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


201 to 250 of 316 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
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 will let himself be pulled, but I'll wait to post his actions until after I see if Red or Orange get moved, as that will dictate what he does.


VC Australia - WA

GM Screen:

Red fort save: 1d20 + 6 ⇒ (15) + 6 = 21
Organge fort save: 1d20 + 9 ⇒ (14) + 9 = 23

Flameclaw attempts to use his gravity effects to pull two of the jinsuls to him, however, they both manage to overcome his powers.

Ebi after dodging some of the explosion successfully targets the orange guard.

Klysk, despite taking the brunt of the blast, follows up with a well-aimed shot to the same jinsul. His drone then finishes off the technomancer.

Quirk after evading the blast moves in to shoot the technomancer but manages a last-minute adjustment to instead deal damage to the other of the original pair of guards. Diverted the shot toward yellow, if you prefer pink then we can adjust.

Skeeter flies in with style and provides the final damage needed to take Orange down.

Valikar ...

Round 2 concludes, Round 3commences
Those in Bold may act

Red -94 FF
Yellow -32
Orange -122 FF
Pink
Valikar damage shield, AoO ready
Eki -35
—3--
Quirk
Flameclaw -52
Klysk -47 up 10ft
Skeeter up 15ft

Act in any order within your section
Slide 8
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.

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, having been drug away from his opponent, growled in what might have been a pout. Except it falls over dead and he can't really complain about it. Mollified, he goes stomping around the yellow one to get behind it. "Watch out, ugly." He'll try and smash a fist into its face if it turns to pay attention to him.

Move action to flank with Flameclaw (Will trigger an AoO if it wants to take it), standard to attack. All my prior bonuses are in effect (assuming my attack lands) and I will AoO if given the chance.

Hammer Fist(Flank): 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Damage: 1d4 + 21 ⇒ (4) + 21 = 25

AoO and Damage Shield:

Hammer Fist(Flank): 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Damage: 1d4 + 21 ⇒ (2) + 21 = 23

Damage Shield: 2d6 ⇒ (2, 6) = 8


VC Australia - WA

Jinsuls are Unflankable.

Valikar moves and attacks the jinsul engaged with Flameclaw. The very nature of their build though gives these creatures an advantage, being able to see everywhere at once. The jinsul instinctively lashes out at Valikar with its leg blade as the vesk moves past. (19 Slashing damage) For its trouble it also receives damage from Valikar when it strikes.

GM Screen:

Y AoO vs V KAC: 1d20 + 18 ⇒ (15) + 18 = 33S dmg: 2d6 + 12 ⇒ (5, 2) + 12 = 19
Y leg vs F KAC: 1d20 + 18 ⇒ (16) + 18 = 34S dmg: 2d6 + 12 ⇒ (3, 6) + 12 = 21
P lance vs V EAC: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25E&F dmg: 3d4 + 12 ⇒ (4, 4, 3) + 12 = 23

While Yellow continues to mostly concentrate on Flameclaw, the newly arrived Pink moves to flank and attack Valikar with its lance.

Yellow's leg blade to Flameclaw - 21 slashing
Pink's lance to Valikar - miss

Round 3 concludes, Round 4commences
Those in Bold may act

Red -94 FF
Yellow -40
Orange -122 FF
Pink
Valikar -19 damage shield, AoO ready
Eki -35
—4--
Quirk
Flameclaw -73
Klysk -47 up 10ft
Skeeter up 15ft

Act in any order within your section
Slide 8
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.

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

Eki aims at the jinsul between Valikar and Flameclaw. move action to activate tracking

Corona laser rifle vs. yellow +tracking: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 +1 from coordinated shot
fire damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11


VC Australia - WA

Eki hones in on his chosen jinsul target delivering a jolt of fire.

Round 3 concludes, Round 4commences
Those in Bold may act

Red -94 FF
Yellow -51
Orange -122 FF
Pink
Valikar -19 damage shield, AoO ready
Eki -35
—4--
Quirk
Flameclaw -73
Klysk -47 up 10ft
Skeeter up 15ft

Act in any order within your section
Slide 8
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.

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 flies to where he has an open shot on Yellow who is flat-footed to the attack. He will trick attack CR 11 or less, and he will make yellow flat-footed if he hits.

