[PbP Gameday IX] GM Jhaeman's SFS # 2-04 "Future's Fall" (Inactive)

Game Master Jhaeman

SFS # 2-04

Maps & Handouts


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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 telepathically connect with those in the room once the others are finished speaking. {I back up what the others have said, in that we have no knowledge of this Vault Lord, whoever they may be. And I haven't seen that mark before at any point.}

Diplomacy if necessary:
Diplomacy (Aid): 1d20 + 14 ⇒ (17) + 14 = 31 Of course I managed to get the highest roll.


The governor nods at Gab. "I guess you really don’t know. The invaders’ drones continuously broadcast a signal when they attack, demanding our surrender to this Vault Lord. It’s gone on for weeks now. I've lost half the garrison, and we expect a new attack at any time."

Kultainen, I wasn't sure about your post--are you trying to persuade her she's in a simulation?

Acquisitives

Male NG ysoki icon envoy 11 | SP 88/88 HP 68/68 | RP 10/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: None

Gab frowns at the Governor's words. "Have you been able to track where they're coming from? We could venture out and investigate their source for you. We have experience on this ... world ..." he glances with a smile over toward Kultainen as he says this, "... in exploring unusual things and getting to the bottom of why they're happening."

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Yes

"For example, the drift-drive material you are minding is already refined. And if you have a look, the "processed" goods goes right back into the mountain to be rediscovered."

She sighs.

"There are a lot of other strange inconsistencies too. The VR set up- all it does it put a message on the screen. If I showed you a video of someone in the booth you might understand better.."

Shaking her head she adds "Look, even the equipment your soldiers use. It appears in a vid-show. If you want, we can take you to the spot that we entered this giant vault, and you can see what exists beyond it."

Turning to the others she adds "But this 'vault lord', it doesn't seem to fit with the rest of the simulation. Not at all. Why throw a complication like that at a simulation of Akinon as it might be in the future?"


The governor's eyes go wide as she listens to Kultainen lay out the evidence. At last, she seems convinced. But before she can figure out how to respond, a whistling noise grows in the air and the structure shudders from an explosion!

The holodisplay flicks on to show a massed assault of beasts, robots, and soldiers all approaching the town.

A cool, mechanical voice echoes through the speakers: “Rejoice, residents of vault Vesk-XX. The Vault Lord now demands your service and obedience or your deaths. Prepare for the emissaries’ arrival and welcome the role bestowed upon you.”

Governor Enktyua growls into her comm unit and the garrison’s cannons open fire in response; she quickly stands up and begins marshalling her defences. She shouts at you: "Simulation or not, the Veskarium doesn't surrender! Grab your weapons and help out or get out of the way!"

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien sighs.
"What now?" Still, she does grab a weapon and joins the general exodus.

"Not a surrender... but how about a strategic withdrawl to a safe location?" she suggests.

"[b]Our exit is not too far from here, and there is no sense in your people dying unnecessraily.


"We can't evacuate unless it's the only choice!" shouts Shipbreaker. "If you can fight hand-to-hand, join the front lines to break the enemy’s initial charge. Support and medium-range combatants should join the fire team, and long-range combatants and noncombatants can provide cover for the medical teams and civilians retreating over the bridge."

A message from Venture-Captain Vex comes over your comms. "Even if it's a holographic environment, those people are in very real danger, Starfinders. Help as many survive as possible, and extract as much data as you can from the Veskarium computers while you're at it!"

If you do decide to take part in the battle, it'll take place on one big map and your individual starting locations will depend on what role you would each like to take as described in the governor's instructions.

Acquisitives

Male NG ysoki icon envoy 11 | SP 88/88 HP 68/68 | RP 10/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: None

"You've fought these things before, right? What are we looking at for these emissaries? Robots? Do you know of any weaknesses or resistances they may have?"

Gab pulls two pistols. "I'll help with the fire team." He glances over at Obozaya, "You probably want to be in the thick of it, right?"

How far back is the fire team? If it's possible that I can position behind some cover about 30 feet from the front line, that's where I'd aim for, so I can use Inspiring Boost on front line fighters. My Clever Feint/Clever Attack has a range of 60 feet, so I can use both abilities to help out the front line folks.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien eyes the options for a moment before deciding. "I think Jopsie and I will help with the medical teams. We don't offer much in the way of combat expertise."

