Mec-01 |
The android fires another shot.
Laser rifle, azimuth: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 the +1 represents combat tracker
Damage: 1d8 ⇒ 5
GM Dennis |
Seeing the creature close in on the cornered Xic, Mec-01 takes careful aim, receiving tracking data from his exocortex. His shot hits the creature squarely on center mass, burning a hole through its rotten chest and dropping it motionless to the ground! Out of combat.
With Captain Jessyn laid to rest once again. you can safely return to your ship and make your report to Venture-Captain Naiaj. She thanks you for salvaging some value from the Starfinders' sacrifice, immediately contacting other teams with urgent orders to reinforce the transmission tower at Bastiar-8. Before breaking off communications with you, she thanks you once again end encourages you to stay safe.
Mission accomplished! You have time to do any additional healing, and can spend 10 minutes and a resolve points to recover your stamina as you head to your next mission, if you wish. Speaking of, where to next?
GM Dennis |
Callion 1 it is! Time to decide who is filling which starship role. I'll add a slide for you to mark who is in which roll, along with a link to starship cheat-sheets. Please also decide which ship you'd like to take (ship stats linked on that same page).
Navasi! |
"Where do you want me? Sticks or screens?" Navasi leans against the bridge door, arms crossed.
I've got a +6 in Computers and Piloting, so either's good. I'm not super familiar with starship combat so if someone has a better sense of things, they should probably pilot.
Mec-01 |
I've +11 Computer and Kaeon +12 Piloting... You can be gunner (+2) or Captain (Diplomacy +6) but we need at least one gunner. Let's see with Xic.
Xic |
Xic heals himself, again. Xic finds his calm and casts Mystic Cure on himself.
Xic heals self: 1d8 + 4 ⇒ (6) + 4 = 10
Dang, that captain really wanted me.
Yes I would like to spend 10 minutes resting and spend one resolve point to get my stamina back. I will take second gunnery position. Having two gunners is a good idea. I do not care which ship.
GM Dennis |
Heading to Callion-1, you arrive at the aftermath of a skirmish with jinsul starships in the space surrounding the planet. Bursts of energy light up near space as several jinsul starships self-destruct. A flight of victorious Starfinder ships darts between the jinsul wrecks, as if dancing on their proverbial graves. Venture-Captain Arvin’s image suddenly appears on a communications screen, his face furrowed with concern. “We just defeated this pack of jinsuls, but one of their scout ships escaped into the Drift. We can’t let it report our fleet’s position back to its superiors. Enter the Drift and stop that runaway!”
Your communication systems scream with piercing feedback as you enter the drift--the telltale shrieking that often accompanies jinsul attacks, indicating that the fleeing jinsuls are nearby.
In fact, they are 14 hexes in front of you! Everyone EXCEPT gunners, please roll your checks for this round, including the piloting initiative check. We will resolve piloting, then gunners can roll with the next round of checks.
Navasi! |
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Navasi grins, leans forward, and dramatically plants a finger on her comms station's'TRANSMIT' button.
"This is the SFS Limb-plucker hailing unidentified jinsul ship - we'll call you the Tail-turner. Hope y'all haven't skipped leg day, 'cause y'all're gonna need all four of those bad boys to outrun us!"
She then taps a series of keys to send a secondary transmission: a cartoon version of herself as an anthropomorphic starship, expertly dodging jinsul weapons fire, then strafing a ship that explodes into confetti.
She sits back in her seat, puts her feet up on the console, and crosses her arms behind her head. "Best thing I've ever commissioned."
Taunt (push), Bluff: 1d20 + 1d6 + 6 ⇒ (14) + (6) + 6 = 26
Debuff duration: 1d4 ⇒ 3 rounds
Mec-01 |
The science officer uses the computer to Target system (Core) of the enemy's vessel.
Computer: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27 the +2 comes from the Pegasus bonus
Kaeon |
The lashunta takes place in the pilot's seat and begins to engage the Pegasus in the chase.
Piloting, Init: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21 +1 because of the Pegasus
Overseer Tyranius |
Incoming transmission from First Seeker Luwazi Elsebo: "Our salvagers managed to extract enemy strike coordinates from some of our felled starships orbiting Agillae-5. It appears the jinsuls’ plan to topple our long-range scanning towers on Bastiar-8’s fourth moon, which feed us all our information about their fleet movements in that system. We need stalwart warriors to stop the attackers so our data can keep coming in."
You watch on the monitors as both the Starfinder fleet shifts to Agillae-2 and the Jinsul fleet begins to converge on Bastiar-8.
