GM Numbat's SFS 2-00 Fate of the Scoured God, Tier 7-8 for Outpost III (Inactive)

Game Master numbat1

SFS 2-00 Outpost III


51 to 100 of 316 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Science Officer Round 2:
Focusing the scanners on the Jinsul ship, before broadcasting to the rest of the crew {Our weapons are locked on to their ship. Make it count.}

1 RP spent


VC Australia - WA

GM Screen:

1d100 ⇒ 59

captain: 1d20 + 11 ⇒ (13) + 11 = 24
engineer: 1d20 + 14 ⇒ (19) + 14 = 33
science: 1d20 + 19 ⇒ (10) + 19 = 29
pilot: 1d20 + 19 ⇒ (6) + 19 = 25
gunner 1: 1d20 + 11 ⇒ (2) + 11 = 13
gunner 2: 1d20 + 11 ⇒ (3) + 11 = 14

Conclusion of Round 1
Valikar follows up on Quirk's successful shot, sending a particle beam straight through the weakened shields. Bits of sensor array are seen drifting in space.

piloting for initiative: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24 (not that initiative is important if everyone is just running/chasing)

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Skeeter will try to go Full Power and use a resolve point to go 1 1/2 times speed.

Piloting round 2:

Piloting Helm: 1d20 + 21 ⇒ (5) + 21 = 26
Piloting Full Power if needed: 1d20 + 21 ⇒ (2) + 21 = 23

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Dice Roll:
Computers: 1d20 + 18 + 4 ⇒ (10) + 18 + 4 = 32 (Minus any range penalties.)

DC = 5 + (1.5 * tier of the target starship) + (bonus from defensive countermeasures)

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk will fire the turret at the enemy craft once again.

Dice Rolls:
to hit with computer and lock on: 1d20 + 11 + 3 + 2 ⇒ (9) + 11 + 3 + 2 = 25 damage: 5d8 ⇒ (8, 6, 8, 4, 3) = 29


VC Australia - WA

1d4 ⇒ 4

Round 2 results
Bakoyo lets loose a tirade over the ship to ship comms. Who knows what effect it may have had, though the jinsul response was short and did not live up to the scary reputation they have.

Eki concentrates on boosting the ships speed and combined with Skeeter's piloting skill the Starfinders rapidly close the distance between ships. (9 Hex gain)

Both ships fire twice, the jinsuls miss completely while Quirk scores another good hit and Valikar narrowly misses. The jinsul shields seem to hold, at least for now.

Round 3 commences

piloting for initiative: 1d20 + 19 ⇒ (12) + 19 = 31

GM Screen:

captain: 1d20 + 11 ⇒ (5) + 11 = 16
engineer: 1d20 + 14 ⇒ (16) + 14 = 30
science: 1d20 + 19 ⇒ (2) + 19 = 21
pilot: 1d20 + 19 ⇒ (2) + 19 = 21
gunner 1: 1d20 + 11 ⇒ (3) + 11 = 14
gunner 2: 1d20 + 11 ⇒ (9) + 11 = 20

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

OK, I'll keep up with it. Let's take those dirty jinsuls down!

Pilot actions round 3:

Piloting helm: 1d20 + 21 ⇒ (16) + 21 = 37
evade: 1d20 + 21 ⇒ (1) + 21 = 22

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

"Bah! This is what I hate about Jinsul! They won't turn and have a good fight." He growled and started lining up his weapon again. "And this is what I hate about spaceship. The big gun is nice. But it's not personal enough." He squinted one eye and turned his head slightly to the side before letting out a low growl and pressing down on the trigger to send a lance of light at the Jinsul vessel. "I that hurts someone."

Particle Beam:

Attack (Computers): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Damage: 8d6 ⇒ (3, 5, 5, 3, 4, 2, 2, 1) = 25

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk will continue to service the target with the turret.

Rolls:
to hit with computer: 1d20 + 11 + 3 ⇒ (7) + 11 + 3 = 21(Please add any possible encourages from captain, lock on from engineer, etc.) damage: 5d8 ⇒ (6, 4, 1, 3, 2) = 16


VC Australia - WA

Skeeter, as they lost the initiative, you would see them start to pull ahead, obviously using similar skills as you used to catch them. Would you like to change what you do this round?