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 thinks for a moment before replying telepathically. {It would probably be best for me to go with the fire team - my weapon is closer range than others, and I'm not much good in hand-to-hand combat. Scatter could go to provide covering fire for the medical teams and civilians, as their rifle is good at range.}

Klysk can send commands and communicate with Scatter at a range of up to 5 miles.


Okay folks, this is a complicated encounter with a lot of moving parts, so please read carefully.

This encounter takes place on Slide # 2. I’ve placed each of you in your starting positions (but I may have gotten confused on drones, so please adjust as necessarily). As the encounter starts, there are two enemies approaching—an elf and a dwarf. (Cinematically, imagine there’s a huge battle going on around with you with dozens of Vault soldiers attacking Vesk defenders, Veskarium and Vault Lord artillery booming in the background, panicked townspeople trying to escape, and so forth.)

You have three goals, and it’s up to you to decide how to prioritise them.

1) Hold off the attackers as long as possible: this one is obvious.

2) Collect information from the Veskarium computers: PCs with a personal computer in range of Area Z3 (the small area across the bridge where Kultainen is starting) can use a standard action to remotely access data with a Computers check, and PCs in Area Z3 can also use Engineering, Mysticism, or Sleight of Hand to overcome locks, circumvent magical protections, or extract internal storage drives (each check is repeatable, and success earns 1 “Data Point”). Use of suitable profession skills and appropriate Theme abilities reduce the target DC by 5. You get a +2 bonus on these skill checks because Obozaya is on the front lines holding back the enemy advance.

3) Help survivors to safety: The possibility of doing this (and the skill check necessary to succeed) will be flagged each round (this isn’t an option during Round 1). You get a +2 bonus on these skill checks for having persuaded the governor that this is a simulation.


Round 1

Elf
Klysk
Kultainen
Obozaya
Dwarf
Gab
Special Event

Bold may go!

GM Dice:

Initiative (Kultainen): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Gab): 1d20 + 4 ⇒ (7) + 4 = 11
Initiative (Klysk): 1d20 + 3 ⇒ (13) + 3 = 16
Initiative (Obozaya): 1d20 + 8 ⇒ (4) + 8 = 12
Initiative (elf): 1d20 + 9 ⇒ (9) + 9 = 18
Initiative (dwarf): 1d20 + 0 ⇒ (12) + 0 = 12


The forces of the Vault Lord slam into the town's defences! Dwarven berserkers spear-head the charge, supported by elven spell-casters. All bear the seven-toothed cog, symbol of the Vault Lord.

An elf storming toward the gates looks around for enemy spellcasters and, seeing none, opens fire on Obozaya! The slug slams into the vesk's shoulder, and she grunts in pain.

GM Dice:

Attack vs Obozaya FF KAC: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d8 + 6 ⇒ (1) + 6 = 7


Round 1

Elf
Klysk
Kultainen
Obozaya

Dwarf
Gab
Special Event

Bold may go!

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

While the battle starts to unfold, Kultanien spends some time seeing what the local computer systems have in them.

"We may be able to get a video of the forces coming in.." she mentions in passing to anyone who is suspicious of her actions.

computers: 1d20 + 12 ⇒ (13) + 12 = 25


Kultainen, does that include the +2 bonus for Obozaya being on the front lines?


Obozaya smiles as she strides forward with a pump-action scattergun and sends a blast of pellets flying toward both her foes. The elf leaps out of the way just in time, but the flat-footed dwarf is hit by both barrels!

snub scattergun (-2 blast property): 1d20 + 10 ⇒ (5) + 10 = 15
damage: 1d12 + 8 ⇒ (6) + 8 = 14

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

Moving forward in order to get a clean shot against the approaching aggressors, Klysk aims his rifle at the dwarven berserker.

Sonic Rifle vs EAC: 1d20 + 9 ⇒ (4) + 9 = 13
Damage (So): 2d10 + 9 ⇒ (3, 5) + 9 = 17

Scatter

Scatter moves to a better overwatch position, scuttling up the wall of the nearby building as high as he can for the time being.

Moving to new position, climbing up to 10 feet off the ground (2 squares of space below them).