Corona Laser Pistol vs EAC: 1d20 + 12 ⇒ (4) + 12 = 16
Fire Damage with trick attack: 2d4 + 3 + 4d8 ⇒ (2, 2) + 3 + (4, 5, 6, 7) = 29

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.

Photon Charge: 1

Flameclaw slashes with the red claws of solar energy in series of slashes at the nearest jinsul.

Solar weapon attack 1, flashing strikes vs. KAC: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17
Solar weapon damage, photon attuned: 2d6 + 17 + 2 ⇒ (1, 1) + 17 + 2 = 21 S + Weapon crystal: 1d3 ⇒ 2 F

Solar weapon attack 2, flashing strikes vs. KAC: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27
Solar weapon damage, photon attuned: 2d6 + 17 + 2 ⇒ (5, 4) + 17 + 2 = 28 S + Weapon crystal: 1d3 ⇒ 1 F

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

Klysk will fly a short distance closer the the main area of the fight, wanting to keep the Jinsul with range of his gun. Aiming at the one threatened by Valikar and Flameclaw Yellow, he fires off a singular shot.

Thunderstrike Sonic Rifle vs EAC (+CS): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage (Sonic): 1d10 + 7 ⇒ (4) + 7 = 11

Move Action: move to new location; Standard Action: ranged attack vs Yellow.

.

Klysk's drone, with their previous target knocked out of the fight, looks to the other two Jinsul to determine which to target. Seeing that the newly arrived Jinsul is still uninjured, it will focus its laser rifle at them, firing off two rapid shots.

Corona Laser Rifle vs EAC (+CS, -FA, -RA): 1d20 + 10 + 1 - 6 - 2 ⇒ (8) + 10 + 1 - 6 - 2 = 11
Damage (Fire): 2d6 + 7 ⇒ (2, 6) + 7 = 15
Corona Laser Rifle vs EAC (+CS, -FA, -RA): 1d20 + 10 + 1 - 6 - 2 ⇒ (20) + 10 + 1 - 6 - 2 = 23 Crit Effect: Burn 1d6
Damage (Fire): 2d6 + 7 ⇒ (3, 2) + 7 = 12
Crit Damage (Fire): 2d6 + 7 ⇒ (6, 5) + 7 = 18 Total Damage: 30 Fire

Full-Round Action: ranged full-attack vs Pink.


Quirk continues to move toward the jinsul, firing again as he does at pink.

to hit: 1d20 + 12 ⇒ (8) + 12 = 20

Taking 10 on trick attack.

damage with trick attack: 3d4 + 4 + 4d8 ⇒ (4, 4, 1) + 4 + (7, 8, 7, 8) = 43

Pink is now flatfooted.


VC Australia - WA

Quirk - please include weapon type, vs EAC or KAC, and damage type. It makes my life a lot easier and resolution a lot quicker. Thank you.

Skeeter and Flameclaw team up to take down yellow.

Klysk and Quirk perform a shirren duo and with the aid of Klysk's drone do serious damage to pink.

Round 3 concludes, Round 4commences
Those in Bold may act

Red -94 FF
Yellow -109
Orange -122 FF
Pink -84 burning(1d6)
Valikar -19 damage shield, AoO ready
Eki -35
—4--
Quirk
Flameclaw -73
Klysk -47 up 10ft
Skeeter up 15ft

Act in any order within your section
Slide 8
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
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 takes the hit from yellow, the slashing legs having trouble piercing his toughened, scarred hide. And immediately after a cascade of blaster fire rains down onto the Jinsul around him. He does the cool thing, of course, and stands tall in the middle of it like he's not even phased by the chaos.

During a priest pause in his team's assault he steps up towards the pink tinted Jinsul, winds a fist back, and attempts to give the thing a nasty hook into whatever it considers a jaw.

Valikar takes 9 less damage from the attack due to his DR. He steps up to pink as a move, and standards to swing at it.

Hammer Fist: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d4 + 21 ⇒ (2) + 21 = 23

Only to have no idea what it's jaw is and miss entirely as a bit of dirt from the fracas gets in his eye!

AoO and repeat of his List of effects:

Hammer Fist: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d4 + 21 ⇒ (2) + 21 = 23

+1 to ranged attacks against anything he is in melee with!
He gets +2 to AC vs any ranged attacks while in melee
If his attack lands, he and anyone adjacent gets +1 AC vs Orange's melee attacks
If anyone hits him in melee they take the damage below!

