[Gameday IX] GM Dennis - SFS 3-00: The Last Bite (Tier 3-4) (Inactive)

Game Master Dennis Muldoon

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Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
TheFreeman wrote:

Freeman tries to look at the beast's shadow to aim... Giving it another shot. His drone takes a shot, not seeming to care..

fort: 22 = 22

ice carbine, overcharge: 20 = 20
C+P damage: 12 = 12

Drone:
perforator pistol: 15 = 15
sonic damage: 4 = 4

Is the second icon another one?

20 hits, though you have a 20% miss chance due to averting your eyes.

Concealment (21-100 hits): 1d100 ⇒ 95

Freeman hits the creature with his shot, though his drone is not so lucky.

Eleazar shrugs off the paralyzing gaze, then steps up and attacks, though the eel's tough hide turns away his blade. Let's say normal light here in the jungle, rather than bright. You're right that you got hit (16 damage), then healed (down to 9 damage), then hit again (back up to 27 damage).

Helios and Sebrir lock up at the sight of the eel, unable to move! As you noted, Helios, you may take mental actions (including spell casting) while paralyzed.

Croaker and Second-1 may act. Helios and Sebrir may act (mental actions only).

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Fortitude save, DC14, turn away sight: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24

He withstands the sight of the eel. He reaches out for his rifle and takes aim

"Give us a minute Eleazar, stay calm."

Attack vs EAC: 1d20 + 6 ⇒ (20) + 6 = 26
Damage, laser: 1d8 + 4 ⇒ (1) + 4 = 5
Damage critical, laser: 1d8 + 4 ⇒ (8) + 4 = 12
Critical, burn: 1d6 ⇒ 5
20% miss, miss on 1: 1d5 ⇒ 3

He followed the movement of the enemy to hit it at the right time. And he did it. The laser stroke the eel at its neck and set it on fire.


First Seeker Luwazi Elsebo continues to stay in contact as she gives updates on the situation. ”Our agents have brokered an alliance with an influential member of the AbadarCorp Board of Archdirectors. We believe this new contact will do everything within her power to positively influence her colleagues in their upcoming vote.”

Table GMs, covert mission one is now closed and action mission one is now available for selection.


A voice message comes onto your comm unit. ”A brave and compassionate team of Starfinders visited a space station in dire need of assistance. They gathered important scientific data and determined the source of the distress. Dr Monsylkis’s team is already developing a solution.”

Table GMs, covert mission three is now closed and action mission three is now available for selection.

Second Seekers (Jadnura)

Male Borai (human) Solarian (Flare) 4 | SP 7/32 HP 34/34 | RP 4/4 | EAC 16; KAC 17 | Fort +5; Ref +4; Will +4 | Init: +3 | Perc: +6 , SM: +5,Dark Vision 60ft Speed 30ft | | Active conditions: Shirt Reroll not used.

"Trust me Croaker, I am calm. Getting chewed on or slapped with tentacles or mauled seems to be my lot in unlife. Just saying that this thing does seem to like the taste of human jerky....."


First Seeker Luwazi sounds excited. ”Starfinders infiltrated the Golden Vault and retrieved data from Datch’s office, revealing a vehicle identification number that we believe is involved in smuggling weapons or other goods. Our techs are working to decrypt the files and harvest additional information.”

Table GMs, covert mission five is now closed and action mission five is now available for selection.

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Helios-4 focuses on the creature.

Expect me to be helpless, huh? Maybe that's gonna teach you to watch your back!

After an instant, glowing motes of force materialize in font of the android and start to race towards the eel.

Casting magic missile as a full-round action

Magic Missile: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12

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 averts his gaze away from the creature and unleashes a magical volley

Magic Missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile 2: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile 3: 1d4 + 1 ⇒ (1) + 1 = 2

Full Round: Magic Missile

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

Sebrir mentally laments not buying some sort of goggles that might protect him from such a creature. No useful actions to do this turn.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

Second-1 Fort vs. Paralysis, avert gaze bonus: 1d20 + 0 + 4 ⇒ (2) + 0 + 4 = 6

Despite their paralysis, Helios-4 and Second-1 batter the creature with a volley of magic missiles while Croaker takes careful aim and lands a perfectly placed shot! Still, despite the assault (and the continuing flames), the creature persists in it's rampage. Furious, it surges forward, barreling into Second-1, Freeman, Sebrir, and Helios-4! This is a Trample attack. Each of should make a Reflex save to try and halve the damage (Freeman, since you're not paralyzed you may choose to forgo your Reflex save and take an AoO instead, if you have a melee weapon in hand. Those of you who are paralyzed still get to make the Reflex save, but your Dex modifier is currently -5, instead of whatever it normally would be, so please adjust your roll appropriately.