Acquisitives

Male NG ysoki icon envoy 11 | SP 88/88 HP 68/68 | RP 10/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: None

What is the "range of Area Z3" for Option 2? Do I need to move closer to attempt a Computers check?

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Nope, extra +2 from Obo. If nobody else wants Nelli or Nex helping them, I'm happy to take one of them too.


Klysk's aim is thrown off as a cloud of gravel is thrown up from an exploding shell nearby.

Kultainen manages, with great difficulty, to extract some information from a nearby computer. But it's clear there's plenty more to be had! 1 Data Point earned.

Nelli and Vex can't provide Aid Another bonuses in combat, but they will assist in other ways, as you'll see.

Gab, Area Z3 consists of the four squares on the far side of the bridge (where Kultainen is standing). Being "in range" of it for Computers depends on whether you have some sort of remote hacking access (otherwise you need to be standing in those squares).


The dwarven "vault breaker" charges headfirst into Obozaya, swinging a massive seismic pick! "Don't give up!" shouts Nelli from hiding.

Obozaya takes 15 points of damage, but Nelli's inspiring boost gives her 12 stamina back.

GM Dice:

Attack vs Obozaya EAC: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d6 + 10 ⇒ (5) + 10 = 15


Round 1

Elf
Klysk
Kultainen
Obozaya
Dwarf
Gab
Special Event

Bold may go!

Acquisitives

Male NG ysoki icon envoy 11 | SP 88/88 HP 68/68 | RP 10/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: None

Grab drops his ghost killer merciful called gelid hail pistol and runs up behind some cover, pulling one of the earlier scavenged frag grenade IIIs from his starfinder backpack as he moves. He flings the grenade, then whistles ... and his ghost killer merciful called gelid hail pistol jumps from the ground into his hand.

Frag Grenade III attack, range penalty: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Frag Grenade III damage: 4d6 ⇒ (5, 4, 3, 3) = 15 piercing

I've placed a box on the grid, showing the blast radius of the grenade (which extends off the map, to avoid Obo)

Did anyone else claim the other frag grenades III, or do I have them all?


Gab's frag grenades explodes in the perfect spot, sending shards of jagged steel into the attackers!

Both the elf and the dwarf failed their save and take full damage.

GM Dice:

Reflex save (elf): 1d20 + 8 ⇒ (3) + 8 = 11
Reflex save (dwarf): 1d20 + 7 ⇒ (7) + 7 = 14


A small artillery shell explodes next to Obozaya, but instead of flaming metal, a small cloud of distracting microbots emerge!

Obozaya is under the negative effects of harrying fire and covering fire for 2 rounds.

GM Dice:

1Obo,2Gab,3Kult,4Klysk: 1d4 ⇒ 1
damage: 2d6 ⇒ (4, 4) = 8


As the Vault Lord's infantry advance, a heavy siege vehicle rumbles behind them and starts shelling the garrison! Wounded townsfolk begin streaming across the bridge, frantic to find safety.

The artillery vehicle cannot target you, but can inflict heavy damage on the garrison unless it is destroyed.

Anyone in Area Z3 (the area across the bridge) can attempt to aid the wounded townsfolk with a Medicine check (don't forget you'll get a +2 bonus). This attempt can be made by different characters, but only in this round.


An elf in service to the Vault Lord takes careful aim at Klysk and opens fire, grazing the shirren's leg.

Klysk, you take 7 piercing damage.

GM Dice:

Attack vs Klysk KAC: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d8 + 6 ⇒ (1) + 6 = 7


Round 2

Elf
Klysk
Kultainen
Obozaya

Dwarf
Gab

Bold may go!

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

Giving a faint grunt of pain as he is shot, Klysk moves off to the side, shifting his attention to the newly appeared siege engine. Aiming at it with his rifle, he quickly dials up the power allowances for the next shot in order to attempt to do more damage to the large construct in front of him.

Activating Overcharge Mechanic Trick.

Sonic Rifle vs EAC: 1d20 + 9 ⇒ (12) + 9 = 21
Damage (So (+Overcharge): 2d10 + 9 + 1d6 ⇒ (2, 8) + 9 + (6) = 25

Scatter

Clinging onto the wall above the door into the garrison, Scatter aims their rifle over at the newly arrived siege engine, taking a single shot at the massive machine.

