SFS 1-39 - The Herald's War (KS) (Inactive)

Game Master phaeton_nz

Tier 7-10 (Subtier 7-8)
Slides


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Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((Krara: Which arc did you shoot at when they failed their flyby? I'm currently assuming aft.))

As not yellow flies by, Krara fires a persistant beam at the ship, tearing down the aft shields and scoring massive damage to the rear of the Jinsul ship. The follow up antimatter missile hits port and adds more insult and injury. Unfortunately it's not quite dead in space.

Not Yellow:
Aft shields down, port shields down - -62HP
system: 1d100 ⇒ 70 from crit = Engines
system: 1d100 ⇒ 80 1st CT = Engines
system: 1d100 ⇒ 43 2nd CT = Weapons (aft)
system: 1d100 ⇒ 95 3rd CT = Power Core

Yellow fires back with it's aft coilgun and the linked coil guns against your aft shield.
aft: 1d20 + 15 ⇒ (4) + 15 = 19 dam: 4d4 ⇒ (4, 1, 1, 2) = 8
turret: 1d20 + 15 ⇒ (20) + 15 = 35 dam: 8d4 ⇒ (4, 4, 2, 3, 4, 4, 4, 4) = 29
Crit!: 1d100 ⇒ 30 Weapons Array

The other Jinsul ship joins the party as well firing port side weapons against your port shields
turret: 1d20 + 15 ⇒ (15) + 15 = 30 dam: 8d4 ⇒ (2, 4, 1, 3, 2, 2, 1, 4) = 19

((I think that's everything in the Gunnery Phase - or do you get a second shot?))

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

All our crew have acted, so it's on to turn 3, I think.

SHIP STATUS
HP 62/100
Shields F:12 S:40 A:3 P:19
Engines: glitching (-2 to Piloting checks)

"Starboard shields are the only ones still at full power," Kaitlax calls out. "Do we rebalance, reinforce, or just put the bogeys on that side?"

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Engineering Phase
yellow: 1d20 + 13 ⇒ (15) + 13 = 28
not yellow: 1d20 + 13 ⇒ (18) + 13 = 31

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
phaeton_nz wrote:

((Krara: Which arc did you shoot at when they failed their flyby? I'm currently assuming aft.))

Believe flyby shots also hit the aft (at least the provoked ones from when the initiator fails their attempt).

Wayfinders

Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles

you boost the shields I'll balance em and Krara make sure there's no fight left in yellow

Other plans are valid but waiting until yellow is out before target locking red seems a decent option to me but fixing that glitch balancing shields also looks tempting Any way you slice it Gordon is heading down the balance shields route this round

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

"Whatever we do, we want some shields back, Kait'lax! Make it so!"

Encourage Engineering auto-success!

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Jinsul piloting
yellow: 1d20 + 18 ⇒ (12) + 18 = 30
not yellow: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32

((not yellow is the one who tried to fly-by then got nearly wrecked - Maybe I should make better tokens))

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

Overpower: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34

Divert to shields, weapons and engines. This round, +2 to speed and treat all 1's on weapon damage as 2's. +12 to aft shields.

"No problem, sir," they respond as they redouble their efforts, seeming to work on multiple stations at the same time. "Got some more power to engines and weapons, and the aft shields are back up to 37%."

SHIP STATUS
HP 62/100
Shields F:12 S:40 A:15 P:19
Engines: glitching (-2 to Piloting checks)


Map and handout aid Token.

Piloting: 1d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33

Prototype x-17 anticipates every move of her foes. Has she already done this fight before?

Wayfinders

Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles

computers dc22: 1d20 + 16 ⇒ (8) + 16 = 24

Shields rebalanced

F40 S12 A15 P 19

Going with swapping starboard and forward rather than 22/21 split

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((Jinsul ships moved))

evade: 1d20 + 18 ⇒ (10) + 18 = 28 yellow
evade: 1d20 + 18 - 2 ⇒ (4) + 18 - 2 = 20 not yellow


Map and handout aid Token.

piloting to maneuvrer + bonus modifier: 1d20 + 3 + 17 - 2 ⇒ (1) + 3 + 17 - 2 = 19

Prototype tries to turn faster but there some inteferance in the time space continuum. She is still able to move in a way that could mitigate the damage.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Yellow shoots at you, port to your starboard.
turret: 1d20 + 15 ⇒ (13) + 15 = 28 dam: 8d4 ⇒ (4, 4, 2, 4, 3, 1, 3, 3) = 24

Not yellow also fires, port to your foreward.
turret: 1d20 + 15 ⇒ (9) + 15 = 24 dam: 8d4 ⇒ (4, 2, 4, 1, 3, 3, 1, 1) = 19

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

Enough of this then! Krara yells as she digs deep and unleashes a full barrage.