Damage Shield: 2d6 ⇒ (4, 1) = 5


VC Australia - WA

Finding a vesk in its face the jinsul changes to close quarter tactics and slashes out at Valikar with its leg blades.

GM Screen:

burn damage: 1d6 ⇒ 4
leg blades vs KAC: 1d20 + 18 ⇒ (14) + 18 = 32 S dmg: 2d6 + 12 ⇒ (6, 1) + 12 = 19
reflex: 1d20 + 9 ⇒ (9) + 9 = 18

While he manages to penetrate Valkar's armour, he discovers as his comrade did that the Vesk has a tough hide. 22 slashing damage reduced to 13 And while he does take a little more damage from the fire, he manages to smother it on some local foliage.

Round 4 concludes, Round 5 commences
Those in Bold may act

Red -94 FF
Yellow -109
Orange -122 FF
Pink -88
Valikar -23 damage shield, AoO ready
Eki -35
—5--
Quirk
Flameclaw -73
Klysk -47 up 10ft
Skeeter up 15ft

Act in any order within your section
Slide 8
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.

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 flies to get a clean shot at pink. He will trick attack (CR 11 or below), and pink is flat-footed to the attack. If Skeeter hits, pink must make a DC 19 Fort save or be staggered.

Laser corona Pistol vs EAC FF: 1d20 + 12 ⇒ (8) + 12 = 20
fire with trick attack: 2d4 + 3 + 4d8 ⇒ (2, 1) + 3 + (3, 2, 6, 4) = 21

Die, jinsul scum!!

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

Klysk flies closer to the remaining Jinsul, firing off a shot with his rifle once he gets to his new position.

Thunderstrike Sonic Rifle vs EAC (+CS): 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Damage (Sonic): 1d10 + 7 ⇒ (6) + 7 = 13

Move Action: move to new position; Standard Action: ranged attack vs Pink.

.

The drone, under commands from Klysk to move closer, drops down slightly before scuttling towards the rest of the Starfinders.

Move Action: move to new position.


VC Australia - WA

Skeeter puts his full emotion into an attack and fells the remaining jinsul.

The team is able to contact Naiaj who sends a ship in to collect them.

As they are making their escape more jinsul reinforcements arrive but the team observes as they fly away that these jinsuls are disorganized without their leader to direct them.

Will report success. Take your ten-minute break to recover and select your next mission. slide 4 has the list. I believe the last of the action missions will be opened very soon.


First Seeker Elsebo sounds a bit forlorn as she hangs her head low on the screen with an almost defeated look. "Bad news team. A jinsul captive revealed that we have a traitor in our midst! A double-agent has been feeding sensitive information to the jinsul data center on Agillae-4. We need Starfinders adept at hunting fugitives to track this turncoat down and stop them from leaking any other valuable data."

Table GMs, the Captive Interview mission is closed, and the Stop the Mole mission in Part 2 is now unlocked.

The Starfinder fleet heads to Bastair-6 to cut off the Jinsul ships and deliver crucial supplies. The Jinsul fleet retreats over to Agillae-4 to protect the mole.

Using the flood of crucial intelligence about the enemy, the Starfinder leadership strategically divides responsibilities to afford everyone some rest.

Table GMs, the Change of Guard condition is now in effect. (Once during the adventure, the group can take an 8-hour rest between missions prior to Part 3. May want to use this soon.)

Lantern Lodge

SFS 05-99 BftB

A team of young starfinders comes by and drops off a crate of supplies.

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/-

Didn't we succeed at Callion-1? It's not marked off. We can take the 8 hour rest now if people want. I'm good either way.

A mole? Let's go get them!

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

"The data center we raided is on the same planet as this mole, Agillae-4, right? They will be caught sooner or later!"

My choice is Scanner defense

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'm fine resting as well, if we're encouraged to do so sooner than later. And I'd be down for scanner defense as well.

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 also suggest scanner defense.


VC Australia - WA

In case you choose to try to complete this one super speedily.
Zigvigix briefs the team from one of the turrets atop the scanning tower on one of Bastiar-8’s moons.

