[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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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);

"Get that spell-thing that just arrived in the middle of town" directs Kultanien to the artillery.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | 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: Con -1, -11 SP (

Did it just manifest? Because I do have a tailblade, so if it walked past me, I'd get an AoO.

Fortitude save: 1d20 + 4 ⇒ (7) + 4 = 11

Unfortunately, even with a 20, I wouldn't get a 25 Life Science check ... Assist wouldn't reach it either, even if we were allowed to assist in that case.

As Kultainen calls in the artillery strike, Gab watches to get an idea of the amount of damage.

Artillery damage: 4d6 ⇒ (5, 4, 4, 2) = 15

With a flick of his wrist, the ghost killer merciful called gelid hail pistol springs back into his hand. He brings the gun up, pointing directly at the creature's eyes, then ducks down and fires.

Clever Attack(Bluff, expertise): 1d20 + 19 + 1d6 + 2 ⇒ (2) + 19 + (4) + 2 = 27
I'll spend the Resolve on that to get an automatic success (because I forgot to withhold my expertise die for Convincing Liar)

gelid hail pistol attack vs. flat-footed KAC: 1d20 + 10 ⇒ (7) + 10 = 17
gelid hail pistol damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14 cold/piercing

I'll use my Salvation re-roll on that attack ...

gelid hail pistol attack reroll vs. flat-footed KAC: 1d20 + 10 ⇒ (10) + 10 = 20

Blah, not much better


Kultainen calls in an artillery strike on the enemy force's leader, but the exploding shell doesn't seem to hurt it as much as it should.

The leader has some amount of DR.

Nelli calls out to Gab "Keep fighting that mean witch!"

Gab, you've received an inspiring boost and get back 12 of the stamina you lost from psychokinetic strangulation. Please update your tagline accordingly.

Gab shoots at the enemy leader, but the attack misses.

Gab, the creature flew in and with a 60' fly speed, was able to avoid any AoOs.


Round 4

Elf
Leader

Klysk
Kultainen
Obozaya*
Dwarf
Gab*

Bold may go!

*Those of you in Area Z1 find yourselves caught in a crossfire as the enemy forces advance, and take 2d6 points of damage at the start of your turn each round you remain in the area.


The governor begins detonating the explosives in town and orders immediate evacuation of the hazard area. The enemy overruns the front lines, catching some of the Starfinders in a crossfire! Venture-Captain Vex calls out "That's a void hag in your midst! You have to use magic weapons to really hurt it!"

The elven "Spell Reaver" calmly reloads her rifle and takes aim at Obozaya again. Meanwhile, the void hag sends a telepathic lance of pain at Klysk!

Klysk, you need to make a DC 20 Will save or take a -2 to attack and skill checks for 10 rounds. If you make the save, you only take this penalty for one round.

GM Dice:

Attack vs. Obozaya KAC: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 1d8 + 6 ⇒ (2) + 6 = 8


Round 4

Elf
Leader
Klysk
Kultainen
Obozaya*

Dwarf
Gab*

Bold may go!

*Those of you in Area Z1 find yourselves caught in a crossfire as the enemy forces advance, and take 2d6 points of damage at the start of your turn each round you remain in the area.

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 Save: 1d20 + 5 ⇒ (16) + 5 = 21

Klysk clutches at his head as pain flares through his mind, but he is able to resist the worst of it. However, the resulting distraction throws off his aim as he continues taking shots at the siege tank.

Sonic Rifle vs EAC (-FA, -VH): 1d20 + 9 - 4 - 2 ⇒ (3) + 9 - 4 - 2 = 6
Sonic Rifle vs EAC (-FA, -VH): 1d20 + 9 - 4 - 2 ⇒ (3) + 9 - 4 - 2 = 6

Scatter

Scatter will continue targeting the immense siege engine that is damaging the settlement, due to Klysk wanting to remove it from the equation as soon as possible.

Laser Rifle vs EAC (-FA): 1d20 + 11 - 6 ⇒ (8) + 11 - 6 = 13
Laser Rifle vs EAC (-FA): 1d20 + 11 - 6 ⇒ (18) + 11 - 6 = 23
Damage (F): 3d6 + 9 ⇒ (6, 3, 4) + 9 = 22

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);

Can I still try to rescue miners this turn?


Scatter's laser blast melts off some of the siege tank's ablative armor, but the vehicle is still functioning!

@Kultainen: I'm going to say Yes. The scenario is ambiguous on the point, but I'm going to rule that you can still try to rescue miners at the circled facility (with Acrobatics or Athletics, at +2) or continue to help the wounded back at Z1 (with a Medicine check at +2)--either will work to get more Survivor Points.