Another resolve for the Broadside.

To 'not yellow'
Heavy Particle Beam: 1d20 + 11 + 3 - 2 ⇒ (3) + 11 + 3 - 2 = 15 for damage: 10d6 ⇒ (5, 6, 5, 6, 3, 6, 6, 2, 5, 6) = 50
Coilgun: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23 for damage: 4d4 ⇒ (1, 1, 3, 1) = 6 Actually 9 damage thanks to juiced weapons

To yellow
Anitmatter Missile: 1d20 + 11 + 3 - 2 ⇒ (7) + 11 + 3 - 2 = 19 for damage: 10d10 ⇒ (3, 8, 8, 5, 8, 10, 7, 1, 10, 1) = 61 Would be actually 63 damage thanks to juiced weapons, but think miss
Light Particle Beam: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 for damage: 3d8 ⇒ (2, 2, 3) = 7

Using the shirt re-roll for the Heavy Particle Beam - do not want the damaged not-yellow living to see another round.
Heavy Particle Beam: 1d20 + 11 + 3 - 2 + 1 ⇒ (7) + 11 + 3 - 2 + 1 = 20

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

We passed another critical threshold with that shot to starboard.
Probably taking my next engineering phase to fix whatever that breaks.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Not Yellow takes a shot against it's port side, where it's shields are down (-71HP, P,A=0) It also passes another CT CT: 1d100 ⇒ 61 = Engines now wrecked, which basically means it's dead in space but still able to fire.

Yellow gets hit in the port shield but with not enough power to take it down (-7 port shield)

CT on you: 1d100 ⇒ 78 - engines

=== Jinsul actions next round ===
Engineering:
yellow: 1d20 + 13 ⇒ (20) + 13 = 33 - Pass
not yellow: 1d20 + 13 ⇒ (13) + 13 = 26 - Fail

Balance shields:
not yellow: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31 - Pass
yellow: 1d20 + 15 ⇒ (5) + 15 = 20 - Pass

Piloting (only yellow gets to move)
piloting: 1d20 + 18 ⇒ (13) + 18 = 31

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

Yeah, got to deal with those engines.

"Starboard shields down!" Kait'lax shouts as they stand from their station. "The engine is barely holding together. I need to get down to the engine room and make repairs. Bleu, can you assist?"

SHIP STATUS
HP 50/100
Shields F:21 S:0 A:15 P:19
Engines: malfunctioning (-4 to Piloting checks)

Will Hold It Together if Kait'lax is alone or Patch if Gordon can help.

Wayfinders

Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles

What do you want me to do.Power the shields, help you out or boost shields and guns not sure the last one is possible but can spend a resolve to do both iirc

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

"Whatever you do, Gordon, do it quickly! Let's keep this ship in one piece if we can, crew!"

Encourage Gordon on his Engineering check

Wayfinders

Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles

OK patching with Kait'lax

engineering dc 23: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

Patch: 1d20 + 19 ⇒ (10) + 19 = 29

"Engines should be operating normally now," Kait'lax's voice says over the intercom.

Penalty to Piloting checks has been removed.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((Waiting on your piloting check))


Map and handout aid Token.

oh we are at the piloting phase?: 1d20 + 17 ⇒ (10) + 17 = 27

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((You move first))

Wayfinders

Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles

Keep them on our port side we have no shields to starboard Gordon unhelpfully states the obvious


Map and handout aid Token.

Protoptype exert the engine to take some distance. (Resolve taken 1.5 speed)

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

You move as fast as you can from the jinsul ships. Only Yellow is able to follow so it chases you between two battles that are still raging.

