[SFS Outpost III] 2-00 Fate of the Scoured God Tier 1-2 by GM Wolffauer (Inactive)

Game Master Wolffauer

Maps and Handouts
Starship Roles and Actions


401 to 450 of 456 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Starship Roles | S2-12 Slides | S2-18 Slides

Staar:
You activate the device and feel yourself surrounded by an immense presence. A question fills your mind Who are you strange newcomers?

Give your answer to make a positive impression (RP and detail bonuses are available), and then a diplomacy roll.

Second-1:
You activate the device and feel yourself connected to a vast network. A question fills your mind Where are my worshippers?

Give your answer describing life beyond the Scoured Stars (RP and detail bonuses are available) and then give a life science or physical science roll.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Spoiler:
I am Staar, of the Starfinder Society, o Kadrical, god of the Scoured Stars. We are at war with Dhurus, who seeks to usurp your power to rule as a tyrant, and has caused much death and destruction across the galaxy. I require your blessing, so that we may prevent this. Ailuros fights at our side, but has been gravely injured.

Diplomacy: 1d20 + 2 ⇒ (12) + 2 = 14

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Spoiler:
"They have gone far and wide from this place. They inhabit a multitude of stars, living their lives in the endless joys and sorrows of the universe.

Many have banded together in Absolam Station, living among the multitude of cultures. Here they learn or practice trades that benefit both themselves and others. Some choose more selfish pursuits such as war or criminal activities. These say there is no other way, many agree, some do not.

Others still choose to follow their wanderlust and pursue the mysteries of the cosmos, or those left behind by ancients. Science, faith, and even just a starship are all employed to these ends. "

Physical Science: 1d20 + 10 ⇒ (5) + 10 = 15

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

"Woo!" Anasi lets out a yelp of excitement as the jinsul falls.

"Where... guys?"

They look and see Second-1 deep in thought with the center of the console. Down and to their right, they see Staar in a similar position.

"...Shooting more jinsuls it is." Anasi says, as they turn and fire on the jinsul on the other 60-foot column.

Anasi takes one shot at orange as a standard, and then loads a new battery into the weapon as a move. -2 penalty for range increment.

Shot 1: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Shot 1 damage: 1d4 ⇒ 4
Shot 1 crit?: 1d4 ⇒ 4

So many 4s

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

"It looks like there are 3 more terminals. Does anyone think we need to hit them all?" He aims at the far jinsul and attempts throw that one off, "Hey! You! Ugly jinsul! Yeah you, look what we've done to your friends!"

Trick Attack(blue): 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33
subzero hail pistol(blue) w/ range penalty: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
C&P damage + trick attack: 1d4 + 1d4 ⇒ (1) + (1) = 2

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Nice shot, kid. Save some of that for when I get your gun really working."

Ears continues slogging up the ramp. "And yeah, try to take them all down one at a time."

Double move as shown. I gotta get some jump jets.

Hopefully Staar and Second-1 will have some good info for us.


Starship Roles | S2-12 Slides | S2-18 Slides

While Second-1 and Staar commune with the god, Ansai take a shot at a new target, but misses.

Casey lines up and hits his target.
But is it a crit?: 1d4 ⇒ 2 Nope

Sonomi is still up, and Second-1 may want to use their Intel to get a second Physical Science roll...

Status wrote:

[u]Round 7[/u]

Ears - Intel;
Anasi - 0/14 SP, 14/18 HP; Intel;

[u]Round 8[/u]
Second-1 - 5/10 SP, 14/14 HP; Intel;
Sonomi - Intel;
Staar] - 0/7 SP, 11/11 HP; Intel; +1 AC (through round 6)
Casey - 4/6 SP, 10/10 HP; Intel;

Jinsul (red)
Jinsul (green)
Jinsul (orange) - 0 dmg; Shaken;
Jinsul (blue) - 2 dmg; Shaken;
Jinsul (purple) - Shaken;
Dream Monster - Shaken;

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Second-1 remembers completely on his own about intel they received on this mission.

Physical Science: 1d20 + 10 ⇒ (9) + 10 = 19

Next round actions pending results...probably collapse and teleport the group toward orange?

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi looks around - seeing her friends interacting with the weird alien consoles. uh guys - maybe now is NOT the time to mess with alien tech?

