25

The pilot tries to evade.

Piloting: 1d20 + 18 ⇒ (16) + 18 = 34

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

Botting Raatchet on Guns with a Broadside to spend the free Starship RP for this combat. Assuming they are in our forward arc

Gunnery:

Attack vs AC : Forward Persistent particle Beam: 1d20 + 13 - 2 + 3 ⇒ (18) + 13 - 2 + 3 = 32
Persistent Particle Beam Damage: 10d6 ⇒ (1, 3, 3, 6, 4, 6, 3, 1, 6, 2) = 35
Reroll 1s: 2d6 ⇒ (5, 1) = 6
Total 39 damage

Attack vs AC : Forward Coilgun: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
Coilgun Damage: 4d4 ⇒ (1, 4, 3, 3) = 11
Reroll 1s: 1d4 ⇒ 2
Total 12 damage

Attack vs AC : Turret Light Particle Beam: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Light Particle Beam Damage: 3d6 ⇒ (4, 3, 5) = 12
Reroll 1s: 1d6 ⇒ 4
Total 15 damage

Also Thri-kreen rolled a single 1 on damage roll and would get to reroll that
Thri-kreen Finest Reroll: 1d10 ⇒ 10
Thri-kreen should do 9 more damage.


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Gunnery -- Team Starfinders

Thri-Kreen shoots, blowing through the jinsul ship’s shields!

Then Raatchet blows a resolve, adding more damage! Because of the Lock-on, most of his guns hit!

TURRET INTEL GUNNERY REROLL Turret Light Particle Beam: 1d20 + 13 - 2 + 2 ⇒ (17) + 13 - 2 + 2 = 30

Jinsul Hull Damage: 61 - 30 + 39 + 12 + 15 = 97

Gunnery -- Team Jinsul

Only the Turret Gunner is in range!

TURRET Nuclear Missile Launcher: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 5d8 ⇒ (4, 3, 2, 8, 6) = 23

He shoots, he misses the Drake!

THE JINSUL GOES DOWN IN ONE ROUND!

SUCCESS!

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

Charli contacts Buff-Bot on the com unit. "I'd take you up on that holo grenade dance party, but I am seeing jinsul explosions everywhere I look! I think we may be all busy again soon!"


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A path to the planet’s surface opens through the blockade of jinsul starships, which has been weakened by relentless Starfinder attacks.

Part 4 encounters are now unlocked!


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Part IV: A New Hope

Landing sensor data streamed from the forward Starfinder ships depicts a gray planet awash in a faint yellow glow, its crust rippling with seismic energy. As the planet's surface appears on the viewscreen, a tiered pit emerges, its sides pitching downward so steeply they seem to disappear into the planet's core. A golden light rises from the center, gradually building in intensity and illuminating a crowd of frenzied jinsuls that cavort around the perimeter.

As the First Seekers' starship lands near the pit, all onboard and personal communications devices blaze with divine light and shriek with feedback. Below, a titanic being that vaguely resembles a jinsul with hundreds of eyes claws its way out of the pit. Banners float around the being, as though chronicling its many battle victories. The voice of the jinsul-thing reverberates through the wailing static, bellowing out a challenge.

“I AM DHURUS THE CONQUEROR! OUR DESTINY IS IN REACH! GROVEL BEFORE—”

Just then, a small figure emerges from the dust on the ruined planet below, walking out from a dust storm toward the jinsul behemoth. It's Iteration-177! As it walks, it doubles, then triples in size, with tendrils of golden light floating off of it. The being, clearly a humanoid android, takes on new features as it swells with divine light: the middle limbs of an izalguun, the four eyes of a mentrasi, and the bat-like wings of a nelentu. Its many limbs pound the ground in anger as it shouts, “And I am Ailuros, and I speak for those of the Scoured Stars who reject your heresy, Dhurus!”

The two divine entities rush at each other and collide, causing a shock wave of energy that topples nearby perimeter structures as the two fall into the pit. As they descend, flashes of light punctuate their battle. The pulsing static and piercing feedback fade as communications devices return to normal. First Seeker Jadnura takes advantage of the sudden opening, shouting directions to those listening. “All Starfinders, advance on the pit! We must stop Dhurus!”

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

THIS LOOKS LIKE OUR CUE TO PREPARE FOR LANDING. HEY... IVOK... QUESTION FOR YOU...


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You land on the surface, and scramble to face what awaits you. The planet's surface is rugged and desolate. Conveyed by powerful tactical walkers, Dhurus's elite warriors advance upon you.

CLOMP! CLOMP! Pew-pew!

Cliffs and ridges stand 20 feet high and can be scaled with Easy Athletics checks.