Trample damage, DC 16 for half: 1d8 + 11 ⇒ (7) + 11 = 18

Burn: 1d6 ⇒ 6
Reflex save vs. Burn, DC 10+damage: 1d20 + 10 ⇒ (20) + 10 = 30

-----

Initiative!

  • Second-1 9 or 18 damage
  • Eel 93 damage
  • Croaker Immune to paralysis.
  • Eleazar 5/32sp, immune to paralysis.
  • Helios-4 9 or 18 damage
  • Freeman 9 or 18 damage, immune to paralysis.
  • Sebrir 9 or 18 damage

    Whole party may act! Second-1, Helios-4, and Sebrir, you get a new save against the paralyzing gaze at the start of your turn. Same options as above.

  • 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

    I don't know why I didn't say close my eyes...womp womp :P

    Reflex v Trample: 1d20 + 1 - 5 ⇒ (4) + 1 - 5 = 0 Full damage

    Save v Paralysis: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13 Failed

    Stuck in place, Second-1 closes his eyes, willing another volley of magic to form and strike the eel.

    Magic Missile 1: 1d4 + 1 ⇒ (4) + 1 = 5
    Magic Missile 2: 1d4 + 1 ⇒ (4) + 1 = 5
    Magic Missile 3: 1d4 + 1 ⇒ (4) + 1 = 5

    Full Round: Magic Missile

    Wayfinders

    "Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
    bot:
    [dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

    Reflex: 1d20 + 3 - 5 ⇒ (2) + 3 - 5 = 0

    Helios does not manage to move and gets shoved to the ground by the eel before being trampled.

    "Gah! Bloody crazed beast. Pteh." The android gets up, feeling the hinges on his limbs and grimacing as a creaking sound can be heard. He carefully takes a step away and takes a point-blank shot at the creature, while facing away from it.

    1 = Hit, 2 = Miss: 1d2 ⇒ 2

    Unfortunately his shot goes wide.

    Second Seekers (Jadnura)

    Male Borai (human) Solarian (Flare) 4 | SP 7/32 HP 34/34 | RP 4/4 | EAC 16; KAC 17 | Fort +5; Ref +4; Will +4 | Init: +3 | Perc: +6 , SM: +5,Dark Vision 60ft Speed 30ft | | Active conditions: Shirt Reroll not used.

    GM:
    Didn't it move out of a threatened square of mine? If so Eleazar would use his reaction to take an AoO
    Bone Blade (KAC): 1d20 + 5 ⇒ (2) + 5 = 7
    Damage (Slashing): 2d4 + 4 ⇒ (3, 4) + 4 = 11
    Not that it matters much.....

    Eleazar--not affected by the trample, though feeling the pain from the others--moves forward a bit to get a better angle on the eel, and shoots a black and silver flare at it.
    "It looks like it wants to flatten us...maybe we should spread out if we are not paralyzed?

    Solar Flare (Black/Silver energy) (EAC): 1d20 + 8 ⇒ (7) + 8 = 15
    Damage (Cold): 1d4 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11

    Wayfinders

    Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

    Reflex: 1d20 - 5 ⇒ (13) - 5 = 8

    new save vs paralysis: 1d20 + 1 + 4 ⇒ (17) + 1 + 4 = 22

    Sebrir is hit by the creature's tarmple, but as it passes him, he's able to wrench h is gaze away from it and avert his eyes.

    He decides to toss a grenade at it. [ooc]Aiming for the far side of the creature's space so that it doesn't affect allies.
    grenade toss: 1d20 + 3 ⇒ (19) + 3 = 22 miss chance, 1-20 is a miss: 1d100 ⇒ 56
    damage (15-foot burst): 1d6 + 1 ⇒ (5) + 1 = 6

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
    Second-1 wrote:
    I don't know why I didn't say close my eyes...womp womp :P

    You can't target them with a magic missile spell if you can't see them.

    Area, Effects, and Targets (pg. 334) wrote:
    Some spells have one or more targets. You cast these spells on creatures or objects, as defined in the spell’s description. You must be able to see or touch the target (unless the spell has an attack roll; see Spells with Attack Rolls below), and you must specifically choose that target. You do not have to select your target until you have finished casting the spell.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Reflex: 1d20 + 10 ⇒ (14) + 10 = 24

    The massive eel somehow manages to avoid the worst of Sebrir's grenade, but it's still enough to fell the beast! Out of combat!