Following Casey's lead she aims at the blue jinsul. If I squint I think the shot is more likely to hit... -2 for 60ft range

To Hit: 1d2 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Piercing Damage: 1d4 ⇒ 4

Jinsul takes a -2 to AC for 6 rounds if it hits... Snap Snap Snap as the shot goes wide.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Should I use my tower intel as well, merciful GM?


Starship Roles | S2-12 Slides | S2-18 Slides

You may, but it's a long shot. Second-1's odds for improving were a lot better than yours. (Though we take the best of the two rolls)

Rerolling Sonomi's to hit with a d20: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5


Starship Roles | S2-12 Slides | S2-18 Slides

Second-1:
Kadrical’s waking consciousness seems to calm down. He acknowledges that he only ever meant to protect his faithful and just wants for them to be happy and safe. Contact with Kadrical breaks off and the devices shuts down and becomes unresponsive.

The dream monster seems to shrink a little.

I'll start the next round after we hear back from Staar

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
GM Wolffauer wrote:

...

[dice=Rerolling Sonomi's to hit with a d20]1d20+2-2

That was a really good catch. I just accepted another 2 as business as usual.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10

Right job, wrong person


Starship Roles | S2-12 Slides | S2-18 Slides

Staar:
NO I do not believe your lies Contact with Kadrical breaks off.

The dream monster roars and focuses on Staar. If flies swiftly towards her and slams into her. Sorry Staar!

Slam: 1d20 + 15 ⇒ (6) + 15 = 21
Bludgeon non-lethal: 1d6 + 10 ⇒ (5) + 10 = 15
And back to sleep she goes.

But will it be a restful sleep?
Staar Will Save DC 13: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
No...

You have been cursed with persistent nightmares of jinsuls crawling over and beneath your skin. You are fatigued, and the DCs of your spells and special abilities decrease by 2. This is a curse effect that lasts for 24 hours.

Fatigued - You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1.

Both jinsuls which were attacked this round return fire.

MM vs Anasi: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13
MM vs Casey: 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12

Nearly taking out two more members of the party.

Everyone is up

Status wrote:

[u]Round 8[/u]

Ears - 14/14 SP, 12/12 HP; Intel;
Anasi - 0/14 SP, 1/18 HP; Intel;

[u]Round 9[/u]
Second-1 - 5/10 SP, 14/14 HP;
Sonomi - 6/6 SP, 12/12 HP; Intel;
Staar - 0/7 SP, 0/11 HP; Unconscious; Cursed;
Casey - 0/6 SP, 2/10 HP; Intel;

Jinsul (red)
Jinsul (green)
Jinsul (orange) - 0 dmg; Shaken;
Jinsul (blue) - 2 dmg; Shaken;
Jinsul (purple) - Shaken;
Dream Monster - Shaken;

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Staar! Anasi!, Kid! Everyone, drop prone and fire at the jinsul over there! Someone come here for a weapons boost."

Ears points at the jinsul to the east. (Orange)

The ysoki forces himself up the last few steps, unto the level platform and follows his own instruction to drop prone.

Move as shown. Will supercharge the first taker who ends up adjacent as my standard action. You don't have to shoot at orange, if you have a better plan. I'll supercharge you anyway.

Dropping prone should keep jinsuls on the lower levels from shooting or magic missiling us.

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

aid token SP: 1d6 ⇒ 6 / aid token HP: 1d6 ⇒ 5

Casey moves over to Second-1 with his head lowered and then dives to the ground next the android. "I'm ready when you are!"

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Oh, I'm prone indeed

Aid token to hit points: 2d6 ⇒ (4, 2) = 6

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Aid Token (SP): 2d6 ⇒ (3, 6) = 9

"Here we go!" There's a flash of light, then Casey and Second-1 appear much closer to the Orange jinsul "Hit him!"

Standard: Dim Door (2/3)
Holding group here, ready to fire next round. Moved Casey's token relative to Second-1's based on the teleport, hope that's ok.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Second-1, what'd you learn at the device?"


The energy emanating from Dhurus and its hierocrats ripples and wanes, indicating their vulnerability to elite Starfinders’ attacks.

Table GMs, the Weakened Herald condition is now in effect.

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6
Ears wrote:
GM Wolffauer wrote:

...

