SFS 1-27 - King Xeros of Star Azlant (KS) (Inactive)

Game Master phaeton_nz

(Tier 5-8) Tags: Starship
Playing Low Tier

Slides


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Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Aid Intimation: 1d20 + 12 ⇒ (17) + 12 = 29

Desha steps up beside Krara and adds her voice to the vesk’s, ”Not to mention the fact that the Azlanti see you as little more than a tool. If you falter for even a moment, they will not hesitate to dispose of you, Minx.”

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

From where they are talking with Patrig Draken winces slightly as Krara and Desha begin their 'persuasion' of the last Brakim. Terrifying... Remind me not to annoy them! they think to themselves with a shudder.


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +9 | Init: +4 | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None.

Navasi really takes a step back and is glad she was not the target of their words!

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

((Round 2 interactions)

With Draken's intervention, Merisiel and Basalt are able to remember what he did to the Star Azlant. This means he can do improvements to your hull to add 15 hull points.

Meanwhile Krara and Desha are successful in 'convincing' Minez to help - and maybe even sway her loyalty away from the Azlanti. She pulls her weight and helps you pair any unpaired direct fire weapon your
starship originally had, doubling that weapon’s damage dice.

Once the upgrades are finished, you receive word that the King Xeros has launched accompanied by a vanguard of other ships.

The roar of distant rockets cuts through the surrounding sound. Four sleek Azlanti ships launch into the void, forming a protective guard around another ship vaguely resembling a seafaring vessel carved from cream-colored crystal, with three sail-like vanes protruding from its aft. Gray-green Azlanti thrusters, weapons, and armor appear grafted onto portions of the ship, standing out from the overall frame like metallic blemishes. Naiaj’s voice suddenly blares through the comm system, “There it is! All teams, disengage the base and intercept that crystalline starship! Do not let it escape!”

There is time for a ten minute rest onboard your ship. By the time you catch up, a dog fight is underway. The other Starfinder ships weave about in a vicious tangle, exchanging fire with the Azlanti vanguard as the King Xeros pulls away. Naiaj contacts you and tells you that they have to stop the King Xeros on their own while she and the others manage the vanguard.

((Starship combat is about to start. Please confirm your roles and apply upgrades to your chosen ship. I believe it is a Tier 6 Drake or is it Tier 8?))

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Good. I could tell by looking at you you were a smart one Minx Krara says as she scrambles about to upgrade the Drake.

The vesk then perks up at Naiaj's voice over the comms. Ha! They are fleeing before us. Let's make sure they do not escape!

Will use a Stamina to regain SP.
Krara will likely start as a gunner I think. I also posted some thoughts on the ship in the Discussion thread

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Desha gives Minx a piercing gaze and nods at the reluctant Brakim as she turns to follow alongside Krara. She paths to the vesk, 'Good work, Krara. I think she'll be alright. Hopefully she understands that the Azlanti really don't mean her any good.'

I'll hold off on spending RP for now, as I only lost 3 SP in this fight.
As for role, Desha will start off as Magic Officer. She can also sub in as Captain if Navasi wants to take a different role at some point, or Gunner (badly) if we need an extra hand there.

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Nodding their thanks to the Brakim crew as they work on their Drake, Draken bolts up the ramp and into the Piloting chair - running last minute diagnostics to account for the added weight of the improved Hull and counter balance for the added armaments. Rolling their shoulders the throw their jacket over the back of the chair and crack their knuckles.

"All aboard the Drake - this is your pilot speaking. Be prepared for a thrill ride that might turn bumpy!"

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel will be heading For a second gunner station Shes trying to stay as far from the dwarf in engineering as possible

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Basalt doesn't like any of the work that was done in engineering. It's not that it was shoddy work, he just doesn't like it.


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +9 | Init: +4 | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None.

Navasi is eager to guide you guys in any starship combat!

"Captain Navasi is on board!! Keep your back straight!" she says grinning!

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Also Navasi: keep in mind you'll get a bonus Resolve Point to spend this starship combat (as you're a level 8 character)

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

range:
range: 4d6 + 4 ⇒ (4, 5, 4, 6) + 4 = 23

Round 1 - Starship combat
King Xeros -0hp

engineering: 1d20 + 15 ⇒ (11) + 15 = 26
piloting: 1d20 + 15 ⇒ (7) + 15 = 22

You see the King Xeros ahead of you. It's surprising it hasn't escaped into the Drift yet, maybe there is a problem with the Drift Engine that was installed. Harrying fire from the rear weapons is an attempt to persuade you not to get any closer.

(Starship tokens have been added to the map. The Drake is at the bottom, facing the Xeros which is at the top with it's stern facing you. The base stats for the Drake-6 have been added to the slide. Make whatever amendments you need to such as the +15 hull points and +60 shields.)