    Perception:

    Croaker: 1d20 + 8 ⇒ (11) + 8 = 19
    Second-1: 1d20 + 4 ⇒ (4) + 4 = 8
    Freeman: 1d20 + 8 ⇒ (15) + 8 = 23
    Eleazar: 1d20 + 6 ⇒ (6) + 6 = 12
    Sebrir: 1d20 + 6 ⇒ (9) + 6 = 15
    Helios-4: 1d20 + 2 ⇒ (13) + 2 = 15

    As calm returns to the clearing, most of you spot an exhausted man clinging to the upper branches of a nearby tree. Though he's too tired to climb down himself, you can easily help him down to the ground, at which point he will introduce himself as Yulus and point out the hiding spots of his friends. It's a long walk back to the visitor's center (giving you time to talk to him if you'd like), but eventually you get everyone back safe and sound!

    That's a success on this mission. Feel free to have any conversation you'd like with Yulus, and also let me know which mission you'd like to do next.

    Acquisitives

    Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

    Croaker lowers his rifle and waits a moment before he moves to make sure that the enemy is dead.

    He hangs his rifle on his back and reaches out for his medkit. He approaches each agent to make sure that they did not suffer to much from the fight.

    "However surprising it may sound, Eleazar you are a bit battered but overall in a good shape. Rest a moment and you will be as good as new... You know what I mean." says Ysoki

    After they find Yulus he does a check on him and help escort the whole team back to the safety.

    I am fine with the vehicle mission at Absalom. However, I would also like to play the starship mission (but maybe we can do it next?)

    Second Seekers (Luwazi Elsebo)

    Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

    Seeing a large and angry eel that suddenly looks to be the size of a mountain bearing down on him, Freeman attempts to dive out of the way!
    refl: 1d20 + 7 ⇒ (8) + 7 = 15

    He still takes a hard blow...

    After scrambling up and seeing the thing dead he grunts in satisfaction and relief. He then helps Yulus down saying, "Oh, Suzi is going to be SO happy ye've survived! She said ye might need a bit O' help.."

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    "Oohhh," he groans, "I'm never going to hear the end of this from her, am I?"

    You'll have several days of travel back from Castrovel, so assume you're fully healed and such by the time the next mission starts. It sounds like we have a couple votes for the vehicle mission, perhaps followed by the Starship mission. I'll also tell you that there is a Starship mission later that you don't have a choice about, so you'll get some Starship time no matter what. Unless you come to a consensus on something else in the meantime, I'll launch the vehicle mission after work today.

    Second Seekers (Jadnura)

    Male Borai (human) Solarian (Flare) 4 | SP 7/32 HP 34/34 | RP 4/4 | EAC 16; KAC 17 | Fort +5; Ref +4; Will +4 | Init: +3 | Perc: +6 , SM: +5,Dark Vision 60ft Speed 30ft | | Active conditions: Shirt Reroll not used.

    Sure...let's do the the vehicle mission...and I am fine with the Starship afterwards......

    Second Seekers (Luwazi Elsebo)

    Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

    Vehicle mission is fine. :)

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Celita’s broadcast reveals a holographic re-creation of the android studiously tapping a touch screen. Cerebral cables snake from her forehead and disappear into the dim, bluish glow of the Archives’ Cortex. Her eyes are milky white when she turns to face the camera. “The data we recovered from Datch’s decoy computer was surprisingly helpful, but it’s time sensitive. Optimum efficiency dictates I read directly from the file.”

    “Correspondence regarding package, recipient unlisted. Transport goods by ground vehicle to east dock, hangar forty-four. Drop-off at sixteen-hundred hours. Credit transfer confirmation attached.” Celita’s voice shifts from the automatic, affectless tones back to her normal cadence. “This message came from Datch. If we want to stop her mysterious operation, time is of the essence. Track down this vehicle before it reaches its destination so we can find out what she’s planning.”

    Celita reads off a series of letters and numbers corresponding to the license plate of the vehicle. ”You should go quickly. If you don’t have your own vehicle, requisition one from that strange ysoki in the garage.”

    (Unless you have your own vehicle) When you arrive at the garage, Tall Sam waves you over. "Heard you need a ride! I got just the things for you." He leads you over to two vehicles, both of a model popularly used by police forces (see modified Police Cruiser stats on slide 3).