[dice=Rerolling Sonomi's to hit with a d20]1d20+2-2

That was a really good catch. I just accepted another 2 as business as usual.

same! *cries*

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi is just glad she's not the one getting shot at. I don't care which on we hit, as long as they go down!!!

To Hit Orange: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7
Piercing Damage: 1d4 + 4d6 ⇒ (4) + (6, 4, 5, 5) = 24

Bright green tears stream down Sonomi's face as yet another one of her shots goes wide. I'll tell you one thing... it's a cruel, cruel world...

I'm assuming I'm super charged...

-2 AC for 6 rounds on the Orange Jinsul.

Sonomi also takes a moment to swap out her battery and lie prone.

Assuming she can do both, otherwise she lies prone and swaps the battery first thing next round.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Swift action to drop prone. And you were the first taker, so you get the supercharge. I'll shed a tear with you over the miss.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Over comms

"It asked me about where its followers are now...and seemed remorseful over its choices, that it only wanted to protect them all. Its sad, really...though these jinsul dont seem to care."

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

"Ouch..."

Anasi sees their short life flash before their eyes as the magic missiles hit. Then, all of a sudden, they feel inspired.

Yay healing!

2d6 Stamina!: 2d6 ⇒ (2, 6) = 8

Still feeling woozy however, they take out a serum and consume a healing serum.

1d8 HP: 1d8 ⇒ 7

"Okay, that's... Staar!" Anasi looks over and seems their companion fall to the dream monster. They fear all is lost, but somehow the dream monster is attacking nonlethally. Is it even real?

"Back to the jinsuls!"

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar gets up, facing the manifestation of the god. She attunes photon, forms her gauntlet and punches it hoping the weakened condition let's her strike it .

Solar weapon vs KAC: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
Bludgeoning damage: 1d6 + 1 + 5 + 1 - 1 ⇒ (2) + 1 + 5 + 1 - 1 = 8
Routed infantry: 1d4 ⇒ 3

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

Casey moves back from Second-1 to give a little bit of spacing for safety, "Hey you nasty slimey bug! Yeah you. Your zipper's flying a bit low buddy!" He tries to throw this thing off a little before firing at it.

Trick Attack (Bluff): 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18
subzero hail pistol: 1d20 + 3 ⇒ (15) + 3 = 18
C&P damage + trick attack: 1d4 + 1d4 ⇒ (2) + (4) = 6 (No trick attack this time; 2 damage)


Starship Roles | S2-12 Slides | S2-18 Slides

Casey crit?: 1d4 ⇒ 1 Yes
Extra damage: 1d4 ⇒ 3
Bleed: 1d4 ⇒ 3

Staar fails to connect with the dream creature, and poor Sonomi's shot goes wide.

The dream monster slams Staar again...
Slam Bam: 1d20 + 15 ⇒ (2) + 15 = 17
Slam Dam: 1d6 + 10 ⇒ (6) + 10 = 16 non-lethal
and back to sleep she goes.

The jinsuls continue their magical onslaught.

MM vs Sonomi: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13
MM vs Second-1: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12

Everyone is up!

Status wrote:

[u]Round 8[/u]

Ears - 14/14 SP, 12/12 HP; Intel;
Anasi - 0/14 SP, 16/18 HP; Intel;

[u]Round 9[/u]
Second-1 - 0/10 SP, 12/14 HP;
Sonomi - 0/6 SP, 5/12 HP; Intel;
Staar - 0/7 SP, 0/11 HP; Unconscious; Cursed;
Casey - 6/6 SP, 7/10 HP; Intel;

Jinsul (red)
Jinsul (green)
Jinsul (orange) - 8 dmg; Shaken; Bleed 3;
Jinsul (blue) - 2 dmg; Shaken;
Jinsul (purple) - Shaken;
Dream Monster - Shaken;

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Second-1 plants his feet and fires at the jinsul.

Handcannon v Orange KAC: 1d20 + 3 ⇒ (9) + 3 = 12
Dmg(P): 1d8 ⇒ 1
Crit Fishin': 1d4 ⇒ 1

The shot seemingly gone wide, the android quickly reloads with a grimace

Standard: Shot on orange
Move equiv: Reload
Free: Lament the wasted crit on a 12 -_-


Starship Roles | S2-12 Slides | S2-18 Slides

I believe Staar wanted to activate the Arvin boon, which has to be done at the start of the round (so couldn't be done last round). I'm gonna say it is active this round. The group gains the benefit of aid another (+2 bonus) to all skill checks and attack rolls for 1 round, so your now 14 hits. Go ahead and finish your crit.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Glorious GM is glorious
Crit Dmg(P): 1d8 ⇒ 4
Crit Effect: Knockdown

Having just barely managed to kneecap the jinsul afterall, it falls prone

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

I vote we use the Arvin bonus this round. +2 to all attacks and skill checks. We've got to put orange down.