Who goes first?:

Initiative, Buff-Bot 9000: 1d20 + 7 ⇒ (6) + 7 = 13
Initiative, Duhm Kaoh: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative, Ivok Dracusk: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative, Jindam Lightstream: 1d20 + 10 ⇒ (11) + 10 = 21
Initiative, Raatchet: 1d20 + 5 ⇒ (9) + 5 = 14
Initiative, Thri-Kreen: 1d20 + 6 ⇒ (1) + 6 = 7

Initiative, Jinsul Walker Crew: 1d20 + 3 ⇒ (12) + 3 = 15

★ --- ★ --- ★ --- ★

Round 1
Active conditions:

Jindam
Duhm Kaoh

================================

Green Jinsul Walker Crew
Purple Jinsul Walker Crew

================================

Raatchet
Buff-Bot
Ivok
Thri-Kreen

================================

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

Thanks for the bot Ivok! We did really well in all our starship combat encounters! Raatchet didn't have to pull his miracle worker ability out!

Restoring Raatchet's RP to full because I think both times he used RP it was the free starship combat RP.

And cool, we're going up against imperial AT-ST Walkers! Hey wait a sec...does that make us ewoks???

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

Are the Jinsul the 'pilots' of vehicles that they're inside, or are they riding the drones like mounts, or is this a 'power armor' situation. I ask because it affects whether I'm aiming at them or the walkers. If they're riding it, or it's power armor, I'm aiming at them, and if they're vehicles, I'm aiming at the vehicles.

Jindam moves forward but is unable to get close enough to really lead the team in a quick job. So, instead, he simply fires off a shot at the nearest warrior/walker.

Attack with Corona Laser Rifle vs EAC: 1d20 + 12 ⇒ (7) + 12 = 19
Fire Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18

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. Was playing a live Discord Table last night, sorry.

Duhm Kaoh starts the battle right by casting haste upon himself and his allies. "Lets light them up!" He then starts rushing across the battlefield, shoving his back up against the cliff wall.
Haste


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Jindam Lightstream wrote:
Are the Jinsul the 'pilots' of vehicles that they're inside, or are they riding the drones like mounts, or is this a 'power armor' situation. I ask because it affects whether I'm aiming at them or the walkers. If they're riding it, or it's power armor, I'm aiming at them, and if they're vehicles, I'm aiming at the vehicles.

The jinsul crews are riding inside the Walkers. Each Walker is crewed by two Jinsul, so I will be differentiating the crews even further -- the Green Walker Crew includes a Green and Blue Mechanic. The Purple Walker crew includes Purple and Pink mechanic. Inside the vehicles, the jinsuls have improved cover (AC+8). You can target them individually, but that might prove difficult.

Engineering 22 (Tactical Walker):

TACTICAL WALKER
LEVEL 7 Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high)
Speed 35 ft., full 420 ft., 48 mph EAC 19; KAC 21;
Cover improved cover HP 105 (52); Hardness 10
Attack (Collision) 7d10 B (DC 13) Attack tactical reaction cannon (2d10 P)
Modifiers +0 Piloting, –3 attack (–6 at full speed)
Systems autopilot (Piloting +14), enhanced sensors (darkvision 120 ft.), planetary comm unit; Passengers 3

Second Seekers (Luwazi Elsebo)

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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

Engineering: 1d20 + 15 ⇒ (15) + 15 = 30

"Even on the ground they won't challenge us muscle to muscle! It will be hard to break through the armor,b ut I'm sure I can do it! We have trained hard and have the power! I will tear through their starships with my claws if need be!"

TACTICAL WALKER
LEVEL 7 Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high)
Speed 35 ft., full 420 ft., 48 mph EAC 19; KAC 21;
Cover improved cover HP 105 (52); Hardness 10
Attack (Collision) 7d10 B (DC 13) Attack tactical reaction cannon (2d10 P)
Modifiers +0 Piloting, –3 attack (–6 at full speed)
Systems autopilot (Piloting +14), enhanced sensors (darkvision 120 ft.), planetary comm unit; Passengers 3


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Jindam runs forward and shoots the Green vehicle, just barely hitting it! Duhm moves forward and hugs the canyon wall.

CLOMP-CLOMP-clomp-clomp-clomp!

Meanwhile, the two walkers clomp forward! The green walker attempts to ram Jindam!

Green Mechanic Piloting Ram Action (DC27): 1d20 + 17 ⇒ (20) + 17 = 37

Jindam DC 13 Reflex to dive out of the way or this happens:

Bludgeoning Collision Damage: 7d10 ⇒ (5, 5, 2, 8, 1, 4, 9) = 34

The Blue Mechanic aims the vehicle's tactical cannon at Duhm Kaoh!
Tactical Reaction Cannon, Full Speed: 1d20 + 13 - 6 ⇒ (18) + 13 - 6 = 25
Piercing Damage: 2d10 ⇒ (4, 1) = 5

The Nuar is hit, but the damage is absorbed by his DR!