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

OK, yeah I would use a resolve point to go 1 1/2 speed instead of evading.

Piloting: 1d20 + 21 ⇒ (11) + 21 = 32


VC Australia - WA

Round Three results

Eki ensures that the weapons will perform at full function and Skeeter, seeing a boost of speed form the jinsul pilot, draws again on his own skills to maintain the distance between the two ships.

Valikar sends his strengthened particle beam into the aft of the jinsul ship, punching most of the way through the shields.

Unfortunately, Quirk's aim is ever so slightly off and misses the opportunity to do more severe damage to the enemy.

The good news for the Starfinders is that once again both jinsul gunners miss their target too.

Round Four commences.

piloting for initiative: 1d20 + 19 ⇒ (20) + 19 = 39

GM Screen:

captain: 1d20 + 11 ⇒ (16) + 11 = 27
engineer: 1d20 + 14 ⇒ (14) + 14 = 28
science: 1d20 + 19 ⇒ (5) + 19 = 24
pilot: 1d20 + 19 ⇒ (19) + 19 = 38
gunner 1: 1d20 + 11 ⇒ (18) + 11 = 29
gunner 2: 1d20 + 11 ⇒ (14) + 11 = 25

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

@GM: On discussion page I asked if Klysk could have added computers bonus to attack roll(s) as I don't recall it seeing much use of it

"Does it still have shields on?" Eki asks excitedly
Engineering: 1d20 + 17 ⇒ (16) + 17 = 33 Once again, divert to weapons

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

I can push this thing one more time, and then I need the engineers to give me more power!

Pilot Actions round 4:

Piloting Init: 1d20 + 21 ⇒ (17) + 21 = 38
Piloting push for 1 1/2 speed: 1d20 + 21 ⇒ (9) + 21 = 30

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Flameclaw continues to encourage Quirk.

Encourage(Diplomacy): 1d20 + 8 + 1d6 ⇒ (18) + 8 + (3) = 29

Darn, should have intimidated him

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

"I think so, Eki." He mumbled under his breath and tilted his head until he heard something crack. "Hmmm. Better. We'll fix it this time." He fired off another blast from the particle beam.

Particle Beam:

Attack (Computers): 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Damage: 8d6 ⇒ (2, 6, 1, 5, 3, 5, 1, 3) = 26 +2 damage from Divert

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk adjusts his fire and pounds the enemy ship with the turret.

Quirk's attacks:
to hit with computer and encourage: 1d20 + 11 + 3 + 2 ⇒ (6) + 11 + 3 + 2 = 22 damage: 5d8 ⇒ (2, 1, 5, 5, 4) = 17


VC Australia - WA

I still need to know your final AC and TL for the ship. So far the jinsul rolls have been low enough or high enough to make the call with confidence. This time there is a question.

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Tier 8 Pegasus has AC 15 and TL 17. I have 7 piloting ranks, so I think it should be AC 22 and TL 24.


VC Australia - WA

GM Screen:

8d4 ⇒ (3, 3, 2, 4, 1, 2, 2, 4) = 21

Round Four Results
The two ships remain evenly paced, both boosting as fast as they can.
Each pair of gunners works hard and while one from each side narrowly misses, both ships are hit. Valikar scores a solid shot against what appears to be newly reinforced shields. The Starfinders feel the impact of the enemy railgun. 21 damage

Aid Token on slide 6

Round 5 commences
piloting for initiative: 1d20 + 19 ⇒ (16) + 19 = 35

GM Screen:

captain: 1d20 + 11 ⇒ (14) + 11 = 25
engineer: 1d20 + 14 ⇒ (6) + 14 = 20
science: 1d20 + 19 ⇒ (3) + 19 = 22
pilot: 1d20 + 19 ⇒ (20) + 19 = 39
gunner 1: 1d20 + 11 ⇒ (3) + 11 = 14
gunner 2: 1d20 + 11 ⇒ (16) + 11 = 27

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Round 4 Science Officer:
Klysk will focus the scanners on the Jinsul ship again, going back to trying to scan it for information.