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);

Ahh, I didn't realise we could still help with medicine checks. In that case...

Kultanien returns to the stream of wounded and continues to provide assistance. Jospie, turning slightly pale, rips up cloth to use as makeshift bandages.

medicine: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 gahh.

However the lovely golden girl manages to trip over one of the Shobad troops and there is almost a fight.


Wounded in the crossfire, Obozaya tries to turn the dwarf's skull into burnt pudding! Somehow, the dwarf is still standing--but a feather would knock him over.

GM Dice:

Attack # 1 (-4 FA): 1d20 + 9 ⇒ (10) + 9 = 19

Attack # 2 (-4 FA): 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 2d8 + 14 ⇒ (3, 6) + 14 = 23
Crossfire Damage: 2d6 ⇒ (1, 2) = 3


Seeing his leader is still fighting, the incredibly-wounded dwarf refuses to retreat. He slams his sonic pick into Obozaya's chest again, and the battle between the two titans continues!

GM Dice:

Attack vs Obo EAC: 1d20 + 14 ⇒ (13) + 14 = 27
damage: 1d6 + 10 ⇒ (5) + 10 = 15

Obozaya is down to about 1/3 of starting stamina.


Round 4

Elf
Leader
Klysk
Kultainen
Obozaya*
Dwarf
Gab*

Bold may go!

*Those of you in Area Z1 find yourselves caught in a crossfire as the enemy forces advance, and take 2d6 points of damage at the start of your turn each round you remain in the area.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | 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: Con -1, -11 SP (

Crossfire damage: 2d6 ⇒ (5, 1) = 6

Gab says over comms, "Zaya, you hold in there... Doing great."

Quick Inspiring Boost ... Will spend 1 RP to give back 23 SP

For a moment he looks like he's firing at the nearly-fallen dwarf with his gelid hail pistol, but at the last moment spins and fires at the hag with the radshot in his other hand instead. "I have a rule my momma taught me ... never use a cryo gun on something with 'void' in the name ..."

Clever Attack (Bluff, Convincing Liar): 1d20 + 19 ⇒ (1) + 19 = 20

Okay, I'll use the Convincing Liar re-roll on that one, instead of adding expertise die

Clever Attack (Bluff re-roll): 1d20 + 19 ⇒ (14) + 19 = 33
Much better ... hopefully that makes the hag flat-footed. The gun should be magical since it has fusions, right?
Radshot pistol attack: 1d20 + 10 ⇒ (13) + 10 = 23
Radshot pistol damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11 fire


Gab's sneaky maneuver catches the hag by surprise, and his radshot pistol burns her skin.


Have to run, but will start Round 5 soon.


A small artillery shell explodes next to Kultainen, filling the air with a swarm of tiny microbots!

Kultainen, you suffer the penalties of harrying fire and covering fire for as long as you remain in the cloud (it will persist for two rounds). If you leave the cloud before then, the microbots will do 9 points of Piercing damage to you.

GM Dice:

1Obo,2klysk,3gab,4kultainen: 1d4 ⇒ 4
damage: 2d6 ⇒ (5, 4) = 9


The Vault Lord's forces scale the mesa just outside the main gates and plant a huge amethyst carved in the shape of a mystical rune. A terrible cosmic storm is conjured, forcing more of the townsfolk to seek shelter.

This amethyst is the yellow sun shape I've placed just left of the siege tank. You can get rid of it (and the cosmic storm) by destroying the amethyst, using dispel magic, or a successful Mysticism check. As long as the amethyst is intact, the DCs to rescue survivors increases by two and all PCs take 2 points of fire damage at the beginning of their turn.

GM Dice:

fire: 1d6 ⇒ 2


The elf takes careful aim at Klysk with her sniper rifle and lets off a shot. The bullet strikes the shirren in the abdomen.

"Shake it off!" Nelli shouts.

Meanwhile, from the center of the compound, the void hag releases a thin black ray from her fingers that streak out toward Obozaya's back! When the ray hits her, she looks weakened.

Klysk, you got cover against this attack but it still hit. You would take 13 points of damage, but Nelli's inspiring boost gives you back 12, so you net at losing 1 point of stamina. Obozaya got hit by enervation and takes two negative levels!

GM Dice:

Attack vs Klysk KAC (+4 cover): 1d20 + 14 ⇒ (17) + 14 = 31
damage: 1d8 + 6 ⇒ (7) + 6 = 13
enervation vs Obozaya EAC: 1d20 + 19 ⇒ (13) + 19 = 32


Round 5

Elf
Leader
Klysk*
Kultainen*
Obozaya**

Dwarf
Gab**

Bold may go!