Meanwhile, the Purple Walker is carefully trotting along at its full speed, almost like the machine is setting up for some other maneuver.

The pink mechanic shoots at Ivok.

Tactical Reaction Cannon, Normal Speed: 1d20 + 13 - 3 ⇒ (15) + 13 - 3 = 25
Piercing Damage: 2d10 ⇒ (7, 3) = 10

Ivok gets hit a little harder, but still it's a minor scratch.

★ --- ★ --- ★ --- ★

Round 1
Active conditions: Haste on Party.

Jindam
Duhm Kaoh

================================

Green Jinsul Tactical Walker (-18)
Green Mechanic
Blue Mechanic

Purple Jinsul Tactical Walker
Purple Mechanic
Pink Mechanic

================================

Raatchet
Buff-Bot
Ivok (-2)
Thri-Kreen

================================

Everyone's up!

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

Haste is up for another 6 rounds.

Duhm Kaoh activates his force field, and moves up to flank the green mech with Ivok.

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

Apologies Duhm, it took me a bit but ended up trying this instead. If I can't do the following I'll flank with Duhm and full Attack

Athletics vs DC 26: 1d20 + 15 ⇒ (15) + 15 = 30

Attempting to Board the vehicle with a Athletics check if possible! Not sure if I understand it correctly or if there is a special rule in play here.

Vehicle Chase

Quote:

Board or Disembark from a Vehicle

You can board or disembark from a vehicle as a move action. Doing so while the vehicle is in motion requires a successful Acrobatics or Athletics check; see Boarding on page 285.

Piloting a Vehicle

Quote:
If two vehicles are engaged and you are a passenger, you can attempt to move from one vehicle to the other as a move action that provokes attacks of opportunity. This is like boarding a vehicle in normal combat, but it also requires a successful Acrobatics or Athletics check with a DC equal to 5 + the KAC of the vehicle you’re boarding. Failure by less than 5 means that you are unable to board the other vehicle and remain on your vehicle. If you fail by 5 or more, you fall from the vehicle and land prone.

Ivok bounds forward toward the mechanical menace with the incredible speed Duhm's haste grants. Leaping onto the side the vehicle he tears his claws in as he clamors up the metal sheeting until reaching the cockpit. Without hesitation he tears open the door and flings himself in.

While stretching his hands and shoulders Ivok appraises the pair of pilots. "Now this is much better!", he declares in Jinsul. "Now we can speak face to face."

"Or claw to leg blade."


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I will absolutely let you climb into that vehicle, Ivok!

In all three times that I have run this now, players have leapt inside the vehicles to fight. We are definitely in a Star Wars themed battle here!

The jinsul crew chitters in surprise as a vesk leaps into their vehicle, and then one says, "Good. Leg Blade to Claw it is!"

Duhm, do you wish to reposition?

Dataphiles

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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

Going through the walker specs in his head, Raatchet says, "RATZ!!! Those walkers are hardened. I'm going to try and snipe the green-looking jinsul inside!! Ivok, get the green one! I'll cover you best I can!!"

Raatchet will delay his turn until after Buff-Bot or Jindam's turn. Totally up to you both what you do on your turn, but I'm hoping that between the two of you, a Get 'Em and/or Clever Feint debuff can be put on the green jinsul. After the two of them have executed their turns...

Raatchet activates combat tracking on the green jinsul and takes a shot!!

Laser Rifle vs EAC, combat tracking: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Fire Damage, overcharge: 1d8 + 8 + 2d6 ⇒ (5) + 8 + (5, 2) = 20

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

Coordinated Shot will also apply +1 to ranged attacks against the two I'm threatening as long as I'm not the one giving cover.

Also I'll post it after their turn again, but with my electrostatic field they will take 1d6 electricity damage for every successful melee hit against me.

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

Jindam attempts to dodge the ramming mecha.

Reflex Save, DC 13: 1d20 + 12 ⇒ (18) + 12 = 30 No whammy no whammy...Stop!

With the amphetamine rush of the haste rushing through him, Jindam pushes forward, attempting to go after the vehicle his friend isn't about to commandeer. He screams, "Tzigvigix!" as he moves.

This draws an AOO from the green walker if that's possible and possibly from the purple if it has reach. Already moved on the map the full 60ft of movement from haste. Taking a full attack on the purple one after movement.

Attack with Corona Laser Rifle vs EAC: 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28
Fire Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11
Attack with Corona Laser Rifle vs EAC: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Fire Damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12

"I think this thing needs a new focusing lense!" He curses as he realizes he did naught but scratch the other vehicle.