Scan: 1d20 + 18 + 4 ⇒ (18) + 18 + 4 = 40 (Minus any range penalties.)

DC = 5 + (1.5 * tier of the target starship) + (bonus from defensive countermeasures)

Apologies for the lack of posting the past few days, my internet access has been sporadic. I'll be able to post my round 5 action later today.

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

Apologies for what I said earlier about computers not being used. I should have taken closer look before posting that.

"Their accuracy is starting to worry me! I must boost our shields or else they dent our hull!" Eki shrieks We should have ca. 3 shield points in forward sector, right?

Engineering: 1d20 + 17 ⇒ (1) + 17 = 18
"Desna help us now or they gonna get away! Ok, components seem to be working correctly now."
using feat reroll on engineering: 1d20 + 17 ⇒ (7) + 17 = 24 Divine blessing
That's 12 shield points to forward

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Flameclaw frowns as the ship is hit. "Science and Engineering people, get front shields up."

Round 5: Encourage Klysk on rebalancing shields.

Encourage(Diplomacy): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (5) = 16 That will grant a +2

Current Ship Status:
HP: 75
Shields: F 15, P 40, S 40, A 40
Systems Damage: None

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Seriously, next round I need power diverted to engines!!

round 5 piloting:

Piloting helm: 1d20 + 21 ⇒ (3) + 21 = 24
I'll use a resolve point again (grudgingly!) to go 1 1/2 speed
Piloting Full Power: 1d20 + 21 ⇒ (13) + 21 = 34

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk continues to fire laser blast after laser blast at the enemy vessel.

Quirks attack:
to hit with computer: 1d20 + 11 + 3 ⇒ (4) + 11 + 3 = 18 damage: 5d8 ⇒ (8, 8, 1, 6, 6) = 29

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Round 5 Science Officer:

Klysk brings up the ship's computer system devoted to the management of the shields, trying to shift as much possible power from the aft quadrant to the forward quadrant.

Balance (Computers (+Ship, +Encourage)): 1d20 + 18 + 4 + 2 ⇒ (4) + 18 + 4 + 2 = 28 Success

DC = 27 (15 + (1.5 * tier of our starship))

Current Ship Status:
HP: 75
Shields: F 39, P 40, S 40, A 16
Systems Damage: None


VC Australia - WA

Klysk's round 4 scan results

Defences: AC 23; TL 22; total Hull points 65, current Hull points 49, total shields medium 140 points, currently (actually end of round 4) 52, 14 each in forward, port, starboard, and 10 aft; power core - pulse blue (200 PCU).

Weapons: Aft - Vandal rocket; Turret - railgun; Turret - laser net
I did not look up the PCU use for all the weapons but gave you the ones that would be most obvious from your position. If you want me to look 'em up, let me know.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar continues to mass the fire shiny beam button on his control panel while muttering about cowardly Jinsul. "They're taking all the fun out of this and scuffing our paint."

Particle Beam:

Attack(Computers): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage: 8d6 ⇒ (2, 3, 1, 6, 2, 1, 1, 5) = 21


VC Australia - WA

Skeeter - given that the jinsuls slow to a speed of 10, I am going to assume you would use evasion as I don't think you can both use Full Power and do a Flyby. Let me know if you want something else instead.

GM Screen:

2d6 ⇒ (2, 6) = 8

Round 5 results
Both ships slow to their normal speed with the Starfinders gaining just slightly (1 hex) and both maneuvering to try to avoid the other's fire.

Shields are increased and the Starfinders seem to be working well as a team between engineering and science. They note that the jinsuls' second gunner has swapped to the second turret weapon and improved their aim. (8 damage from the laser net). Valikar expresses his displeasure, sending the particle beam straight through the remaining aft shields. Unfortunately, Quirk misses, though so does the primary jinsul gunner.