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Basalt goes to boost the power output of the weapons.

Engineering: 1d20 + 8 + 1d6 + 1 ⇒ (7) + 8 + (1) + 1 = 17

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Desha looks ahead through the weave of magic that exists between the King Xeros and the Drake, looking at how the pilot can best place the ship for success.

Precognition: 1d20 + 13 ⇒ (19) + 13 = 32

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Sorry, wasn't showing an update! Had site issues

Draken whistles as they come face to face with the large Crystal 'ship', "Strap in all!" they cry as they begin to put the Drake through it's paces.

Initiative, precog, ship: 1d20 + 19 + 2 + 2 ⇒ (5) + 19 + 2 + 2 = 28

Evade: 1d20 + 19 ⇒ (18) + 19 = 37

them to go first, to keep this smoother, will Evade and position the Drake so the front Arc is aiming at them. Exact arc will depend on the Science officer if they scan.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

Once the Azlanti see you in pursuit, they start to turn to face you - even though it seems that they could out run you.

(Token moved)

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Has our token been moved forwards yet Draken?

As the Azlanti vessel and their own close, Krara smiles as she lines up the enhanced particle beam. Let's see how the brakim's fancy toys work!

Gunnery, Forward Particle Beam: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 for damage: 16d6 ⇒ (4, 6, 3, 4, 5, 2, 2, 3, 4, 4, 6, 6, 6, 4, 1, 5) = 65

Range is 20 hexes. Assuming we are still moving forwards should be fine. If we have moved our token already then subtract range increments appropriately.

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

heavy solar cannon: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
damage: 3d8 + 4 ⇒ (2, 7, 2) + 4 = 15

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

(Have moved your token for you)

evade: 1d20 + 15 ⇒ (8) + 15 = 23

The King Xeros also opens fire with it's forward facing weapons.

phase spike: 1d20 + 12 ⇒ (14) + 12 = 26damage: 3d6 ⇒ (1, 2, 4) = 7 (vortex)
fire projectors: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28damage: 4d12 ⇒ (8, 10, 9, 12) = 39

Vortex - A weapon with this special property creates a spiraling cyclone of gravitons that tears, crushes, and twists everything in its path, reducing a target ship’s speed by half and reducing its maneuverability by one step for 1d4 rounds on a hit. A ship protected by functioning shields takes no damage from a vortex weapon, but the target ship’s pilot must succeed at a Piloting check (DC = 15 + 1-1/2 × the target starship’s tier) or the hit depletes all Shield Points in that arc.

Your heavy solar cannon misses but the forward particle beam rips into the King Xeros's shields, taking down the forward shield and doing 15 hull points, just enough for a critical.

CT: 1d100 ⇒ 72 - Engines glitching

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

So even evading, think both hit. Which means forward shields are down to 1 from the projectors, and we need a Pilot check to see if the vortex weapon reduces the last point. (I think? Also, is our speed lowered regardless of the check? New weapon type for me, so unsure of exactly how it works.

Also we’re now back at the Round 2 engineering/helm phase, yes?

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Basalt punches buttons and moves power over to the engines. Fly trapezoids around those guys.

Engineering: 1d20 + 8 + 1d6 + 1 ⇒ (19) + 8 + (4) + 1 = 32

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Desha struggles to keep her feet as multiple shots from the King Xeros slam into the ship. She takes a moment to wrack her brain for what to do next, and lands on the realization that they really don't know what they're up against. It might be good to have a little better idea of the ship's capabilities.

So she sits down and taps at a small rectangular pad lying at her hip. A holographic board appears in front of her, a deck of large cards lying stacked neatly in one corner. She holds a hand over the deck, and the cards shuffle. She closes her eyes as the cards continue to shift around one another, until she suddenly swipes her hand away from the deck toward the board nine times in rapid succession, each time a card leaving the deck and settling in their position on the board.

Scrying: 1d20 + 13 ⇒ (16) + 13 = 29

Scrying (Engineering Phase):
You employ a substantial form of divination, such as dealing from a digital harrow deck, reading the future by interpreting the splatter of leaking coolant on your ship, or visually scanning the readouts of your starship’s myriad screens to pull deeper and predictive meaning from the lights and sounds around you. This functions as the scan science officer action, but you attempt a Mysticism check instead of a Computers check. For information about the effects of a successful scan action, see page 325 of the Core Rulebook.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

engineering: 1d20 + 15 ⇒ (13) + 15 = 28
computers: 1d20 + 20 ⇒ (13) + 20 = 33
piloting: 1d20 + 15 ⇒ (19) + 15 = 34

Another thing you noticed, when you hit the King Xeros is that part of it's hull, where you hit, momentarily faded out of existence

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Sorry hadn't moved the token as we were going second, which is the issue with Starship combat PBP. In future I will always try to avoid their front Arc (i'd have done that last turn but wasn't clear enough) - what have we learned from the Scanning in Desha's actions?