*As long as the amethyst is active, you take 2 points of fire damage at the beginning of your turn.

**As long as the amethyst is active, you take 2 points of fire damage at the beginning of your turn. In addition, because you're in the area near the gates, you get caught in a crossfire and take 3 points of damage at the start of your turn.

GM Dice:

crossfire: 2d6 ⇒ (1, 2) = 3

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);

Arm deep in shrapnel wounded vesk, Kultanien asks Jopsie "Do you think you could take care of that nasty gem for us?"

A worried look crosses the lab-coat clan and bespeckled blonde. "I guess I could give it a go..." she says.

Taking out a small computer she takes some readings and then sighs. "Lets try adjusting the phase variance..."

mysticism: 1d20 + 12 ⇒ (12) + 12 = 24


With Gab and Obozaya holding the front line, Jopsie is able to get a good scan of the amethyst. A high-pitched whine emerges from her computer, and the gem instantly shatters!

The amethyst is destroyed.


"Why won't you die!" shouts a frustrated Obozaya as the badly-wounded dwarf survives another furious assault.

ember flame doshko (w/negative levels): 1d20 + 11 ⇒ (4) + 11 = 15
damage: 2d8 + 14 ⇒ (1, 7) + 14 = 22


Klysk, you're up.

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

Shaking off the last influence of whatever the void had did to him, Klysk barely notices the elf aiming at him until she fires. However, with some inspiring words from Nelli he is able to stay up and continue attacking the siege engine, wanting it to do as little damage to the town as possible.

Sonic Rifle vs EAC (-FA): 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Damage (So): 2d10 + 9 ⇒ (3, 9) + 9 = 21
Sonic Rifle vs EAC (-FA): 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
Damage (So): 2d10 + 9 ⇒ (6, 4) + 9 = 19

Scatter

Scatter continues firing on the massive siege tank, twin laser blasts shooting over the battlefield towards key locations on it.

Laser Rifle vs EAC (-FA): 1d20 + 11 - 6 ⇒ (14) + 11 - 6 = 19
Damage (F): 3d6 + 9 ⇒ (4, 1, 6) + 9 = 20
Laser Rifle vs EAC (-FA): 1d20 + 11 - 6 ⇒ (20) + 11 - 6 = 25
Crit Damage (F): 6d6 + 18 ⇒ (1, 3, 4, 4, 1, 2) + 18 = 33 Crit Effect: Burn 1d6 (DC 17)


Pouring in a mixture of sonic and laser blasts, Klysk and his drone partner destroy the siege tank! A massive fireball lights up the sky, leaving a smoking ruin of twisted steel.

Good work! Something very bad was going to happen in two rounds if it wasn't destroyed by then.


The dwarven Vault-Breaker shouts "Ach, I may fall, but the Vault Lord will sweep over and crush you!" He swings his seismic pick at Obozaya, but she bats it away with her doshko.

GM Dice:

pick: 1d20 + 14 ⇒ (6) + 14 = 20

damage: 1d6 + 10 ⇒ (2) + 10 = 12


Round 5

Elf
Leader
Klysk*
Kultainen*
Obozaya**
Dwarf
Gab**

Bold may go!

**Because you're in the area near the gates, you get caught in a crossfire and take 3 points of damage at the start of your turn.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | 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: Con -1, -11 SP (

Gab drops his called gelid hail pistol and hustles out of the front line. "Now that the big thing is out of here, I'm moving back to help with some first aid ..." As he moves, he pulls one of the frag grenade III's and hurls at over the fence.

If I counted right, it is 60 feet to hit the center of that blast. I don't know if cover applies or if I'm still aiming for an AC 5 to hit that square, though ...

Frag Grenade III attack, w/ 2 range penalties: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Frag Grenade III damage: 4d6 ⇒ (1, 4, 6, 1) = 12 piercing

Looks like that will land right, even if it has cover.

That should leave one frag grenade III left.


Gab hurls a grenade high into the sky and comes down at the perfect spot! The dwarf is blasted off his feet and is no longer moving.

Good work--even making the save, half damage was enough to take him out. The elf is wounded.

GM Dice:

Reflex save (elf): 1d20 + 8 ⇒ (5) + 8 = 13
Reflex save (dwarf): 1d20 + 7 ⇒ (16) + 7 = 23


Uncontrolled fires burn through Buyer’s Remorse as the previously-damaged thasteron storage unit erupts with a deafening roar! Surviving townsfolk shout for help and frantically try to escape as the governor tries to rally her remaining soldiers to lead an orderly evacuation.