    Each has two turrets in addition to the standard features, and you can choose the following types of weapons (supplied by Tall Sam’s connections) to be installed in the turrets (one per turret): advanced x-gen gun (2d12 P), advanced shirren-eye rifle (2d10 P), or tactical magnetar rifle (2d8 P). When mounted, a weapon is more stable to shoot, and the penalties for shooting while the vehicle is moving at a normal or full speed are reduced by 6. The vehicle carries enough ammunition to reload each mounted weapon twice. You can also use their own weapons in any level range, but they take the full penalty for attacking from a moving vehicle.

    For the purpose of determining penalties to Piloting checks, the vehicles’ item level counts as being equal to the lowest level in the group’s level range (for example, the item level is 3 for levels 3–4). You can decide who is piloting each vehicle and who is using the weapons mounted in the turrets. Each vehicle also has an autopilot function, if you prefer to use that feature.

    Please decide what kind of weapon you would like in each turret, and mark who is in which position in which car on slide 2.

    Second Seekers (Luwazi Elsebo)

    Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

    After the brief (in many ways) and the hurried rush to the garage Freeman stops at the sight of the official police vehicles, an almost evil grin on his face. "Oh aye! I'll be happy ta' drive on O these babies!"

    Freeman's piloting is +9. If we have better, he can move along to another seat. As for weapons, gunners choice! Do they also have the anti vehicle weapon listed in the description in addition to the turret weapon?

    Second Seekers (Jadnura)

    Male Borai (human) Solarian (Flare) 4 | SP 7/32 HP 34/34 | RP 4/4 | EAC 16; KAC 17 | Fort +5; Ref +4; Will +4 | Init: +3 | Perc: +6 , SM: +5,Dark Vision 60ft Speed 30ft | | Active conditions: Shirt Reroll not used.

    Eleazar looks over at the car....."I could drive it, but I am not the best at it. I will just take a turret and mount a advanced shirren-eye rifle."

    Not proficient with any rifle, sniper or heavy, so I will just take the 2d10 rifle for the range, and take the -4 for not being proficient.....Still gets me a +3 (since weapon focus doesn't help with non-proficient weapons....)

    Wayfinders

    Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

    "I have little piloting experience... would probably be best off shooting."

    I'll take turret 2 in vehicle 1, and will use a Magnetar Rifle since I'm not proficient with the other two.

    Acquisitives

    Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

    Croaker heads to the car with Eleazar and Helios-4.

    "Ok, so it seems like the heavy cannon is mine." Eleazar I think you shoot with +1 more than Croaker is so we can swap.

    "Ready when you are Helios-4"

    Wayfinders

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    "Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
    bot:
    [dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

    Helios gives a hearty clap on the vehicle as he heads to the driver's spot.

    "Oh ho! Never piloted one of those before. Let's see how they handle." He hops on the seat and passes a hand along the controls. Damn right. Lemme adjust my seat and off we go!"

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Going to get us started, but you can still decide which gun is mounted to each turret. Please record it on the slide as I did for Sebrir's choice once you've decided.

    As you arrive in the area and begin scanning, you pick up a hit on a nearby vehicle: a low-rider hover van painted with a colorful logo that reads "Sivi's Grab 'n Grub" (see slides). Arriving in its vicinity, you see it stopped at an intersection across six lanes of traffic from you. As soon as the signal changes, the van's pilot revs the engine and tears down a side road heading away from you!

    Round 1:
    Van Location: Tunnel
    PCs Location: Intersection
    - No environmental effects in this location.

    Phase 1: Pilot Actions

    Pilots, please post your actions for this round. For the purposes of setting DCs, your vehicles count as level 3.

    Wayfinders

    "Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
    bot:
    [dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

    Spotting the other vehicle trying to make an escape, Helios brings the throttle forward. "Hang on tight! Looks like our friend here ain't gonna make this easy!"

    Unless I'm missing something, there's no point in taking the "Keep Pace" action rather than the "Evade" action, right?
    Piloting, Evade: 1d20 + 9 ⇒ (16) + 9 = 25

    The android approaches the vehicle while purposefully staying in their dead spot.

    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 jumps into a gunner seat behind the comically large advanced x-gen gun.

    He drops the visor attached to his armor and simply adds "Let's roll."

    Proficiency penalty no matter what, might as well mount the biggest one possible :D

    Second Seekers (Luwazi Elsebo)

    Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

    Unless i'm mistaken the vehicle rules are different from the starship rules and there aren't as many options.