Laser Rifle vs EAC: 1d20 + 11 ⇒ (6) + 11 = 17
Damage (F): 3d6 + 9 ⇒ (2, 2, 6) + 9 = 19

Acquisitives

Male NG ysoki icon envoy 11 | SP 88/88 HP 68/68 | RP 10/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: None

Gab mutters, "I can't fake out a friggin' tank." He glances around at the fleeing civilians and refugees. Realizing he can't get over to help them right now, he focuses his attention back toward the front line battle. He thinks toward Klysk, "Hey, you see any specific weaknesses on that thing?"

Acquisitives

Male NG ysoki icon envoy 11 | SP 88/88 HP 68/68 | RP 10/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: None

I'll go ahead and roll an "Identify Creatures" Engineering check for the siege engine, to see if it has any specific immunities, resistances, or vulnerabilitites, which might influence my actions. I assume that I can't use Clever Feint against it, since it doesn't have an intelligence score (though the driver, presumably, does).

Engineering(Identify Creature): 1d20 + 11 ⇒ (5) + 11 = 16

Second Seekers (Luwazi Elsebo)

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Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

At the back, as the wounded start to come in, Kultanien and Jopsie set to work on them. This is no time for fine surgery, it is sticking bandages on holes and hoping not too much blood leaks out.

She winces as the grenades hit her team mates. "Why are dwarves and elves even here?" she wonders.

medicine, front line: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34

With a sigh, she quickly amputates an almost severed hand and then cauterizes the stump. Luckily the vesk was already unconscious.
"I guess they must have dug their way up into the wrong chamber."


Klysk's sonic rifle vibrates pieces off the siege tank, but it's still fully operational. Scatter can't quite get the right angle, however.

Gab, the siege tank has no resistances or vulnerabilities. To be honest, all the scenario gives me is its EAC, KAC, and hit points, but I assume we treat it as a mindless construct.

Kultainen's field surgery is successful. One "Survivor Success" Earned.


Obozaya grins at the dwarf. "You want to do this face-to-face? Works for me!" She drops her shotgun, draws her doshko, and swings hard. But the Vault Breaker's armor is strong enough to withstand the blow.

ember flame doshko (-2 harrying fire): 1d20 + 11 ⇒ (8) + 11 = 19
damage: 2d8 + 14 ⇒ (3, 8) + 14 = 25


The dwarf laughs and swings back, landing a powerful blow!

GM Dice:

sonic pick (w/ microbot bonus): 1d20 + 16 ⇒ (13) + 16 = 29
damage: 1d6 + 10 ⇒ (4) + 10 = 14


Round 2

Elf
Klysk
Kultainen
Obozaya
Dwarf
Gab

Bold may go!

Acquisitives

Male NG ysoki icon envoy 11 | SP 88/88 HP 68/68 | RP 10/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: None

I would interpret that to mean it automatically fails its Reflex save. ;)

Gab drops his gun again, snatches another frag grenade III, and hurls it so that it can strike all three of the enemy targets.

Frag grenade III attack, range penalty: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Frag grenade III damage: 4d6 ⇒ (4, 2, 1, 5) = 12

He summons the called gun back into his hand.


The elf and the siege tank catch the brunt of the explosion from Gab's grenade, while the dwarf's heavy armor lessens the impact.

GM Dice:

Reflex save (elf): 1d20 + 8 ⇒ (6) + 8 = 14
Reflex save (dwarf): 1d20 + 7 ⇒ (14) + 7 = 21


A signal from Governor Shipbreaker cuts into your personal comms: "Strangers, you're doing well! I've transferred one of the light artillery units to your command."

You've received permission from the governor to call in artillery support from the garrison cannons; the cannons automatically hit a grid intersection of your choosing (explode 10’, 4d6 P, no save). You will have this opportunity again in some subsequent rounds that I'll notify you about.

But just as she finishes her message, the siege tank zeroes in on the town's mining facility! A massive explosion devastates the buildings, trapping the miners within!

I've drawn a yellow line around this building (it's just to the right of the bridge). If you're adjacent to the building, you can rescue survivors with a successful Acrobatics or Athletics check (with a +2 bonus) as a standard action.