A cool, emotionless voice sounds as the remaining holoprojectors shut down, revealing the sterile mechanical boundaries of the vault: “Attention, participants. Simulation Vesk-XX terminated. Remain calm and await collection for reconditioning and storage. Do not resist.” The vault ceiling opens in several places and a flood of mechanical drones emerges to begin dismantling the simulation.

Venture-Captain Vex shouts over the comms: “This is a catastrophe! Help as many of the people here escape as you can, and grab whatever data they have on this Data Plague. Do as much as you can, but be quick. If these readings are correct, the power build-up there is incredible. I don’t think you have long before that vault is cleaned out.”

The area circled on the map is now a 50' deep pit! Fortunately, you were all outside the blast radius or that could have hurt. You can ensure more survivors escape with a successful Engineering or Physical Science check (with a +2 bonus) near the pit. You may also call in an artillery strike this round (explode 10', 4d6 P, no save).


Undeterred by the escalating chaos, the Vault Lord's forces press the assault. The elf sniper takes a shot at Obozaya but the slug bounces off her armor. The void hag flies right between Klysk and Gab and releases the cosmic energies stored in her robe!

Klysk and Gab, please attempt a DC 19 Reflex save. If you make the save, you take 9 points of force damage. If you fail the save, you take 18 points of force damage and are outlined in glowing energy (making Stealth very difficulty) for several rounds.

GM Dice:

Attack vs Obozaya KAC: 1d20 + 14 ⇒ (6) + 14 = 20
damage: 1d8 + 6 ⇒ (6) + 6 = 12
Stardust Robes: 2d6 + 10 ⇒ (4, 4) + 10 = 18


Round 6

Elf
Leader
Klysk
Kultainen
Obozaya*
Gab

Bold may go!

*Will take 1d6 crossfire damage.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | 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: Con -1, -11 SP (

Reflex save: 1d20 + 10 ⇒ (5) + 10 = 15

Gab grunts as he is blasted with the cosmic force damage. As he moves toward the pit, he calls in an artillery strike on the dwarf while he calls over the comms, "Obozaya, I think we need you to help focus on this hag ..."

Artillery strike damage: 4d6 ⇒ (3, 6, 6, 3) = 18

As he nears the pit, he begins trying to help evacuate more of the vault residents.

Engineering, bonus, expertise: 1d20 + 11 + 2 + 1d6 + 2 ⇒ (14) + 11 + 2 + (5) + 2 = 34

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 and Jopsie rush forward to help survivors around the edge of the pit.

"We have to get going!" she extols them. As she does then Jopsie points out a old girder that survived the blast which more are clinging to.

physical science: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33

The pair rush over to help secure the girder and aid in the rescue.

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

Reflex Save (DC 19): 1d20 + 9 ⇒ (6) + 9 = 15

Klysk attempts to dodge out of the blast from the hag, but isn't quite quick enough to get avoid it. Shaking his head a little, he turns his attention towards the hag now that the tank has been satisfactorily destroyed. Leveling his rifle at her, he allows excess power to be put into the shot before firing it at her.

Activating Overcharge Mechanic Trick
Sonic Rifle vs EAC: 1d20 + 9 ⇒ (16) + 9 = 25
Damage (So) (+Overcharge): 2d10 + 9 + 1d6 ⇒ (6, 3) + 9 + (6) = 24

Klysk then looks towards where Scatter is perched on the wall above the entrance to the building across the bridge. Klysk quickly sends mental instructions to the drone thorugh his custom rig before returning his attention to the hag in front of him.

Scatter

Receiving new instructions from Klysk, Scatter quickly scuttles down the wall and across most of the bridge. Moving in the direction of Klysk, they still line up a shot with their laser rifle and take a shot at the void hag.

Laser Rifle vs EAC: 1d20 + 11 ⇒ (9) + 11 = 20
Damage (F): 3d6 + 9 ⇒ (4, 3, 4) + 9 = 20


After calling in the artillery strike, Gab rushes over to the ruins of the thasteron refinery. He manages to pull a survivor to safety, and seconds later Kultainen secures a girder and saves another life!

Although Scatter can't get a clear shot at the void hag, Klysk's quick modification to the power setting of his sonic rifle works a treat!

Gab's and Kultainen's checks succeed. 2 Survivor Points Earned. Klysk hit and did full damage, though Scatter missed.