It attempts to evade
evade: 1d20 + 18 ⇒ (14) + 18 = 32

which it does, then fires everything it can at your port side
coilgun: 1d20 + 15 ⇒ (1) + 15 = 16 dam: 4d4 ⇒ (2, 2, 3, 3) = 10
maser: 1d20 + 15 ⇒ (14) + 15 = 29 dam: 6d10 ⇒ (10, 1, 3, 3, 2, 7) = 26
linked coil guns: 1d20 + 15 ⇒ (14) + 15 = 29 dam: 8d4 ⇒ (4, 4, 1, 1, 2, 2, 4, 4) = 22

((all ones are twos - they put power to weapons))

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

Running low on these Krara warns But eventually Desna needs to smile on us.

Antimatter missile (4th of 5): 1d20 + 11 + 3 ⇒ (2) + 11 + 3 = 16 for damage: 10d10 ⇒ (2, 8, 4, 10, 10, 2, 1, 5, 7, 1) = 50

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

Do we have anything boosting AC now? That coilgun barely hit, and I'd like to not take that first 10 damage.

SHIP STATUS
HP 8/100 (18 if first hit missed somehow)
Shields F:21 S:0 A:15 P:0

Two more critical thresholds passed.

Pretty sure we need to go all out next round, if there is one.
Probably need to reinforce forward shields and be sure that side is facing the enemy.

Grand Lodge

Our pilots piloting ranks should be added to our ac so coilgun did miss

Still not good state of ship

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Especially since your antimatter missile missed.

-- Jinsul Engineering --
yellow: 1d20 + 15 ⇒ (20) + 15 = 35 - success
not yellow: 1d20 + 15 ⇒ (3) + 15 = 18 - fail - still dead in place

-- Jinsul Piloting --
yellow: 1d20 + 18 ⇒ (14) + 18 = 32


Map and handout aid Token.

1d20 + 17 ⇒ (6) + 17 = 23

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

You go first

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

"Port shields down! Serious damage to the hull! We can't take another hit like that!"

Overpower: 1d20 + 19 ⇒ (15) + 19 = 34

Divert power to engines, shields and weapons. Speed +2, all weapon damage rolls of 1 are treated as 2.

"I've squeezed every drop out of our engines. Whatever you're doing next, make it count!"

SHIP STATUS
HP 18/100
Shields F:33 S:0 A:15 P:0

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

Engines: Malunctioning, patched (no penalty)

Reread my engineer actions and realized that the patch doesn't fix the system, it only removes the effect of critical damage.

Wayfinders

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Fort +7; Ref +13; Will +10; +3 vs. fear effects Defensive Abilities evasion, uncanny agility; Resist cold 5, fire 5, sonic 4 Halfling Operative EAC 27; KAC 28 initiative +9 SP 31/72 HP 50 RP 7/10 chronicles

Spending resolve on the focus fire computers: 1d20 + 16 ⇒ (7) + 16 = 23 +2 to attacks on the moving target

Ready for a fly by if we are feeling brave


Map and handout aid Token.

i am calculating and i realised i can't do this as just don't have enough movement to this. So i will do an evade action.
evade dc 17: 1d20 + 17 ⇒ (12) + 17 = 29

Accepting her defeat. Prototype X-17 still act the best she can.

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

"Krara, make this next shot count!"

Encourage gunner.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Both ships end up nose to nose at point blank range and the jinsuls put everything they have against you. They're so cocky they don't even bother to evade.

coilgun: 1d20 + 15 ⇒ (4) + 15 = 19 dam: 4d4 ⇒ (4, 3, 2, 2) = 11
maser: 1d20 + 15 ⇒ (18) + 15 = 33 dam: 6d10 ⇒ (6, 5, 4, 4, 4, 10) = 33
linked coil guns: 1d20 + 15 ⇒ (4) + 15 = 19 dam: 8d4 ⇒ (3, 2, 3, 2, 2, 3, 4, 3) = 22

((all ones are twos - they put power to weapons again))

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

Those sub-20 attack rolls are lovely to see.

"Forward shields are down, but no further damage to the hull!"

SHIP STATUS
HP 18/100
Shields F:0 S:0 A:15 P:0
Engines: Malunctioning, patched (no penalty)

Why, yes, I cut my teeth on Star Trek. Calling out shield levels is life.