Round 6 commences
piloting for initiative: 1d20 + 19 ⇒ (18) + 19 = 37

GM Screen:

captain: 1d20 + 11 ⇒ (12) + 11 = 23
engineer: 1d20 + 14 ⇒ (20) + 14 = 34
science: 1d20 + 19 ⇒ (16) + 19 = 35
pilot: 1d20 + 19 ⇒ (5) + 19 = 24
gunner 1: 1d20 + 11 ⇒ (9) + 11 = 20
gunner 2: 1d20 + 11 ⇒ (13) + 11 = 24

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Make sure to divert power to the engines!

Piloting Round 6:

Piloting Helm: 1d20 + 21 ⇒ (13) + 21 = 34
Evade: 1d20 + 21 ⇒ (16) + 21 = 37

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

"Alright Skeeter! I'm working on it." Eki shouts

Engineering: 1d20 + 17 ⇒ (4) + 17 = 21 To engines as requested. Bakoyo can you encourage me, please?

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

"Yes!" Flameclaw yells. "Yes, divert power to the engines. You can do it!"

Encourage(Diplomacy): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (1) = 12

Blah ... Apparently I cannot Encourage you this turn. You do, however, have a Computer bonus you should add to the roll.

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

Yes, I add computers to roll so its 24

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Round 6 Science Officer:

{Attempting to shift shields from port quadrant captain.}

Utilizing my Promotional Record Keeper boon to reduce the DC of this check by 4.

Balance (Computers (+Ship)): 1d20 + 18 + 4 ⇒ (1) + 18 + 4 = 23 Success

DC = 23 (15 + (1.5 * tier of our starship) - 4 (boon))

Current Ship Status:
HP: 75
Shields: F 55, P 16, S 40, A 16
Systems Damage: None

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Valikar, you use the remaining computer bonus this turn. That particle beam does a bit more damage, and my dice have gone cold.

Quirk continues to blast the enemy with his laser. Or at least try to. . . .

Quirk's dice rolls:
to hit: 1d20 + 11 ⇒ (20) + 11 = 31 damage: 5d8 ⇒ (6, 8, 6, 8, 2) = 30

Hey hey! I broke out of it with a crit!

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Hmmm, I posted earlier and it said it posted. I have no idea what happened to it. Here's take 2 and I will Quirk, Nice shot!

Valikar, pretty happy at the sight of Quirk's shot slamming into the Jinsul ship, leans over his own controls and continues firing. "Ram us into their engines next. It'll be faster. And fun."

Particle Beam:

Attack(Computers): 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Damage: 8d6 ⇒ (3, 2, 3, 3, 1, 6, 5, 6) = 29

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

By the way, we have a duonode Mark III computer, so we get +3. Another nice Valikar! We'll have this thing down momentarily!


VC Australia - WA

Skeeter - you are one hex space behind them at the start of the round slide 5 where do you want to do with your extra speed?

Subject to any adjustments regarding piloting

Round 6 results
The Starfinders maintain the pressure, never allowing the jinsul vessel to gain any distance. The also let loose a mighty barrage of fire, obliterating the jinsuls' aft shield and causing significant damage.

The jinsuls on the other hand barely manage a single shot against the Starfinders.

OK, I just did the math on the damage you did, they have 2 HP left. I am calling it with a decisive victory to the Starfinders. I will report this while you consider which assignment you would like next. Slide 4. Data Hack looks to have the fewest successes so far but all are still open.

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Data hack seems right up Skeeter's alley.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk suggests a little data hack action.

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

Data hack is fine

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Sounds good. I will likely be unhelpful on an investigation/hacking scenario, but I'll provide colorful RP commentary.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Data hack is good with me as well.


VC Australia - WA

You travel takes 3 hours: 1d4 ⇒ 3 Taking a 10-minute rest to regain stamina is easy to arrange.

On the way to their meeting with Celita, the team overhear chatter that indicates the jinsule fleet is in the vicinity.