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

LETS TAKE THESE DOWN QUICKLY STARTING WITH THAT MECH... AND EVERYONE IN IT... AND FIND DHURUS. SO IVOK... DO YOU WANT TO PUNCH A GOD?

Clever improvisations spending a free resolve to use improved get 'em on everyone within 60 ft. That should be green mech, green jinsul, and blue jinsul, and be +2 to attack AND damage.

With that he takes aim and waits one...two... three.... **BZZZZZT**

Clever Feint vs Green Jinsul: 1d20 + 17 ⇒ (13) + 17 = 30
Graviton pistol vs Green Jinsul, Coordinated shot, Get 'em vs FFEAC: 1d20 + 9 + 1 + 2 ⇒ (20) + 9 + 1 + 2 = 32
Damage: 2 = 2
Trying to launch him out of his walker. Save DC 17, he gets 2 saves since this is pushing him into 'dangerous terrain'

Critical Knockdown plus I guess another 2 damage from get 'em

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'm not 100% the rules for critting vehicles, but if they can be then Jindam's second attack would crit for some extra damage and 1d6 burn. I'm also not sure how burn affects things with hardness.

Extra Jindam Crit Fire Damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14

Depending on where the green Jinsul ends up, it more to Raatchet's intent to shoot blue with the new Get 'Em bonus rather than deal with prone penalty. If the jinsul is moved out of the vehicle then that would be a great boon to Raatchet's shot, even with prone bonuses.


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Duhm activates his forcefield. Ivok climbs up into the Green Walker to exchange traditional vesk and jinsul cultural greetings. Buff Bot feints and hits the Green Jinsul with his grativiton pistol.

Green Jinsul Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Green Jinsul Reflex: 1d20 + 8 ⇒ (8) + 8 = 16

In Jinsul, you all hear a bunch of harried clicks that translate to "Aiiiiiiiiieeeeeeeee!"

Falling Damage: 2d6 ⇒ (4, 3) = 7

Raatchet fires on the down Green mechanic!

Meanwhile, Jindam dives out of the way of the green walker, and shoots it. The vehicle’s hardness resists most of the fire damage, but Jindam hit a weak spot with one of his shots!
Also adjusted damage from one of Jindam’s previous shots for the hardness of the vehicle.

★ --- ★ --- ★ --- ★

Round 1 / 2
Active conditions: Haste on Party.

Jindam
Duhm Kaoh

================================

Green Jinsul Tactical Walker (-8, Get 'Em)
Green Mechanic (-33, Prone, Get 'Em, Flat-Footed)
Blue Mechanic (Get 'Em)

Purple Jinsul Tactical Walker (-17)
Purple Mechanic
Pink Mechanic

================================

Raatchet
Buff-Bot
Ivok (-2)
Thri-Kreen

================================

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.

"Oh my you are going to be sorry. I can't tell you how many jinsul I've seen Ivok tear limb from limb. This is going to be messy." Thri-Kreen tries to demoralize blue before hitting him with a mind thrust.

Imp Demoralize: 1d20 + 11 ⇒ (10) + 11 = 21

Mind Thrust II DC 17: 4d10 ⇒ (7, 7, 6, 9) = 29


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The jinsul capital ship explodes, sending the surrounding ships fleeing into space and allowing the Starfinder fleet to provide air support on Bastiar-5.

Table GMs, the Starship mission is closed and the Starfinder Advantage condition is now in effect.


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Starfinder Advantage:
PCs in the Starfinder fleet's location can automatically boost and pass an Aid Token without consuming any resources or needing to succeed on a check. Alternatively, if they use an unboosted Aid Token in the Starfinder fleet's location for any benefit that does not require a boost to use, they still gain the boosted effect.

★ --- ★ --- ★ --- ★

Demoralized Will Save: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16

Blue takes full damage from Thri-Kreen's mind thrust!

★ --- ★ --- ★ --- ★

It's Team Jinsul's turn! No one is driving the Green Tactical Walker now, which had been going full speed when it attempted to ram Jindam. By vehicle rules, this means it still keeps going on its present course... right until it crashes into the cannon wall!

Crash Double Collision Damage: 14d10 ⇒ (10, 6, 5, 9, 4, 5, 10, 1, 3, 7, 8, 10, 10, 2) = 90

It does a bunch of damage to the canyon wall, and rocks fall all around the Tactical Walker! The Tactical Walker takes all this collision damage itself, minus its own hardness! The vehicle slumps, mostly broken, but still driveable with a penalty!

Blue full attacks Ivok, or tries to do so, anyway!