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
Desha Doash wrote:

"Krara, make this next shot count!"

Encourage gunner.

Yes Captain. All or nothing!

Krara digs deep and unleahses a final broadaside at the ship right in front of them - it's now or never.

Using the encouragement on the last missile

Antimater Missile: 1d20 + 11 + 3 - 2 + 2 ⇒ (13) + 11 + 3 - 2 + 2 = 27 for damage: 10d10 ⇒ (7, 2, 9, 5, 6, 10, 10, 4, 9, 4) = 66
Light Particle Beam: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22 for damage: 3d8 ⇒ (3, 6, 3) = 12
Heavy {article Beam: 1d20 + 11 + 3 - 2 ⇒ (9) + 11 + 3 - 2 = 21 for damage: 10d6 ⇒ (1, 2, 6, 6, 6, 5, 3, 3, 2, 6) = 40
Coil Gun: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11 for damage: 4d4 ⇒ (2, 3, 3, 2) = 10

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Your first three shots rip through the jinsul's forward shields as if they weren't even there and does significant damage to their hull.

118 - 25 = 93 hull points damage in that barrage. Since they only had 85 hull points to start with you actually see your particle beam enter the bow, go right through the jinsul ship and emerge out the rear as their ship basically disintegrates - which probably explains why the coil gun missed.

The jinsuls didn't see that coming. Off in the distance, there is another flash of light as the second jinsul ship finally explodes.

((Starship combat over - and what a finale - well done))

Defeating the two jinsul starships allows the remaining Kreiholm defenders to break through the jinsul fleet at strategic locations, which considerably weakens the jinsul fleet. The battle breaks into smaller skirmishes as the greater jinsul fleet withdraws to regroup.

The vicious-looking jinsul ships begin to turn away from the dissipating battle, regrouping near an enormous command carrier vessel, which occupies a strategic position between clusters of asteroids. As this occurs, the recently arrived Starfinder ships form a defensive line near Saaruq-5 along with several surviving ships of the Kreiholm Freehold defenders.

Soon after the battle’s end, First Seeker Luwazi Elsebo sends a message. Well fought, Starfinders. I must now ask you to immediately return to the Perfect Silence to attend an important meeting. Five representatives from the Kreiholm Freehold are set to arrive soon, and we are trying to convince them that the jinsuls are too much of a threat to merely repulse; we have to defeat them decisively. It’s our goal to form an alliance and together defeat the jinsul menace. However, I fear that because the Freehold has relied on an isolationist policies for centuries, they may be hesitant to enter an alliance. You’ve proven yourselves capable not only today, but many times before, and I believe that you—the heroes of the Battle of Saaruq-5—may be able convince the Freehold representatives that we are worthy of their trust, and that we are fighting for the right cause.

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

"What do you want me to do with my bot during the meeting?" Kait'lax asks Luwazi on a private channel after the announcement, before continuing repairs.

"Nice shooting, Krara," Kait'lax says as they run around the ship, putting out metaphorical (and literal?) fires until the last possible second before flipping their holoskin to an outfit more appropriate for a formal meeting.


Map and handout aid Token.

I am happy that my predictions were false. thinks prototype.

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

Thank you. Krara says, surprisingly muted right after the moment of victory. You notice the vesk is sweating profusely at the console and her hand is gripping the firing joystick tightly. Victory after a tight battle is what most pleases Damoritosh.

---

Later, the vesk listens to the first Seeker with another expression: one of incredulous disgust. The fight is literally at their door and yet these Freeholds still cower? Who are these representatives that can't see the scrap literally in front of their eyes?

Do we know anything about the representatives?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Once you return to the Perfect Silence, Jadnura summons you to a meeting room where he, Luwazi Elsebo, and the Kreiholm Freehold council members await. The leader of the Kreiholm contingent is Speaks Forgotten Words (LG agender thyr mystic), whom the Starfinder Society rescued during a recent mission.

Chronicle from 1-29:
The thyr personally greets you, sending a
telepathic message: Good to meet you again, and thank you again for everything you have done for the Kreiholm Freehold.