Celita, the android leader of the Dataphiles, looks down at a three-dimensional hologram of the Scoured Stars, complete with red and green dots representing jinsul and Starfinder ships. “The jinsuls know this system better than we do; as long as they are well supplied, they will outlast and repel us. We need to starve their fleet of resources, but we cannot do that without finding their courier ships’ flight paths. The communications I have intercepted have limited value, but I traced them all back to a massive data-processing station on Agillae-4. I need you to infiltrate the data centre, hack the computers, and bring back some intelligence we can use to cut the jinsuls’ supply lines.”

Celita leads the team to a stealth pod that shares many similarities to a torpedo. She smacks the side with her palm. ”This stealth pod is a disposable, single-use landing pod. So you will need to find your own way off the planet, which you should do quickly before you are caught and slaughtered by the local jinsul forces.”

Celita sends the Starfinders to their destination in the cramped stealth pod. It quickly reaches Agillae-4, a hyper-industrialized city-planet that the jinsuls have adapted into their main information hub.

The team land in an isolated alley, allowing them to enter the city unnoticed. It doesn't take them long to identify their target, a vast ovoid tower dotted with spines tipped with satellite dishes.


VC Australia - WA

The process of reaching and entering the tower, finding and retrieving useful data, and escaping without being killed requires several sequential steps. During each step, each PC can either attempt one of the skill checks listed for that phase or attempt to aid another for another PC’s skill check. For each skill check that the PCs succeed, they increase their total number of successes by one. Multiple PCs succeeding at the same type of check do not increase this total. These successes represent how effectively the PCs avoid or deceive the surrounding jinsuls during their heist.

Thought it easier to just give you the mechanics straight up. I will also try to provide information on relative DCs though not actual DCs. I also, try to always remain open to creative solutions and suggestions for other skills. I do not always grant them but will if I think it appropriate, the DC may be higher than the main suggested skill.

The first challenge the team faces is fashioning their cover IDs. Their options seem to be to attempt to mask their approach by fitting into the scenery as "captured" or "converts" (Culture); make a compelling replica of jinsul armour (Disguise); or attempt to approach via unoccupied back routes (Survival). Making a replica suit of armour may be slightly easier than the other two approaches, there are even some discarded bits they could use to be found in the alley.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

"I do have a certain amount of knowledge as far as Jinsul culture goes. Perhaps I could guide us through as off-world converts here to serve our jinsul masters."

Quirk has a +21 culture. That said, if a wider array of us have good disguise skills, we may be able to do equally well there. For that matter, Quirk can also at least assist with survival rolls.

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

A faint trilling sound can be heard from one of the large utility pouches on Flameclaw's belt. He opens it and says. "It is okay, Fluffy. That was a wild ride." He pets a strange team tentacled creature looking out of the bag, as he looks around at the team. "So, what is the plan?"

I can try to assist on culture or survival, but likely can't be lead. Not sure if I can assist w/ Disguise untrained.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

{I believe it would be best for me to assist Quirk, as I unfortunately don't know much about Jinsul armor patternings, and I am not particularly suited to finding unoccupied back routes through cities.} When the trilling noise comes from the pouch at Bakoyo's belt, Klysk doesn't react. However, a vaguely similar creature pokes its own head out of his backpack. Looking over at Fluffy, it waves a tentacle of its own and chirps a faint greeting.

I have +18 Culture, with Survival at +2 and Disguise at +0. I can auto-aid the Culture check, but wouldn't be particularly good at even aiding on the other two checks.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar hunches over the rest, trying to be a little inconspicuous and generally failing at it. With a grunt he waves vaguely around them. "I don't do tricky. Or subtle." He gestures over his shoulder to the small, white ysoki perched there, clinging to his armored collar and scanning the area with narrowed eyes. "The Doc there. Decent with getting me to go the right way if it helps."

Valikar is pretty bad at all of these, but his hireling can get a +16 on Survival or Culture, so I can at least aid.

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

I vote that Quirk figures out a way to get us through. I can assist.

My culture is 15. I'll roll to assist below

Culture assist: 1d20 + 15 ⇒ (15) + 15 = 30

1 to 50 of 316 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Numbat's SFS 2-00 Fate of the Scoured God, Tier 7-8 for Outpost III All Messageboards

Want to post a reply? Sign in.