Leg blades: 1d10 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Damage: 1d6 + 7 ⇒ (6) + 7 = 13

Leg blades: 1d10 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Meanwhile, Green is on the ground! He frantically runs on the ground out of the Purple Walker's path!

And now the Purple Walker crew members gets ready to run people over!

Purple Piloting: 1d20 + 17 ⇒ (13) + 17 = 30

Buff-Bott, Thri-Kreen and Raatchet, DC 13 Reflex to dive out of the way or this happens:

You take collision damage as the walker runs you over!

Collision Damage: 7d10 ⇒ (1, 8, 6, 9, 6, 5, 5) = 40

Meanwhile, Pink is still firing the big gun, and fires at Jindam!

Tactical Reaction Cannon, Full Speed: 1d20 + 13 - 6 ⇒ (14) + 13 - 6 = 21
Piercing Damage: 2d10 ⇒ (9, 5) = 14

★ --- ★ --- ★ --- ★

Round 2 / 3
Active conditions: Haste on Party.

Jindam
Duhm Kaoh

================================

Green Jinsul Tactical Walker (-88, Get 'Em, Broken)
Green Mechanic (-33, Get 'Em, Flat-Footed)
Blue Mechanic (Get 'Em, -29)

Purple Jinsul Tactical Walker (-17)
Purple Mechanic
Pink Mechanic

================================

Raatchet
Buff-Bot (-12)
Ivok (-2)
Thri-Kreen

================================

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 holds himself firm in the face of the pair of jinsuls up until the moment one is flung out of the window the car.

With that matter settled the vesk turns to the remaining jinsul and is about to announce some slogan more appropriate to an action packed vid-cast when he is slammed into the side of the vehicle as it comes to a sudden halt on the ridge wall.

Watching the jinsul now flail as into the heavy armor Ivok brushes the attacks off. "You treat your vehicles as poorly as your bodies! I expected much better fight! Thri-Kreen told you about my strength, but I think you need a personal demonstration!"

He then matches the jinsuls bladed attacks with claws and muscle.

Full attack on Blue
Natural Weapon w/ Get 'Em vs KAC: 1d20 + 14 - 4 + 2 ⇒ (19) + 14 - 4 + 2 = 31
Slashing Damage: 1d3 + 21 + 2 ⇒ (1) + 21 + 2 = 24

Natural Weapon w/ Get 'Em vs KAC: 1d20 + 14 - 4 + 2 ⇒ (4) + 14 - 4 + 2 = 16
Slashing Damage: 1d3 + 21 + 2 ⇒ (3) + 21 + 2 = 26

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

Reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Buff-bot does a quick sidestep to avoid the oncoming walker. IVOK, ARE YOU ABLE TO HOLD YOUR OWN ALONE UP TH-

He watches as the Jinsul slashes at air before being torn into by his Vesk buddy.

-ERE. ERM... YES... YOU APPEAR TO BE IN A SATISFACTORY TACTICAL POSITION.

He turns his attention to the other walker. I DO BELIEVE THAT CONTINUING TO OCCUPY A NARROW TACTICAL POSITION IS DISADVANTAGEOUS. MOVING OUT. OBSERVATION: IVOK HAS THE OTHER WALKER UNDER CONTROL, REMAINDER OF FORCE MAY FOCUS ON THIS ONE.

Improved Get 'em + Free attack on purple walker

He rushes around to the rear of the vehicle and hacks at it with his axe.

Attack vs KAC: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27 +2 if Thri-Kreen has a melee weapon out
Slashing Damage: 1d6 + 10 ⇒ (4) + 10 = 14

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.

Ref: 1d20 + 7 ⇒ (4) + 7 = 11 Ouch! I'll use my Dream Whispers Ally boon on that one.

Thri-Kreen keeps a melee weapon bayoneted to their longarm so yes they threaten, even if they prefer not to engage in melee.

"Better get out of the way, before this thing steps on me like a bug!"

I'm hoping that doesn't provoke, if it obviously would I'll use acrobatics and only move half speed, if it is less obvious, I guess I'll take my chances.

Acro: 1d20 + 9 ⇒ (18) + 9 = 27

Mind Thrust II DC 17 vs Purple: 4d10 ⇒ (10, 6, 1, 2) = 19

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

Reflex: 1d20 + 11 ⇒ (5) + 11 = 16

Dodging away from the walker's stomp, Raatchet yells, "URGGGHHAA!!! Every rat's nightmare....to get stomped on!! Well, maybe worse for you, Thri-kreen!!"

Raatchet backs away from the walker and fires again at green!!