"Anasi, swoop in there and blast that jinsul! Sonomi, creep right up to the edge. Don't panic! Stay calm. Just focus on your shot. I'll boost your needler. Just focus...."

I don't imagine myself dictator of the party, feel free to ignore Ears. If we're going to put orange down we need to concentrate our fire and minimize the range brackets.

If Sonomi's willing Ears pulls out a spare battery and uses it to cast supercharge weapon on her needler. If not, he supercharges his own shock pistol.

Edit: Ninja'd by our GMW and Second-1 !

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

Casey cackles at the luck of the jinsul in front of him as he moves around the creature uses the blast from Second-1 as a distraction to try and take this thing down.

Trick Attack (Bluff): 1d20 + 10 + 4 + 2 ⇒ (13) + 10 + 4 + 2 = 29
subzero hail pistol: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
C&P damage + Trick Attack: 1d4 + 1d4 ⇒ (2) + (2) = 4
Crit?: 1d4 ⇒ 3

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar wakes up for the last time on her own, covered in blood and mysterious substances leaking from her augments. She attunes photon, forms her solar gauntlet and tries to punch the embodiment of a deity’s nightmares.

Solar weapon vs KAC: 1d20 + 4 - 1 + 2 ⇒ (15) + 4 - 1 + 2 = 20
Bludgeoning damage: 1d6 + 1 + 5 + 1 - 1 ⇒ (2) + 1 + 5 + 1 - 1 = 8
Routed infantry: 1d4 ⇒ 4

If a KAC 20 doesn’t connect, we are probably doomed. Doomed I say!


Starship Roles | S2-12 Slides | S2-18 Slides

Second-1 hits and knocks down the jinsul. Casey misses the prone creature.

Staar, refuses to stay down and smacks the dream monster good.

If someone would like to bot Anasi and Sonomi we can try getting another round in today. The game is scheduled to wrap up on the 16th

Status wrote:

[u]Round 9[/u]

Ears - 14/14 SP, 12/12 HP; Intel;
Anasi - 0/14 SP, 16/18 HP; Intel;

[u]Round 10[/u]
The group has the the benefit of aid another (+2 bonus) to all skill checks and attack rolls for 1 round.

Second-1 - 0/10 SP, 12/14 HP;
Sonomi - 0/6 SP, 5/12 HP; Intel;
Staar - 0/7 SP, 1/11 HP; Cursed;
Casey - 6/6 SP, 7/10 HP; Intel;

Jinsul (red)
Jinsul (green)
Jinsul (orange) - 13 dmg; Prone; Shaken; Bleed 3;
Jinsul (blue) - 2 dmg; Shaken;
Jinsul (purple) - Shaken;
Dream Monster - 8 dmg; Shaken;

Current Conditions and Available Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Botting for Sonomi

She accepts Ears’ Supercharge Weapon and lets her needle fly towards the orange jinsul.

Needler pistol vs Orange KAC: 1d20 + 2 - 2 + 2 ⇒ (12) + 2 - 2 + 2 = 14
Piercing damage: 1d4 + 4d6 ⇒ (1) + (4, 3, 2, 1) = 11
Critical: 1d4 ⇒ 1
Critical Piercing Damage: 1d4 + 4d6 ⇒ (4) + (4, 5, 6, 1) = 20

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Did that kill the orange jinsul? If it did, Anasi will fly and attack blue, otherwise he'll double down on orange also...

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Botting for Anasi

If orange is still kicking, he shoots orange where he is, otherwise...

Anasi flies closer to blue, also hovering on top of the column, just in case he passes out and does not want to take the falling damage.

Liquidator Caustoject vs Blue EAC: 1d20 + 3 - 2 + 2 ⇒ (11) + 3 - 2 + 2 = 14
Acid: 1d4 ⇒ 2
Critical: 1d4 ⇒ 3

I have no idea if he still has biohacks available, but if he does, the creature takes a -2 to AC for 6 rounds.