    Freeman will perform the Drive action (unless i'm mistaken on the above)

    piloting: 1d20 + 9 ⇒ (14) + 9 = 23

    "Someone put a hole in that thing..."

    Wayfinders

    "Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
    bot:
    [dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

    There are less overall, but according to the link that was posted a bit higher there's quite a few, and since the DCs for Keep Pace and Evade are the same I don't see the point in not evading

    Second Seekers (Luwazi Elsebo)

    Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

    Heh. I somehow completely missed that link. So, a chase and not a regular vehicle encounter. Makes sense. In that case, I guess it depends on how far back we are. If we are a spot or three behind I would have done the 'Speed up' maneuver. If we are on the same, Evade.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    You are starting 1 section behind, so it sounds like Freeman uses the Speed Up action. You can see your relative position on the slide. Remember that all of these options are available to your opponent as well, so she may use the Speed Up option, for instance, to try to gain some distance on you.

    GM Screen:

    Piloting to Speed Up, DC 23: 1d20 + 18 ⇒ (5) + 18 = 23

    The van shifts gears and speeds up, weaving through heavy traffic and into an area of construction! Freeman keeps pace, not allowing the van to increase its lead, while Helios-4 takes a more defensive approach and falls a bit farther behind.

    Phase 3: Combat
    Freeman's car is 200ft away, Helios-4's car is 400ft away from the van.

    Acquisitives

    Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

    I will go with Shirren-eye sniper rifle mounted.

    Croaker looks through the shooting window

    "Helios-4, why is the enemy car so tiny?"

    He opens the scope and tries to adjust it.

    "Wind?.... ehh 25. Distance? Why isn't the scope auto adjusting! Oh auto setting, ok."

    He takes aim and fires

    Attack, lack of proficiency, using sniper ability (500ft range): 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
    Damage: 2d10 ⇒ (2, 9) = 11

    Second Seekers (Jadnura)

    Male Borai (human) Solarian (Flare) 4 | SP 7/32 HP 34/34 | RP 4/4 | EAC 16; KAC 17 | Fort +5; Ref +4; Will +4 | Init: +3 | Perc: +6 , SM: +5,Dark Vision 60ft Speed 30ft | | Active conditions: Shirt Reroll not used.

    Since Croaker took a shirren eye rifle, I will take the advanced x-gen gun as Second says....might as well have the most damage in a car

    Eleazar looks though the sites of the clunky and heavy projectile....well machine gun. Sighting the manual sites on the retreating van, he pushes down on the staged trigger buttons...firing a single shot at the vehicle.

    With the mount I do not believe we get a negative from shooting from the vehicle....if I am reading right. Please enlighten me if I am wrong

    Attack, lack of proficiency, 3 range increments (120ft range): 1d20 + 8 - 4 - 6 ⇒ (1) + 8 - 4 - 6 = -1
    Damage (piecering: 2d12 ⇒ (9, 4) = 13

    And promptly almost shoots a hole in the bumper of his own car.....
    "Yeah....stunt driving and shooting is a LOT different than 'real' driving and shooting.... sorry for the front bumper."

    Oh RNG.......

    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

    "One hole coming up! Keep it steady."

    Attack, No Prof, 2nd Range Inc: 1d20 + 6 - 4 - 2 ⇒ (4) + 6 - 4 - 2 = 4
    Dmg(p): 2d12 ⇒ (10, 2) = 12

    Second-1's shot manages to go high and wide hitting something important looking "Hey...so how's everyone's comm signal? No sudden drops in signal?

    Second Seekers (Jadnura)

    Male Borai (human) Solarian (Flare) 4 | SP 7/32 HP 34/34 | RP 4/4 | EAC 16; KAC 17 | Fort +5; Ref +4; Will +4 | Init: +3 | Perc: +6 , SM: +5,Dark Vision 60ft Speed 30ft | | Active conditions: Shirt Reroll not used.

    Eleazar hears Second's comment, and looks up, and watches a plummeting avian hit the top of a building. Wryly he says, "Signal's fine, though I think you should have said 'duck'....."

    If you can't joke about your horrible rolls (and others) then what can you joke about....

    "Uhh, Helios, anyway you can get us you know....closer? I don't think myself or Croaker can hit the broad side of a space station at this range and speed."

    Wayfinders

    Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

    "I doubt this will work!" Sebrir shouts.