GM's Recovery Efforts has now been completed and the Scanner Defense Action Mission is now available!
GM Dennis |
Initiative:
Piloting: 1d20 + 10 ⇒ (14) + 10 = 24
The jinsul pilot is a clearly a seasoned professional, expertly reacting to your every move. Your move, Kaeon.
Mec-01 |
The Taunt includes all the people of the ship. It is ruled so by another GM in a fight which occurs now in another game (and it is against us).
GM Dennis |
The starfinder's starship moves forward to be near the enemy.
Are you going to take any piloting actions, Kaeon (evade, etc)?
-----
Jinsul Actions:
Engineering to boost engines, computer bonus: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Computers to target engines: 1d20 + 10 ⇒ (19) + 10 = 29
Piloting to evade, ship bonus: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Jinsul Gunnery, taunted: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Coilgun Damage vs. Starfinders Forward Arc: 4d4 ⇒ (3, 2, 2, 1) = 8
------
The jinsul engines power up and it shoots ahead (speed boosted to 12 for this round), putting some distance between you (currently 19 hexes apart). As it flies, its turret swivels around and fires (success depends on whether or not Kaeon evaded).
-----
Jinsul Initiative for next round: 1d20 + 10 ⇒ (17) + 10 = 27
------
Please post the following (in any order; I'll make sense of it):
Pamatea |
Pamatea heads to the turret. "It's running from us! I'll try to hit with the coilguns, if you want to fire the missiles, Xic. The missiles won't hit this round, but we may as well fire 'em."
Pamatea will use one of the floating +1 bonuses from the Mk 1 trinode computer.
coilgun, gunnery check: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
pow!: 4d4 ⇒ (3, 4, 1, 1) = 9
Navasi! |
"Nice going, Kaeon, they're right where we want them!" Navasi does her best to keep the crew's energy high, but she bumps into one of her comrades in her enthusiasm.
Encourage a gunnery check, DC 10: 1d20 + 3 ⇒ (3) + 3 = 6
GM Dennis |
ok I evades.
Piloting: 1d20+12+1
That's enough that the enemy shot missed you in round 1. Go ahead and make a piloting action for round 2 as well right now.
Wraith-19 |
Everyone's datapad lights up with an incoming message in the Society's encrypted chat. Opening it reveals detailed schematics of the whatcha-ma-whozit that you've been working on.
Boosted Aid Token: Provide Knowledge (Engineering) vs Hard DC
Overseer Tyranius |
First Seeker Elsebo pings each of your comm units with vital news. [b]"Starfinder agents have compiled reports detailing jinsul ground troop formations from a base camp on Agillae-2. Our strategists have devised a way to safely air-drop agents behind enemy lines in order to disrupt the jinsul infantry’s leadership. Given the high concentration of jinsul battalions on Bastiar-6, that seems the ideal place to strike.
The fleets begin to close in and shift once more, each compensating and reacting to the active battles below. The Starfinder Fleet rushes over to aid Callion-2 as the Jinsul Fleet continues to push back into Bastiar-6.
Table GMs, the Ground Force Intel mission is closed, and the Paratrooper Strike mission in Part 2 is now unlocked.
GM Dennis |
Please post the following (in any order; I'll make sense of it):
Gunnery checks for round 1 (rang 19 at time of firing).
Engineering check for round 2 (if any).
Science check for round 2 (if any).
Captain action for round 2.
Piloting initiative roll for round 2.
If you lose initiative based on roll above, take your move.
Piloting action for round 2.
Still need the following:
Please post these ASAP so we can keep moving. Remember this is a timed special, and the goal is at least 1 post/day from everyone.
Mec-01 |
Again the science officer uses the computer to Target system (Core) of the enemy's vessel.
Computer: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Overseer Tyranius |
Another transmission alert comes across your screens. "Our pilots captured a jinsul ship and traced its flight coordinates to a secret command base hidden on Bastiar-3. The base is well defended, but destroying it will disable the jinsuls’ communications network. This mission calls for agents ready to storm jinsul defenses to win us a crucial advantage."
The Starfinder Fleet kicks on their thrusters rushing to Callion-2 as the Jinsul Fleet shifts further back into Bastiar-3
Table GMs, the Scout Hunt mission is closed, and the Trench Assault mission in Part 2 is now unlocked.