Beyond the humming force fields that surround the scanning tower, the moon’s otherwise barren surface morphs into a roiling mass of approaching jinsuls. Zigvigix’s voice projects through the loudspeakers throughout the building. “Wow, that sure is a bunch of angry jinsuls! Remember Starfinders, we need this tower standing if we’re going to transmit any data to our fleet from behind enemy lines. Don’t worry, every soldier defending a structure is worth ten attacking it, and every Starfinder has to be worth at least a hundred jinsuls, so I guess that makes us about even? Get to your defensive posts and—“ their final order gets drowned out by the roar of the jinsul horde slamming into the force fields and turret artillery weapon firing into the rushing throng.

The team and Zigvigix wind up trapped as the last line of defence of the Starfinder scanning tower as a mob of jinsuls descends upon it. The tower’s outer defences hold back the brunt of the horde and Ziggy provides artillery support from an elevated turret, but the team must thin the jinsul forces and beat back the ones who slip past the defences until the army disperses.

Throughout the encounter, a horde of jinsuls attacks the Starfinder scanning tower, clawing their way along the perimeter defences seeking a way inside. The horde is an abstract foe beyond the building’s walls. Each turn Ziggy fires their weapon into the horde. The Starfinders must position themselves throughout the complex to help stave off the horde using the tower’s other defences.
Each defence can only be used once per round and requires a standard action to activate.
All tower doors automatically open when approached unless locked from area H7 (the security mainframe), and the whole structure has normal light.

Perception:

Bakoyo: 1d20 + 4 ⇒ (1) + 4 = 5
Eki: 1d20 + 12 ⇒ (2) + 12 = 14
Klysk: 1d20 + 12 ⇒ (13) + 12 = 25
Quirk: 1d20 + 16 ⇒ (17) + 16 = 33
Skeeter: 1d20 + 11 ⇒ (3) + 11 = 14
Valikar: 1d20 + 9 ⇒ (1) + 9 = 10

While investigating the tower Quirk and Klysk discover a couple of breaches.

Slide 9

There are a map and a page with brief descriptions of the rooms and available actions. I have placed you all on the tennis court but you may each start in a place of your choosing. There is a lock symbol on the description page that can be copied and place on doors that are locked during the encounter.


GM's please immediately end your Missions and return to the fleet. Go ahead and use your 8-hour rest if you have not done so already.

At this stage, the Starfinder fleet gains the upper hand, forcing the jinsuls to retreat and circle their remaining forces around their defensive focus: Bastiar-5.

First Seeker Luwazi Elsebo communicates to the fleet. “Starfinders, the jinsuls are on the run and retreating to surround Bastiar-5. They have concentrated all their remaining forces around this planet, which is exuding a high level of mystical energy. We suspect that Dhurus is here, harnessing Kadrical’s energy for its as-yet-unknown endgame. We must descend on Bastiar-5 and stop whatever Dhurus is planning, but to do that we must first pierce through what’s left of that jinsul fleet. Starfinders, abandon your missions and prepare for our final offensive!”

The Starfinder fleet converges as it approaches Bastiar-5, forming an arrowhead pointed directly at the barren planet. Between the Starfinders and the planet gathers a swarm of waiting jinsul ships, from small tactical strikers to an ominously large capital dreadnought. Writhing shapes are visible along the jinsul command vessel’s prow, each impaled by a vicious, violet metal spike. Smaller jinsul ships move to take up supporting positions around the immense vessel.

First Seeker Jadnura broadcasts to the allied fleet. “Every minute that goes by, Dhurus grows stronger, and the jinsuls seem intent on slowing us down. Strap in for some intense combat, Starfinders. We should have enough strength left if we play it smart and—” He trails off as the colossal Master of Stars breaks from the Starfinder fleet to confront the jinsuls alone.

Fitch appears on the viewscreens. “That’ll take too long. I’ll take on the jinsul fleet on my own, and while they’re busy, you slip past with the smaller ships!” She types in several commands before adding, “Guess I’m glad I left the kids back on Absalom Station” and signing off.

Jadnura clasps one fist and nods appreciatively at her bold strategy before Luwazi Elsebo interrupts. “Jadnura, no. There are too many jinsuls, even for the Master of Stars!”

But Jadnura only shakes his head before responding solemnly, “Luwazi…the choice to depart the known, to witness the unknown, to risk everything so that others might persevere— you know as well as anyone that being a Starfinder is always about choices. And now that choice is ours.”

Players please cast your votes to your GM. Do you attack Bastiar-5 immediately, or help Fitch and the Master of Stars destroy the jinsul fleet. @GM's once your tables votes are in report the tables vote into the reporting tool.

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'm bound to say we follow what Luwazi wants to do.