Laser Rifle vs EAC, combat tracking, get 'em: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35
Fire Damage, overcharge, get 'em: 1d8 + 8 + 2d6 + 2 ⇒ (1) + 8 + (6, 4) + 2 = 21

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

Jindam continues to talk advantage of the pulsating haste effect, which makes time feel slower and his little legs a lot faster. He moves forward and takes another fishing expedition on the purple walker.

Sorry about missing the crit, I didn't realize you could crit vehicles with normal weapons.

Attack with Corona Laser Rifle vs EAC: 1d20 + 12 - 4 ⇒ (5) + 12 - 4 = 13
Fire Damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16
Attack with Corona Laser Rifle vs EAC: 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28
Fire Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Crit Fire Damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Burning Damage for its turn: 1d6 ⇒ 5 not that it will matter because of hardness

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

Botting Duhm Kaoh

Duhm Kaoh follows the staggering jinsul and crashes a pair attacks against the jinsul.

With Get 'Em
Duhm Kaoh Black Impalement Attack (Natural, Gore): 1d20 + 9 - 4 + 2 ⇒ (12) + 9 - 4 + 2 = 19
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 1d20 + 7 - 4 + 2 ⇒ (14) + 7 - 4 + 2 = 19

Duhm Kaoh Black Impalement Attack (Natural, Gore): 1d3 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 + 2 ⇒ (4, 4, 2) + 9 + 2 = 21


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Ivok slashes at Blue, but only the first attack hits!

Buff, Thri-Kreen and Raatchet all dive out of the way of the walker that is attempting to run them over! Buff hacks at the Purple Walker, scratching it a little! Thri-Kreen mind thrusts Purple!

Will Save, Purple: 1d20 + 8 ⇒ (20) + 8 = 28

Purple only takes 9 damage!

Raatchet fires at Green, and then Duhm Kaoh finishes him off!

Meanwhile, Jindam fires at the Purple walker, scratching it some more!

★ --- ★ --- ★ --- ★

The Purple Mechanic uses a move action to make his vehicle stop short.

Then he leans out the window with his personal weapon and shoots at Thri-Kreen!

Thunderstrike sonic rifle : 1d20 + 13 ⇒ (6) + 13 = 19
Sonic Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Meanwhile Pink shoots at Jindam with the Walker's Weapon!

Tactical Reaction Cannon: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 18
Piercing Damage: 2d10 ⇒ (4, 4) = 8

Then Blue attacks Ivok! "You complain of my honor, godless one! Face my blades!"

Leg blades: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Leg blades: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

★ --- ★ --- ★ --- ★

Round 2 / 3
Active conditions: Haste on Party.

Jindam
Duhm Kaoh

================================

Green Jinsul Tactical Walker (-88, Broken)
Green Mechanic (DEAD - REALLY, REALLY DEAD)
Blue Mechanic (Shaken, -53)

Purple Jinsul Tactical Walker (-37, Get 'em)
Purple Mechanic (-9)
Pink Mechanic

================================

Raatchet
Buff-Bot (-12)
Ivok (-2)
Thri-Kreen (-11)

================================

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 forgot to include Improved Get 'em on my attacks and damage. I doubt a 15 hits it any more than a 13, but that should be 4 extra damage on the crit. You may have already included that.

"Just keep moving," Jindam says, primarily to himself but he forgot to turn off his open comm channel. He moves to get a better angle and fires twice again.

All of the below rolls will be at +2 if Buff-Bot refreshes improved Get 'Em.

Attack with Corona Laser Rifle vs EAC: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
Fire Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Attack with Corona Laser Rifle vs EAC: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9
Fire Damage: 2d6 + 7 ⇒ (1, 4) + 7 = 12

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

"What honor?! I see only fear and rage!"

Ivok blocks the leg blade strikes as he throws the jinsul against the walker controls.

Full Attack
Natural Weapon Attack vs KAC: 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27
Slashing Damage: 1d3 + 21 ⇒ (2) + 21 = 23

Natural Weapon Attack vs KAC: 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14
Slashing Damage: 1d3 + 21 ⇒ (3) + 21 = 24

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.

"Can you see what happen to your friend with all those eyes? You're next!"

Imp Demoralize: 1d20 + 11 ⇒ (15) + 11 = 26

Mind Thrust II DC 17: 4d10 ⇒ (9, 7, 8, 1) = 25

Last level 2 at purple

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

"Sniping the purple jinsul!"

Raatchet will again delay his turn until after Buff-Bot or Jindam's turn, hoping they'll Get 'Em and/or Clever Feint the purple jinsul (not the purple walker).

Raatchet activates combat tracking on the purple jinsul and takes a shot!! (get'em bonuses not added)

Laser Rifle vs EAC, combat tracking: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Fire Damage, overcharge: 1d8 + 8 + 2d6 ⇒ (6) + 8 + (3, 4) = 21

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 considers the position he's in. LETS TAKE DOWN THIS WALKER. RAATCHET, ACKNOWLEDGED, I'LL ATTEMPT TO GET HIS ATTENTION.