Four other Freehold representatives stand around the meeting table: Kahura (NG female nelentu), Lieron (LE agender matoh), Livakian (CG female tekian), and Xirillis (LN male syngnathrix).

In this encounter, you must convince the five representatives that it is in the Kreiholm Freehold’s best interests to forge an alliance with the Starfinder Society. Luwazi Elsebo intercepts you as you enter, explaining there is no time to waste, and negotiations with these representatives must take place simultaneously. This means that five of you must each choose a representative to talk to, and the sixth can aid one of the five.

You may make a Sense Motive roll to assess their personality before hand. Each PCs’ negotiation with their chosen representative begins with the representative stating that the Kreiholm Freehold must maintain a neutral stance.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

=== Kahuru ===

This council member resembles an anthropomorphic bat with fungal growths emerging from her head. In a whispering voice, she speaks: We are Kahuri, representing the nelentus. You fought the new jinsul ships today, yes? Their fleet is impressive, their ships numerous and all built for war. Hmm, yes, they are. That is not to say ours aren’t exceptional—they are—but they were built for defending our homes. You, your Society, you are explorers. Your fleet—no offense—is no real war fleet, either. They can outbuild, outgun, and outfight us. Today, you managed to catch the jinsuls by surprise. I do not mean to belittle your courage and skill, but can you imagine what happens next time if you aren’t so lucky?

=== Lieron ===

When this pale worm speaks, its mouth opens like a blooming flower, each flapping petal lined with needlelike teeth. The claws on its tiny appendages twitch in anticipation as it speaks a greeting in its gurgling voice: I’m Lieron of the matohs. I know who you are, your leaders told me so much about you. But enough of the niceties. I’ve understood that your Society wants a war with the jinsuls. Wars are costly. We lost many ships today, and so did you. Many more will be lost by the end of the day and the days to come. Do you even have any idea how much they cost? Of course not, you only fly them. And who is going to pay for it all? The worm chuckles and snorts, then continues: Are you going to make the jinsuls pay for the war?

=== Livakian ===

Silvery and smooth, this three-eyed biped looks like its body is composed of mercury. Crystalline spirals on the creature’s neck oscillate as it speaks: I am Livakian. I have not met your kind before. I am one of the tekian, and we are an ancient race from the Scoured Stars. It is there where Kadrical found us when we were still young. He is a jealous and oppressive god, and when we saw our opportunity to leave, we undertook our exodus, joining with the thyrs and nelentus and never looking back. We promised ourselves never to return. If Kadrical finds us again, he will never let us go. This is why we can’t join your crusade.

=== Speaks Forgotten Words ===

The thyr’s gaseous form swirls inside their encounter suit as they send a telepathic message: Thank you for coming to our aid. Your leaders speak of a coming war, in which the Kreiholm Freehold would play an important role. While you are right that we should take the fight to the resurgent jinsuls, I must also think of those whom I represent. War is not our way. We have remained distant from galactic affairs on purpose, yet now you ask us to go to war. What shall I tell my people who only desire peace?

=== Xirillis ===

This bipedal creature resembles a human-sized cross between a chameleon and seahorse, with coral-like growths sprouting from his head. He wears jewelry of coral and glittering metal and carries a coral-tipped baton in his prehensile tail. I am Xirillis, and I represent the syngnathrixes of the Kreiholm Freehold. I know you selflessly put yourselves in harm’s way to help our people. Nonetheless, I believe this attack on our planet would never have happened, had your Society stayed out of the Scoured Stars. Here in Saaruq, we haven’t known war since the Kreiholm Freehold arrived centuries ago and we joined them. The jinsuls have been born and raised as killers. They know nothing else—no fear, no remorse. We are no warriors. What chance do we have against them?

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9

Kait'lax is more comfortable with machines than people, but will be happy to assist or make an attempt with whoever the others think he can do the most with.

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

One Sense Motive for the group, or one Sense Motive for each representative? Can we make those rolls before determining who we want to talk to?


Map and handout aid Token.

unless, i am wrong. The structure is like 1-05. One action by player by reprensatative. There are specific skills you can discover by sense motive. But you can use other if you are imaginative but you have a malus.

Also, my character is done (minus some minor gear) i can help you if you do diplomacy and i have a free augury if you want to use a skill we don't know.

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