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 is solemn and dark as he speaks.

"I fear Jadnura is correct. Fitch and The Master of Stars can do their duty, as we will do ours. I believe Fitch has the only strategy that can work."

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

"Luwazi has a point. To stand a chance against them crazy luck just won't suffice, we need more firepower. I've spent countless hours repairing and maintaining Master of Stars. Losing her would be so catastrophic, I'm unable even comprehend it. I have no idea what Fitch is thinking, but she grossly underestimates capabilities of jindsul fleet." Eki bursts into tears near end of his tirade

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 want. Hmmm. To rip one of those immortal warlords off the front of the Jinsul Capital ship. It'll be pissed. Might go on a rampage against the Jinsul for us. Helping Fitch might give me the chance to try."


First Seeker Elsebo gives out one last status report as you come to a decision. "We have fended off a horde of jinsuls and secured the stability of our scanning towers, which will continue to feed us crucial information about the enemy."

Table GMs, the Scanner Defense mission is complete and the Tower Intel condition is now in effect.

First Seeker Jadnura addresses the fleet as the decision has been set. “We will not leave our comrades to confront this armada alone, even in a ship as powerful as the Master of Stars. We are Starfinders, after all! Agents, attack the peripheral crafts and leave the dreadnought to Fitch and her team! Continue on to Bastiar-5 once we’ve thinned their ranks.”

Table GMs, Please proceed directly with Part 3. Part 1 and Part 2 Missions are now all closed. Deadlocked Fleet condition is now in effect.


VC Australia - WA

The team races for a ship and pile into one of the Drake frames that are sitting ready. They head out into the thick of things, the two fleets are facing off and flying through each other. Shots are fired left and right. It is chaos!

Ahead of them, they see a jinsul ship in an ideal position. Can they catch it unaware?

Then from out of the glare of the local star, you hear a whooping yell as a ship appears to assist you! "Yuluzak here! The Honorbound is here to assist! You have shown honour in combat and we are here to do the same! Now let's take down these jinsuls! HONOUR!!!!!!!" Right before his comms cuts out, you can hear the rest of his bridge crew join in, yelling, "HONOR!!!!!" You guess they take the name of their ship seriously... Stolen directly from BigBoom

Jinsul piloting for initiative: 1d20 + 21 ⇒ (4) + 21 = 25
Starfinder piloting for initiative: 1d20 + 21 ⇒ (5) + 21 = 26
Using what I believe is the correct value for Skeeter

GM Screen:

captain: 1d20 + 21 ⇒ (8) + 21 = 29 taunt Helm
engineer: 1d20 + 21 ⇒ (20) + 21 = 41 divert weapons
science: 1d20 + 21 ⇒ (1) + 21 = 22 scan
pilot: 1d20 + 21 ⇒ (9) + 21 = 30
gunner 1: 1d20 + 13 ⇒ (17) + 13 = 30
gunner 2: 1d20 + 13 ⇒ (6) + 13 = 19
end of round: 1d6 ⇒ 2

slide 11

As with last time, everyone post, put your dice rolls under spoilers, then I will resolve the round and start the next.

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/-

That's right.

Piloting Actions:

Piloting Evade: 1d20 + 21 ⇒ (11) + 21 = 32

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--why don't you fire those potent missiles--and don't worry about using them up. We have more! I arranged for an emergency resupply on those!"

I have the emergency resupply starship boon slotted. Valikar has the best chance of hitting with those heavy antimatter missiles, and they're our best weapon.

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 Gunner Actions:
Quirk fires the persistent particle beam if possible, otherwise go ahead an apply a hit with any other weapon in the correct arc and range.

to hit: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 10d6 ⇒ (5, 3, 5, 1, 3, 1, 4, 2, 6, 6) = 36

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

Engineer action:

1d20 + 17 ⇒ (5) + 17 = 22 Divert to science officer

Remember, after 8-hour rest spent resolve points are regained.

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

"HONOR!!!!" Valikar is leaning over Skeeter at the controls and shouting in his ear for the Honorbound to hear him right back. He stands back up tall, a satisfied look on his face as he watches the battle start until Quirk calls out to him. That snaps the old fool out of his thoughts. "Explosions are good. Let's do some damage."

He nods to Quirk and drops into the turret controls, turning the launcher onto the Jinsul ship and firing off an anti-matter missile as soon as the weapon comes around.