    Attack, no prof, 3rd range increment: 1d20 + 3 - 6 - 2 ⇒ (18) + 3 - 6 - 2 = 13
    damage: 2d8 ⇒ (4, 8) = 12

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    No attack from her in round 1.

    Four shots go wide of the distant van. A pahtra leans out the drivers window and scowls, shaking her fist. The van seems to settle into a safer but slower pace, and the back doors fling open to reveal a turret!

    GM Screen:

    Keep Pace, DC 16, construction: 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25

    Phase 1: Piloting

  • Freeman, you are in heavy traffic. Please make an evade check to avoid taking damage (separate from any piloting actions).
  • Helios-4, you have the choice of taking the tunnel or the surface street above. Please choose, then open the spoiler below.
    Tunnel:
    This is a shortcut. You get +2 to Piloting checks to Speed Up.

    Surface street:
    There's traffic here. -1 to Piloting.

  • Second Seekers (Luwazi Elsebo)

    Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

    evade: 1d20 + 9 ⇒ (4) + 9 = 13
    Yeah, not the time for more crappy rolls!

    After scraping some paint Freeman tries again to catch up to the van...
    speed up: 1d20 + 9 ⇒ (1) + 9 = 10
    I have no words...

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    This is a good news/bad news situation. The DC for evade is 10 + vehicle level, so a 13 gets it on the nose. The DC for Speed Up is significantly higher, I'm afraid.

    Second Seekers (Luwazi Elsebo)

    Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

    Oh thank goodness for a little bit of good news!

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Waiting on a piloting action from Helios-4

    Wayfinders

    1 person marked this as a favorite.
    "Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
    bot:
    [dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

    Sorry, website ate my notifications

    Helios smiles at Eleazar's request.

    "Thought you'd never ask. Buckle up!"

    Helios takes the surface street, but the traffic slows him down.

    "Argh! C'mon! Get a move people!" Refusing to slow down, he speeds up on the sidewalk, carefully trying to avoid civilians while catching up to the vehicle.

    Speed Up action through the surface street
    Piloting: 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Freeman spins out as he weaves through traffic, avoiding damage but winding up facing the wrong direction. Helios-4 blows right by him as he works to right the vehicle. That's a failure by more than 5 on the Speed Up, which means Freeman's vehicle doesn't move this round.

    Phase 3: Combat!

    The pilot of the van, now settled into the turret in the back of the van while the autopilot drives, takes a shot at Helios-4's car! The van is currently ~200ft ahead of Helios-4 and ~400ft (2 stages) ahead of Freeman's.

    Combat Rifle, 3rd range increment: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29
    Piercing damage to Helios-4's car: 3d8 ⇒ (3, 7, 4) = 14 -->7 points after hardness

    PCs may make combat phase actions.

    Second Seekers (Luwazi Elsebo)

    Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

    Cursing under his breath Freeman sees Helios making use of alternative roadway.
    "OK, fine. Sidewalk it be then!"

    speed up, of course!: 1d20 + 9 ⇒ (17) + 9 = 26

    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

    "If we could get a little closer I might be able to do something besides shoot badly!"

    Attack, No Prof, 2nd Range Inc: 1d20 + 6 - 4 - 2 ⇒ (11) + 6 - 4 - 2 = 11
    Dmg(p): 2d12 ⇒ (4, 3) = 7

    Second Seekers (Jadnura)

    Male Borai (human) Solarian (Flare) 4 | SP 7/32 HP 34/34 | RP 4/4 | EAC 16; KAC 17 | Fort +5; Ref +4; Will +4 | Init: +3 | Perc: +6 , SM: +5,Dark Vision 60ft Speed 30ft | | Active conditions: Shirt Reroll not used.

    Eleazar sees that Helios took his jibe as law, and actually got closer.

    "Much better....hopefully", he mutters under his breath.

    Attack, lack of proficiency, 2 range increments (120ft range): 1d20 + 8 - 4 - 4 ⇒ (3) + 8 - 4 - 4 = 3
    Damage (piecering): 2d12 ⇒ (4, 11) = 15

    Instead, he shoots a Stop sign....just on the edge of the sign, nothing cool like shooting a hole through the O in STOP.....

    Yeah, if you can't make fun of yourself when you have these rolls...it just isn't worth stressing on.....

    Wayfinders

    "Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
    bot:
    [dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

    "Oi, Eleazar, if you'd prefer I can get us close so you can board their vehicle. Might be easier than shooting!" Helios says with a smirk, only half joking.

    There's always the option to board, although the penalty for failing the jump is pretty stiff

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