Usually, things like speed reduction or EMP don't work if they hit shields, so would just deplete the shield I imagine

Piloting: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 - literally anything but a one needed of course...

Rocking as the Ship's forward shields explode with pressure, Draken curses the overwhelming firepower from the Xeros. Hands darting they try to once more outmanoeuvre the enemy.

Piloting init: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34
Piloting, evade: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39

we drew on initiative, Draken has 7 ranks in piloting for determining a tie

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Also GM, was this round's enemy Piloting check taking into account that their engines started glitching? Or does it look like the engineer may have Repaired it quickly?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

((Ah .. sorry about that Krara ... yes, they're still glitching so they move first))

((Token has been moved))

evade: 1d20 + 15 ⇒ (9) + 15 = 24

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Taking advantage of the Xero's glitching engines, Draken zips round, facing the bizarre enemy starship in the aft-quadrant , aiming their super-charged particle beam directly at the enemy.

"Fire at will!" they hoot.

Moved

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

turret heavy solar: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
solar canon damage: 3d8 + 4 ⇒ (3, 7, 3) + 4 = 17

Is this thing even on?

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Did Desha's scrying scan give us any sense of what they're ship is all about?

It's supposed to build momentum Krara yells over her shoulder to Meresiel as she digs deep and slams down on the particle beam. But I've never had it connected before. Maybe it builds bad momentum too.

Foreward Particle Beam: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 for damage: 16d6 ⇒ (5, 4, 5, 4, 3, 4, 3, 5, 6, 2, 3, 1, 2, 4, 5, 2) = 58

Or maybe I am stealing your luck! the vesk cries as she lines up a perfect shot on the Xeros' aft

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

The particle beam rips through the King Xeros aft shields and does damage to the hull - not enough for another crit but the rear of the ship does seem to waver in and out of phase as the beam hits.

Scan Results:
Living Crew Complement: 6
Medium Explorer
Speed 10 (good)

Current status:
Hull points -23
Engines: Glitching

The King Xeros lets loose with the heavy aeon torpedo launcher (aft) and the twin fire projectors (turrent)

torpedo: 1d20 + 12 ⇒ (12) + 12 = 24damage: 6d8 ⇒ (3, 1, 3, 8, 1, 3) = 19 (quantum)
projectors: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24damage: 4d12 ⇒ (2, 6, 4, 11) = 23

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Krara, a nat 20 in starship combat doesn't do more hull points. It does an automatic crit if the damage does any hull points.

"Father of stone!" Basalt exclaims. He gets to work on getting the shields back.

Divert to shields Engineering: 1d20 + 8 + 1d6 + 1 ⇒ (20) + 8 + (1) + 1 = 30

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

(Oh ... I missed that Nat 20)

critical: 1d100 ⇒ 23 - Sensors Glitching

<- Round 3 ->

engineering: 1d20 + 15 ⇒ (17) + 15 = 32
computers: 1d20 + 20 ⇒ (20) + 20 = 40
piloting: 1d20 + 15 ⇒ (10) + 15 = 25

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Seeing that the Drake keeps getting pummeled by the Xeros's weapons, Desha decides to arm the ship with its own magical protections.

Spending 1RP to attempt the Mystic Haze action for the Magic Officer. I'll post details if it actually works.

Mystic Haze (DC29): 1d20 + 13 ⇒ (9) + 13 = 22

Alright, that's a no!

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

We're waiting on the Piloting check now, right?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

Looks that way

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

piloting: 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28

Able to outfly the other ship, though the punishing from the enemy is significant Draken silently thanks their allies for the assistance. Flying carefully, they keep trying to evade the keen eyes of the Azlanti.

Piltoing, evade: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Spoiler:
Posting in advance for after they and then we move, assuming their ship can be kept in our forward arc]

Emboldened by her successes and seeing the King Xeros start to lose cohesion, Krara digs deep and unleashes a Broadside at the enemy, firing the linked particle beam as well as the drake's coilgun in an attempt to overwhlem the Azlanti.

Spenidng 1 RP to Broadside

Particle Beam: 1d20 + 10 + 2 - 2 ⇒ (7) + 10 + 2 - 2 = 17 for damage: 16d6 ⇒ (4, 3, 6, 6, 4, 6, 2, 5, 6, 2, 6, 5, 6, 2, 1, 2) = 66
coilgun: 1d20 + 10 + 2 - 2 ⇒ (11) + 10 + 2 - 2 = 21 for damage: 4d4 ⇒ (3, 3, 2, 1) = 9

Using my Promotional Re-roll boon on the Particle Beam, with 1 nova

Particle re-roll: 1d20 + 10 + 2 - 2 + 1 ⇒ (18) + 10 + 2 - 2 + 1 = 29

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

turret fire:
solar canon: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
damage: 3d8 + 4 ⇒ (3, 5, 5) + 4 = 17

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

((moved the King Xeros))

The King Xeros does a tight turn and starts coming back at you. It looks like they're planning to do a broadside on you as they fly past.

evade: 1d20 + 15 ⇒ (13) + 15 = 28

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Traced a proposed route on the Slide. Does that work for you Draken?