Improved Get 'em on the walker, Clever Feint on Purple Jinsul for Raatchet

In Jinsul: DO YOU WISH FOR A LESSON IN FLYING WITHOUT LOCAL PROPULSION LIKE YOUR FRIEND?, hey says while brandishing his graviton pistol...
Clever Feint vs Purple Jinsul: 1d20 + 18 ⇒ (15) + 18 = 33

..before hacking at the walker's ankle joins with his axe.
Axe vs Walker, Improved Get Em: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage: 1d6 + 10 ⇒ (1) + 10 = 11

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

Alright, Duhm Kaoh is back.

Duhm Kaoh rushes up to the walker, Sintered Inubrix Greataxe in hands. He swings his axe down upon the robot's leg!

Inubrix:

Nicknamed “ghost iron”, inubrix is the softest of the starmetals. Due to the metal’s unique structure, inubrix molecules can realign to pass through submolecular spaces in denser materials. Inubrix sees use in complex machinery, especially in collapsible or miniaturized technologies. In its pure form, inubrix is too soft to function as a building material. Items using inubrix are made of an alloy of inubrix and another metal, often platinum, the dense molecular structure of the latter serving to anchor the former in place.

Inubrix alloy weapons and ammunition ignore hardness of 10 or less. If a critical hit effect from an inubrix weapon requires a saving throw, the save DC increases by 2. This increase also applies to the injection DC +2 critical hit effect, provided the weapon doing the injecting, such as the dart of a needler pistol, is made of inubrix. A melee weapon made of inubrix alloy can also pass slightly into other solid objects, giving the wielder extra leverage for disarm attempts; this advantage grants a melee weapon made of inubrix alloy the disarm special property.
Source.

Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 1d20 + 7 + 2 + 2 ⇒ (18) + 7 + 2 + 2 = 29
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 ⇒ (4, 5, 4) + 9 = 22
If the mech has hardness of 10 or less then I ignore it for my damage.


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Jindam fires once again on the walker, scratching at it once again with his first shot! Ivok throws the blue jinsul into the controls of the green walker, and kills him! Thri-Kreen demoralizes Purple, and mind thrusts him!

Purple Will Save: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14

Purple takes full damage! Raatchet then snipes at the purple driver!

Then Buff-Bott and Duhm Kaoh take turns hacking at the Purple Tactical Walker, Duhm Kaoh breaks right into that walker ankle! Now both tactical walkers are broken!

Broken Vehicles, p. 228 CRB:
While broken, the vehicle takes a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and mph speed are halved.

★ --- ★ --- ★ --- ★

It is Team Jinsul’s turn! A pissed purple jinsul attempts to drive the broken purple walker. As much as he’d like to ram Thri-Kreen, Jindam is in the way.

Piloting: 1d20 + 17 - 2 ⇒ (2) + 17 - 2 = 17

Uh-oh! He failed the check on this rough terrain!
Uncontrolled Direction: 1d6 ⇒ 1

In his luck, the vehicle still lurches into Jindam’s general direction.

This will provoke attacks of opportunity from both Buff-Bot and Duhm Kaoh.

Jindam Reflex DC 11 to dive out of the way or this happens:

Bludgeoning Collision Damage: 7d10 ⇒ (3, 1, 3, 6, 6, 10, 5) = 34

Meanwhile, the completely untouched pink mechanic keeps using walker’s cannon!

Tactical Reaction Cannon: 1d20 + 13 - 6 ⇒ (5) + 13 - 6 = 12
Piercing Damage: 2d10 ⇒ (9, 9) = 18

No one can even guess who he was aiming at!

★ --- ★ --- ★ --- ★

Round 3 / 4
Active conditions: Haste on Party.

Jindam
Duhm Kaoh

================================

Green Jinsul Tactical Walker (-88, Broken)
Green Mechanic (DEAD - REALLY, REALLY DEAD)
Blue Mechanic (DEAD)

Purple Jinsul Tactical Walker (-65, Get 'em, Broken)
Purple Mechanic (-55, flat-footed)
Pink Mechanic

================================

Raatchet
Buff-Bot (-12)
Ivok (-2)
Thri-Kreen (-11)

================================

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

"Come back and face your fate!" Duhm Kaoh shouts at the Walker as he swings his axe into the leg again.

Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 ⇒ (4, 2, 3) + 9 = 18

Duhm misses with the attack as the leg steps out of his reach, but the mad bull doesn't give up. He rushes after the walker and takes another swing at it.

Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 ⇒ (2, 6, 2) + 9 = 19


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Duhm slices successfully again at one of the legs of the walker, which is now almost limping as it moves!

★ --- ★ --- ★ --- ★

Round 3 / 4
Active conditions: Haste on Party.

Jindam
Duhm Kaoh

================================

Green Jinsul Tactical Walker (-88, Broken)
Green Mechanic (DEAD - REALLY, REALLY DEAD)
Blue Mechanic (DEAD)

Purple Jinsul Tactical Walker (-84, Get 'em, Broken)
Purple Mechanic (-55, flat-footed)
Pink Mechanic

================================

Raatchet
Buff-Bot (-12)
Ivok (-2)
Thri-Kreen (-11)

================================

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

Throwing the Jinsul off the console Ivok begins looking through the controls and toggling systems between the flashing alerts. Bringing up the autopilot he tries to command it in a gruff jinsul to bring it alongside the other walker.

As he hopes the autopilot accepts his commands, he readies his claws to smash into jinsul controlled controls.

If the autopilot accepts my commands:
Swift action activate autopilot, move action to direct it, standard action to attack or ready attack on approach?

Attack on Purple Walker
Natural Weapon Attack vs KAC: 1d20 + 14 ⇒ (18) + 14 = 32
Slashing Damage: 1d3 + 21 ⇒ (1) + 21 = 22

I assume as I move the vehicle I can bring myself alongside the other walker without moving within the vehicle.

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 notes his lack of effectiveness and opts to take aim at the purple mechanic. YOUR SEAT HAS ALREADY BEEN SPOKEN FOR BY IVOK. I SUGGEST YOU VACATE BEFORE IVOK REMOVES YOU.

Improved Get 'em on purple
Clever Feint: 1d20 + 17 ⇒ (16) + 17 = 33
Graviton Pistol + Get 'Em vs FFEAC: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
2x Reflex saves or be ejected


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Are you trying to ram the Purple Walker with the Green Walker, Ivok? Because you rolled high enough on the Autopilot Piloting roll to do that...

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

Yes. I would do the ramming action if I was able, I wasn't sure if the autopilot would allow it (depending on how war machine-like they are


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Hmmph. Come to think of it, the auto-pilot would probably object to ramming another Tactical Walker. Yeah, let's go with you going adjacent to the other walker unless you can find someone else to pilot!

Ivok rides the Green Walker to be close enough to the Purple Walker that he can attack it!

Meanwhile, Buff Bot attempts to remove Purple!

Reflex Saves: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Reflex Saves: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16

There is a series of frantic clicks and whistles in jinsul that translate to "Aiiiiiiiiiieeeeeeee!"

Falling Damage: 2d6 ⇒ (6, 3) = 9

★ --- ★ --- ★ --- ★

Round 3 / 4
Active conditions: Haste on Party.

Jindam
Duhm Kaoh

================================

Green Jinsul Tactical Walker (-88, Broken)
Green Mechanic (DEAD - REALLY, REALLY DEAD)
Blue Mechanic (DEAD)

Purple Jinsul Tactical Walker (-84, Get 'em, Broken)
Purple Mechanic (-64, flat-footed, prone)
Pink Mechanic

================================

Raatchet
Buff-Bot (-12)
Ivok (-2)
Thri-Kreen (-11)

================================

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.

Thri-Kreen tries to hit the purple jinsul while he's down.

Called Conserving Advanced Needler Rifle: 1d20 + 13 ⇒ (4) + 13 = 17
Piercing: 1d8 + 7 ⇒ (3) + 7 = 10

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

Raatchet will fire on purple unless Thri-kreen's shot wrapped up purple, in which case Raatchet will activate combat tracking and fire on Pink.

Laser Rifle vs EAC, combat tracking: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Fire Damage, overcharge, crit: 1d8 + 8 + 2d6 + 1d8 + 8 + 2d6 ⇒ (2) + 8 + (1, 5) + (3) + 8 + (1, 4) = 32 +1d6 burn
(get'em bonuses not added, if any)

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

Jindam jumps out of the way of the walker.

Reflex Save, DC 11 Don't roll a 1: 1d20 + 12 ⇒ (6) + 12 = 18 I didn't roll a 1

Seeing purple do the Wilhelm scream and go splat on the ground, and seeing the purple walker lurching like a drunk middle schooler at a dance, Jindam decides to attempt firing at the remaining uninjured mechanic instead after backing away from the walker.

Moved on map, haste still in effect, so move+full attack on Pink. I don't think there's a Get 'Em on it, but if there is, these are all at +2.
Attack with Corona Laser Rifle vs EAC: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
Fire Damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15
Attack with Corona Laser Rifle vs EAC: 1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 26
Fire Damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16

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