GM Dennis |
Botting gunnery for Xic round 1: 1d20 + 2 ⇒ (20) + 2 = 22 First torpedo locks on, moves 12 closer to jinsuls (still 7 away)
Engineering, divert power to rear shields: 1d20 + 10 ⇒ (20) + 10 = 30
Computers to target engines: 1d20 + 10 ⇒ (15) + 10 = 25
Pilot to evade: 1d20 + 10 ⇒ (8) + 10 = 18
The jinsuls continue to speed ahead, extending their lead (currently 29 hexes away from you. They're faster, so you might consider boosting speed, Mec-01).
Your move, then please make the following:
Pamatea |
Pamatea lines up with the coilgun again.
coilgun, gunnery check, 2nd range increment: 1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 14
pow!: 4d4 ⇒ (1, 1, 3, 1) = 6
Kaeon |
Piloting (init): 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Piloting (evade): 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Navasi! |
Navasi leans forward in her chair to get a better look at the screens. "They're pulling away - fire those guns and hit the gas!"
Encourage a gunner, DC 10: 1d20 + 3 ⇒ (5) + 3 = 8
Xic |
Xic sees the torpedo is probably not going to make it. I think they are getting to far ahead. We should just let them go and proceed to our next mission.
I do not think we will catch them. But if you want to continue I will roll gunnery. Is the encouragement to both gunners or just one?
Second torpedo away: 1d20 + 2 ⇒ (2) + 2 = 4
Not sure when I could use my Magic Officer ability but I could use it instead on the coil gun and it increases its range by 5 hexes.
Mysticism: 1d20 + 9 ⇒ (1) + 9 = 10
DC = 10 + 1-1/2 × your starship’s tier. If you succeed, the gunner treats the range of that weapon as 5 hexes longer than normal. This does not work for weapons with the point special property.
GM Dennis |
Pamatea seconded Callion-2 offline, so we’ll go with that. Also note that three of the Action missions are now open as well [ooc](as shown on the mission slide), so you can also choose from those when selecting your mission after this. [/ooc]
”Break off pursuit, Starfinders,” a gruff voice crackles over the comm unit as you pursue the jinsul scout. ”Come meet me at Callion-2. I have more important work for you.”
Radaszam’s already imposing vesk figure appears extra threatening as he looms over a bound jinsul on the bridge of a small starship when you arrive. “Let me introduce you to my guest, Teskrkah, a jinsul who claims to have betrayed her teammates—those teammates being an assassination squad sent to kill me. Now, I don’t know what to believe, so I want you to figure out the truth here. I have some bigger fires I need to put out at the moment, so I’m handing this off to you. I’ve programmed the computer to translate for you if you need it. Remember, we’re Starfinders and not depraved killers, so don’t torture this pitiful creature. Just get what information you can from her. Engage the ship’s autopilot once you’ve gotten her to talk and it’ll bring you right to my location.”
Radaszam quickly departs, taking a shuttle back to his own command ship, and returning to the main fleet. As soon as he’s gone, Teskrkah violently struggles against her restraints for a moment, then slumps into the chair with a series of mandible clicks. The computer (as well as any of you that speak jinsul) translates the clicks as speech. ”Dhurus, though an abominable curse on my people, seems set to mount you atop its flagship, as it did to the great heroes we once followed.”
You have a few options to extract info from the captive jinsul, and you may need to pursue a combination of approaches to get her to talk. Some possible options are described below, but creative solutions are allowed if you can justify them:
You can only attempt any given approach twice (not counting Aid Another checks). Each round, everyone should decide if they are aiding someone or making their own check, then post your check.
Pamatea |
If anyone has an appropriate spell for probing, Pamatea can lower her Will save.
"Look, you say you're here to help us, so just start at the beginning. What's going on?"
Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
Diplomacy, to aid: 1d20 ⇒ 11
Navasi! |
"A curse, you say? The Starfinders have access to all kinds of resources, cursebreakers among them. Maybe we can help your people with this Dhurus figure, make room for great heroes once more."
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25
Xic |
Xic says I have a spell that might do the trick, it is called Mind Thrust. It will cause, some discomfort but I will try to extract the needed information.Xic stands in front of Teskrkah but not close enough to get kicked or hit. His antenna begin to move about and his eyes glaze over.
I divine the most vulnerable portion of Teskrkah's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. As a 1st level spell, it deals 2d10 damage to Teskrkah.
Mind thrust vs Teskrakah: 2d10 + 0 ⇒ (6, 7) + 0 = 13
Mysticism: 1d20 + 9 ⇒ (1) + 9 = 10
Sigh a natural 1 I cannot believe it lol. Mysticism is my jam. Xic has no bonuses to intimidate, culture, and bluff. So my next attention I will assist someone, just let me know who.