And both I (and looks like Merisiel too) pre-rolled the gunning checks just to keep things moving if that flightplan works

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Looks good, keeps us out of their front,but they are in ours

Wooping, Draken ip round the enemy, bringing the Particle Beam to bear upon the enemy vessel.

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Great!

Are we waiting on anything GM? Both gunnery shots above in my and Merisiel’s spoilers

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

The Drake is in the King Xerox's starboard firing arc while you have the King Xeros in your forward arc.

Both vessels exchange fire. The coilgun just misses but the particle beam scores a direct hit busting through the shields and doing quite a bit of hull damage. Merisal follows up with the solar cannon ripping the forward section of the King Xeros apart. It looks for a while that the forward section folded itself into the fifth dimension. There's also some sort of mystical mist drifting away from the hull breach.

The King Xeros fires back but it's fate is already sealed.

aeon cannon: 1d20 + 12 ⇒ (3) + 12 = 15 damage: 3d4 ⇒ (1, 3, 3) = 7
fire projectors: 1d20 + 12 ⇒ (3) + 12 = 15 damage: 4d12 ⇒ (3, 11, 1, 2) = 17

At the end of this volley, the King Xeros has been reduced to zero hull points and is adrift in space. It shudders to a halt as several Azlanti modifications detach and drift away. The malfunctioning Drift engine’s effects are now plainly obvious, emitting beams of light and shaking the whole ship, and two escape pods launch from the ship’s flanks. Naiaj, still fighting the vanguard, contacts you and instructs you to board the King Xeros and stop whatever is causing its erratic behavior.

You can board the ship by docking at an empty escape pod port. ((King Xeros deck plan added to slides))

Steel platework reinforces the deck of the crystalline vessel, the flat metal surfaces marred only by angular modules protruding from the floor. Electrical wires and robotic targeting mechanisms extend from two hemispherical cannons with small tubes pointing out toward space, the equipment visibly damaged from starship weapon fire. No railings line the edges of the ship, providing no apparent barrier between the end of the deck and the void beyond.

The aeon diffuser and artificial gravity installed in the King Xeros protect passengers on the decks from suffocating or floating away, but the seemingly unobstructed access to space still induces vertigo. The two cannons are fire projectors, modified to serve as the starship’s turret weapons but disabled during the dogfight. The escape pod port from which the PCs emerge is attached to the fore deck; the stairs between decks constitute difficult terrain. The fore and upper decks stand 20 feet higher than the mid and aft decks. The deck’s artificial gravity extends only 50 feet from the ship’s surface. Three security robots, menacingly roll towards you.

Your ship's sensors are telling you that the engines are building up to an overload - an explosion is expected in ten minutes.

((Please place your tokens on the map - I will assume Navasi is staying on the Drake for now))

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

"We have to get to those engines." Basalt makes sure his suit's enviro-seals are active and goes out of the escape pod bay.

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Placed

Desha rushes onto the deck of the King Xeros, her staccato rifle in hand and her enivronmental protections active.

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

What, you don’t want to get to outrun an explosion? Krara smiles, activating her air seals as she races out after the dwarf, Caustolance loaded.

Seeing robotic sentries moving to intercept, the Vesk snarls the the mechanic. If these things can’t be taken out fast, race on past them. Not exactly an expert in s$@+ting down an exploding system, but I can keep their attention for you.

Token moved. So we’re on the top deck and need to get down/in to the engines in time to stop a self-destruct? Never a dull moment in the stars :)

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Looks like we have some sentry golems to deal with

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Flipping on their own enviro-seals, Draken grabs draws their pistols from their holsters, leaving the coat on the back of their pilot's chair. "Leave her warm for me?" they wink at Navasi as they follow the gang onto the deck of the bizarre Starship. "I agree, Engines are likely to be in the Aft? Let's be going!"

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

I'm guessing we should roll initiative?

Initiative: 1d20 + 7 ⇒ (6) + 7 = 13

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16

init: 1d20 + 4 ⇒ (4) + 4 = 8 Robots
init: 1d20 + 9 ⇒ (20) + 9 = 29 Draken
init: 1d20 + 4 ⇒ (4) + 4 = 8 Desha
init: 1d20 + 6 ⇒ (14) + 6 = 20 Krara
init: 1d20 + 7 ⇒ (8) + 7 = 15 Merisial

Everyone goes before the robots.

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