A second wave of the Vault Lord's forces arrive, led by a strange creature wearing robes that stands over 7’ tall it has long limbs and its hands end in disturbingly sharp, silvery nails.

The leader is a "real" opponent; I'll place a picture on the slides, and you can identify what it is as a free action on your turn with a DC 25 Life Sciences check.


Round 3

Elf
Leader

Klysk
Kultainen
Obozaya
Dwarf
Gab

Bold may go!

GM Dice:

Initiative (leader): 1d20 + 7 ⇒ (9) + 7 = 16


An auto-injector in the elf's armor sends healing serum into her veins as she aims a careful shot at Obozaya. The vesk is still hampered by the microbots, and can't dodge in time!

GM Dice:

Healing serum mk 2: 2d8 ⇒ (6, 4) = 10
Attack vs Obozaya: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d8 + 6 ⇒ (4) + 6 = 10


The leader of the Vault Lord's army flies with uncanny grace right into the center of the compound. With a cold, malevolent smile, she casts a spell and Gab feels his throat start to tighten up!

This is the spell psychokinetic strangulation. Gab, please roll a DC 21 Fortitude save. If you succeed, you take 7 points of bludgeoning damage. If you fail, you take 14 points of bludgeoning damage are unable to move from your current position (though you can still attack or do other actions.

GM Dice:

damage: 3d8 ⇒ (1, 6, 7) = 14


Round 3

Elf
Leader
Klysk
Kultainen
Obozaya

Dwarf
Gab

Bold may go!

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien gasps in horror as she sees the building collapse.

Dashing over, she quickly realises she won't quite make it in time, so directs a shot at the new foe.
laser vs EAC: 1d20 + 7 ⇒ (8) + 7 = 15 Seems unlikely.

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

Life Science: 1d20 + 15 ⇒ (2) + 15 = 17

Unable to identify the newly arrived creature that seems to be leading the assault, Klysk quickly and mentally composes a comm message to the rest of the group. [I can't identify whatever it is that is leading the assault, so if anyone else has any idea as to what it is that would be highly useful. I'm going to continue trying to damage the siege engine, as I don't want it to do much more against the town. If we can direct the cannon to target it and the elf & dwarf that would be beneficial. I also can't get to the building it damaged in time to do anything right now.]
As he sends that, he opens fire on the siege engine once again, shooting off two quick bursts of sound from his rifle at key locations on the massive machine.

Sonic Rifle vs EAC (-FA): 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Sonic Rifle vs EAC (-FA): 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Damage (So): 2d10 + 9 ⇒ (8, 6) + 9 = 23

Scatter

Well positioned on the wall above the entryway, Scatter follows Klysk's lead and continues firing on the siege engine, firing two thin laser beams towards the tank.

Laser Rifle vs EAC (-FA): 1d20 + 11 - 6 ⇒ (4) + 11 - 6 = 9
Laser Rifle vs EAC (-FA): 1d20 + 11 - 6 ⇒ (14) + 11 - 6 = 19
Damage (F): 3d6 + 9 ⇒ (6, 4, 4) + 9 = 23


Kultainen's laser blast again the leader of the Vault Lord's forces misses, but Klysk and Scatter pour on the fire against the siege engine, damaging it severely.

One each of Klysk's and Scatter's attacks hit. You've knocked the siege engine to less than half starting hit points, but it's still operational!


Annoyed at how persistent her dwarf foe is, Obozaya takes two wild swings! One of them connects.

Attack # 1 (full attack, hampered): 1d20 + 7 ⇒ (14) + 7 = 21
Attack # 2 (full attack, hampered): 1d20 + 7 ⇒ (5) + 7 = 12

damage: 2d8 + 14 ⇒ (8, 2) + 14 = 24


But the dwarf is still standing, and swings back with a battlecry: "All hail the Vault Lord!" But Obozaya easily side-steps the awkward swing.

GM Dice:

seismic pick vs Obozaya EAC (hampered): 1d20 + 14 ⇒ (7) + 14 = 21
damage: 1d6 + 10 ⇒ (4) + 10 = 14


Round 3

Elf
Leader
Klysk
Kultainen
Obozaya
Dwarf
Gab

Bold may go!

Don't forget someone to call in the free artillery strike this round.

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