Gab, the dwarf is already down--did you want to use the artillery strike against the elf or the hag?


Obozaya receives Gab's comm message as some stray shots from a crossfire graze her arm. She falls back into the compound, sees the void hag, and charges toward it at full speed! But the void hag sees the attack coming, and dodges out of the way.

Move action, then using her "Charge Attack" special ability to charge as a standard action.

crossfire: 1d6 ⇒ 1

doshko (-2 charge, -2 neg level) vs EAC): 1d20 + 9 ⇒ (6) + 9 = 15

damage: 2d8 + 14 ⇒ (6, 3) + 14 = 23


I'll wait to see who the target of the artillery strike is and then start Round 7.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | 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: Con -1, -11 SP (

Sorry, meant the elf.


A small artillery shell lands near the elf, throwing up rocks and debris from the battlefield that scour her flesh. She quickly drains her last healing serum, but remains badly wounded.

Surrounded by Klysk and Obozaya, the void hag resorts to again releasing the cosmic energies stored in her stardust robe, sending out waves of force against her opponents!

Klysk, please attempt a DC 19 Reflex save. If you make the save, you take 6 points of force damage; if you fail the save, you take 13 points of force damage and are outlined by sparkling motes that make concealment very difficult.

GM Dice:

artillery: 4d6 ⇒ (2, 1, 6, 5) = 14
healing serum: 2d8 ⇒ (6, 1) = 7
stardust robes: 2d6 + 10 ⇒ (1, 2) + 10 = 13
Obozaya's Reflex save (w/ 2 neg levels): 1d20 + 4 ⇒ (14) + 4 = 18


Neknok, the leader of the ysokis in Buyer's Remorse, bravely races across the battlefield toward her hovertank. She shouts "Help me get this started and I'll carry some civilians to safety!"

You can attempt to help Neknok start the hovertank and earn a Survivor Point with an Engineering or Piloting check in the area circled by the blue line on the map.


Round 7

Elf
Leader
Klysk
Kultainen
Obozaya
Gab

Event

Bold may go!


Obozaya swings hard at the void hag, hoping that if she takes out the enemy leader, their forces may retreat. But the void hag is too fast to hit.

ember flame doshko (-2 negative levels) vs EAC: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 2d8 + 14 ⇒ (6, 4) + 14 = 24

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, being too far away from the tank to help. She goes back to tending the wounded.

"We have to start getting out of here!" she says urgently.

medicine: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22

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

Reflex Save (DC 19): 1d20 + 9 ⇒ (8) + 9 = 17

Unable to dodge the blast from the hag again, Klysk carefully backs away from her. He then begins quickly tinkering with his rifle, adding quick bypasses that allow a regular increase to the amount of power that flows into each shot for a short time.

Taking a guarded step, before using Miracle Worker on his rifle to give +2 attack & damage for 1 minute.

Scatter

Scatter sits where they are, aiming at the void hag and taking a single shot at her.

Laser Rifle vs EAC: 1d20 + 11 ⇒ (15) + 11 = 26
Damage (F): 3d6 + 9 ⇒ (5, 2, 3) + 9 = 19

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | 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: Con -1, -11 SP (

"Jeesh," Gab mutters, "Zo! would be ticked he didn't have cameras running during this one. It's like a war zone in here. This would get great ratings ..." He scurries with his cybernetically-enhanced legs toward the hovertank, trying to help Neknok get it up and running.

Engineering, bonus, expertise: 1d20 + 11 + 1d6 + 2 ⇒ (9) + 11 + (1) + 2 = 23


Kultainen tries to help the wounded, but the patient's injuries are too severe. Gab clangs around in the engine compartment of the hovertank, but it's going to take more work before the vehicle will start up.

Scatter manages a direct hit on the void hag!

You're wearing the hag down--keep it up!


A small artillery shell explodes next to Klysk, and a cloud of tiny microbots emerge!

Klysk, you suffer the disadvantages of harrying and covering fire for 2 rounds. If you leave the square you're in prior to this time, you'll take 10 points of damage.

GM Dice:

1obo,2klysk,3kultainen,4gab: 1d4 ⇒ 2
damage: 2d6 ⇒ (4, 6) = 10


It looks like the shobhad forces defending the garrison are planning to retreat!

Venture-Captain Vex's voice rings out over the comms: "Starfinders--see if you can plan an escape route for the townsfolk!"

You can convince the shobhads to escort some civilians to safety with a successful Culture or Intimidate check made near the building on the far left of the slide.

You can plan a good escape route for the civilians with a successful Survivor check.

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