Gunner attack roll:

Anti-matter Missiles: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Damage: 10d10 ⇒ (9, 2, 8, 2, 5, 3, 10, 8, 8, 8) = 63

Gonna use my reroll on that with +1 from GM stars.

Anti-matter Missiles: 1d20 + 12 + 2 + 1 ⇒ (11) + 12 + 2 + 1 = 26

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 clicks open a comm to the jinsul ship. "Oh, you done it now, boys ... Vesk gonna vesk, you know. And that means we're gonna blow you out of the sky."

Captain action:
Helm phase: Taunt of jinsul ship.
Intimidate: 1d20 + 12 ⇒ (14) + 12 = 26 [ooc]Blah ... Success against Tier 7 ship, so probably not a success.

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

Moving to the science station, Klysk quickly begins manipulating the controls of the sensors in order to better target the Jinsul ship.

Science Officer Action:

Lock On (Computers): 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39 DC = 5 + (1.5 * (the tier of the target starship)) + (their bonus from defensive countermeasures)

Even if they are a tier 12 ship and have a +16 bonus from defensive countermeasures, that would be a success. +2 bonus to all gunner roles this turn.

1 RP spent

@Eki, if you don't mind me asking, is there a particular reason that you put the boost to the Science Officer role this turn? It might have been better to put it into the engines, as then our missile fired this turn would be able to get to them faster.


VC Australia - WA

GM Screen:

taunt: 1d4 ⇒ 2
turret: 8d4 ⇒ (4, 2, 3, 3, 4, 3, 1, 1) = 21

In the thick of battle, the team focuses on one jinsul vessel. Both Captains sling insults at the other ship. The jinsul captain targets the helm crew, letting them know they will soon be nothing, not even worth snacking on. Successful taunt - helm - 2 rounds please apply the penalties next round.

Eki diverts power to the science station, possibly thinking Klysk will scan the enemy vessel. Meanwhile, Klysk uses his skills to assist the gunners to lock on to their target. He also notices an unsuccessful attempt by the enemy to scan the Drake.

Both pilots perform some fancy evasion maneuvers, trying their best to protect their ships. Skeeter's efforts are partially rewarded when one of the jinsul weapons misses them.

Unfortunately, their turret gun scores a direct hit 23 damage

Valikar sends a missile honing in on the jinsul while Quirk, assisted by Klysk and the influx of information from the Starfinder fleet, lashes the jinsuls with the forward particle beam.

The hazards of large fleet battles become apparent when a Starfinder vessel passes near the jinsul ship throwing off their pilot. piloting penalty to the jinsuls

Round Two commences

Jinsul piloting for initiative: 1d20 + 21 - 2 ⇒ (7) + 21 - 2 = 26
Starfinder piloting for initiative: 1d20 + 21 ⇒ (13) + 21 = 34

GM Screen:

captain: 1d20 + 21 ⇒ (18) + 21 = 39 demand gunner 2
engineer: 1d20 + 21 ⇒ (12) + 21 = 33 divert shields
science: 1d20 + 21 ⇒ (8) + 21 = 29 balance shields
pilot: 1d20 + 21 - 2 ⇒ (14) + 21 - 2 = 33 evade?
gunner 1: 1d20 + 13 ⇒ (13) + 13 = 26 turret
gunner 2: 1d20 + 13 ⇒ (1) + 13 = 14 arc weapon
end of round: 1d6 ⇒ 1

Jinsul ship moved. Lighter colour indicates the previous path.

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

@Klysk, I thought we could close distance soon anyway so I chose between weapons and science. Taking closer look of the map I decided boosting engines is good idea after all.

2nd engineer action:

divert to engines: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34

"It ain't as close range as I supposed. Soon we will direct our full firepower at them!"

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/-

Keep pouring it on! This little section of space needs some Jinsul wreckage!!

Piloting:

piloting Evade: 1d20 + 21 - 2 ⇒ (10) + 21 - 2 = 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

Quirk will use one of the computer nodes.

Quirk's rolls:
Quirk continues to blast away with the persistent particle beam. (Note this doesn't include any possible bonuses from engineering, captain, etc.)

to hit with computer bonus: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
damage: 10d6 ⇒ (5, 5, 6, 3, 3, 5, 4, 5, 4, 5) = 45

Should the enemy vessel not be in the front arc of the ship, Quirk will use one of the other available weapons.