Starship Roles | S2-12 Slides | S2-18 Slides

Nicely done!

Sonomi strikes a critical spot on the jinsul and down it goes.

Anasi quickly shifts to the other combatant and hits.

The dream monster strike Staar again.
Slam Bam: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
Slam Dam: 1d6 + 10 ⇒ (5) + 10 = 15 non-lethal
and back to sleep she goes.

And the engaged jinsul fires at Anasi.
Static arc pistol: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5 miss
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Everyone is up

Status wrote:

[u]Round 10[/u]

Ears - 14/14 SP, 12/12 HP; Intel;
Anasi - 0/14 SP, 16/18 HP; Intel;

[u]Round 11[/u]
Second-1 - 0/10 SP, 12/14 HP;
Sonomi - 0/6 SP, 5/12 HP; Intel;
Staar - 0/7 SP, 0/11 HP; Unconscious; Cursed;
Casey - 6/6 SP, 7/10 HP; Intel;

Jinsul (red)
Jinsul (green)
Jinsul (orange)
Jinsul (blue) - 4 dmg; Shaken;
Jinsul (purple) - Shaken;
Dream Monster - 8 dmg; Shaken;

Current Conditions and Available Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

Anasi has all of their limited biohacks available. -2 AC


Starship Roles | S2-12 Slides | S2-18 Slides

Excellent - you are up again (along with everyone else)

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar dozes off, waiting for an aid token to heal her again.

Let's see if the dream monster moves away - I suggest keeping distance from each other just in case!

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

"Give me a sec Casey and I'll get us out of here. Need to check this first though..."

Second-1 moves to the terminal and activates it


Starship Roles | S2-12 Slides | S2-18 Slides

Second-1:
You activate the device and feel yourself surrounded by an immense presence. A question fills your mind Who are you strange newcomers?
Give your answer: appeal to Kadrical’s portfolio of preservation with a culture check, or make a positive impression with a diplomacy check. (RP and detail bonuses are available)

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Wow - so much occurred - I vote Staar bots for me on all my rolls.... she's much better at them

From prone, Sonomi looks very stunned that her shot actually brought down a Jinsul. I did it she whispers I DID IT! It was like an out of body experience! she shouts. Sonomi turns and crawls 5 feet toward the blue Jinsul. Here goes nothing!

To Hit: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Damage: 1d4 ⇒ 2

Well I'm defiantly back in my body...

Jinsul takes a -1 to AC if hit If they can stack... Also I will gladly delay to grab another supercharge from Ears if that's a thing... OH WAIT! My shot goes wide.... so it doesn't matter either way **cries**

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Whoohoo! Great shot,Sono! " Ears cheers the jinsul's abrupt demise.

I'd have gladly given you the supercharge, since you were willing to delay. So...

"You get one shot at this." Out of a pocket, Ears pulls his flashlight. He slaps Sonomi's needler. "She's all synched up. Go get 'em."

He watches the shot go wide. "Second-1, what's going on over there?"

Move action to retrieve spell cache, flashlight. Cast supercharge from the cache.

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

Anasi flies over to blue (still 30 feet above the jinsul) and takes another shot.

Blue is at -2 AC from the biohack last round.

Acid injector: 1d20 + 4 - 2 + 2 ⇒ (4) + 4 - 2 + 2 = 8
Crit?: 1d4 ⇒ 2
Damage: 1d4 ⇒ 1

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Spoiler:
"We are the Starfinder Society, explorers, who only came to this place to rescue our lost comrades. Surely you can understand wanting to protect your own? We had to come back, for them."

Culture: 1d20 + 10 ⇒ (16) + 10 = 26

Library Chip DC20 or less. Take 4 off if I can't use the library chip for this

To Ears he quickly shouts "He's asking who we are"

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

Casey watched the needle from Sonomi take down the jinsul and he can't help but cheer, "Nice shot, Sonomi! I'm glad I was able to take it's attention off your for a second."

He moves up to Second-1 as he activates the terminal, not being able to keep himself from looking over the android's shoulder. "I'm ready when you are. Where are we off to next?"

1 to 50 of 456 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [SFS Outpost III] 2-00 Fate of the Scoured Stars Tier 1-2 by GM Wolffauer All Messageboards

Want to post a reply? Sign in.