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 will watch his first missile fly before trying to take a shot with the another, hoping to add onto the damage they'd already done. "These things are slow. The anticipation is killing me." Though his tone sounds rather blase about it.

Attack Rolls:

Missile from last round tracking: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
For 63 damage, should reach this round if this doesn't miss

New Attack(Computers): 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31Will also reach this round, I think.
Damage: 10d10 ⇒ (1, 8, 3, 5, 4, 10, 8, 6, 2, 5) = 52

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 2

Klysk works hurriedly to keep the ships sensors locked onto the Jinsul ship, attempting to work past the opponent Jinsul captain yammering over the comm systems.

Science Officer Action:

Lock On (Computers) (-taunt): 1d20 + 18 + 2 - 2 ⇒ (6) + 18 + 2 - 2 = 24 DC = 5 + (1.5 * (the tier of the target starship)) + (their bonus from defensive countermeasures)

1 RP spent

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 says to Quirk, "You can do it, buddy. A little to the left, there ..."

Round 2: Captain Action:
Diplomacy, sidereal influence: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (2) = 26
+2 on Quirk's attack roll


VC Australia - WA

GM Screen:

turret: 8d4 ⇒ (1, 1, 2, 1, 4, 2, 1, 1) = 13

Results round 2

Flameclaw inspires Quirk, Eki boosts the engines, Klysk struggles but manages to keep the computers locked on for targeting, Skeeter does some fancy flying to evade the multiple hazards of fleet battle, Valikar watches in disappointment as his first missile loses it targeting lock and continues on its previous heading and adds frustration as his newly launched missile hones in with accuracy but is just short of the target, Quirk makes use of all the benefits available to deliver another blast to the jinsul, this time impacting the forward shields.

The jinsuls still only manage a single successful strike against the Starfinders 13 damage from their turret gun

There are no obvious effects from the hazard of fleet engagement this round.

Round 3 commences
Jinsul piloting for initiative: 1d20 + 21 - 2 ⇒ (16) + 21 - 2 = 35
Starfinder piloting for initiative: 1d20 + 21 ⇒ (19) + 21 = 40
Jinsul ship has moved

GM Screen:

captain: 1d20 + 21 ⇒ (14) + 21 = 35 demand gunner 2
engineer: 1d20 + 21 ⇒ (10) + 21 = 31 divert shields
science: 1d20 + 21 ⇒ (14) + 21 = 35 balance shields
pilot: 1d20 + 21 - 2 ⇒ (12) + 21 - 2 = 31 evade?
gunner 1: 1d20 + 13 ⇒ (4) + 13 = 17 turret
gunner 2: 1d20 + 13 ⇒ (2) + 13 = 15 arc weapon
end of round: 1d6 ⇒ 2

Don't you just hate it when you go to check a thread and find your nice long narrative of hours ago didn't actually post?
I believe the first missile is now out of the game but left it on the board in case I am wrong. Let me know if it should stay.

Remember you have an aid token

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 uses the benefit of going second to maneuver around the jinsul craft.

Pilot actions:

Pilot Evade: 1d20 + 21 - 2 ⇒ (1) + 21 - 2 = 20

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

Once again, Quirk avails himself to one of the three computer nodes.

Quirks rolls:
Quirk continues to keep his finger on the "fire" button for the persistent particle beam (do shirren have fingers?).

to hit with computer bonus: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16

damage: 10d6 ⇒ (5, 1, 4, 4, 2, 5, 2, 3, 4, 6) = 36

These rolls do not include any possible bonuses from other crew members.

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

"They will blow up in few second!" Eki exclaims

engineer action:

divert to weapons: 1d20 + 17 ⇒ (15) + 17 = 32

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

The first missile missed and is long gone, Numbat! And a really quick post, as I need to run out the door for work!

Valikar continues to fire missiles, annoyed that none of them are actually GETTING to the Jinsul ship.

Rolls!:

Missile from Last Round: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
For 52 damage if it hits

New Attack(Computers): 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Damage: 10d10 ⇒ (6, 9, 7, 3, 7, 3, 9, 3, 9, 5) = 61

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 nods. "Excellent work, Mr. Quirk. We will show them what Starfinders are made of!"

Gunnery: Encourage Quirk:
Diplomacy: 1d20 + 8 + 1d6 ⇒ (11) + 8 + (1) = 20

201 to 250 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.