[Outpost IV] SFS 1-10 Half Alive Streets - GM Xain (Inactive)

Game Master Xain


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Creative solutions, I like it. I have moved the zombie slightly, it will need to be in front of the doorway to attract the attention of the zombie. Someone can rig something up to cause it to spasm with engineering easily enough. Yes, there would have been extra batteries on the zombies. Rhys, I'll give you a chance to reposition your token if you like so as not to get caught in the corner before I have Vrisken trigger the release.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

"Fascinating." Kat approaches Tara and helps position the fallen biozombie. "Some leads into the muscular tissue, and a timed switch...."
Engineering: 1d20 + 9 ⇒ (16) + 9 = 25

"Hopefully that doesn't overload on the first shot. We're going to find out."

This was one of the most "out of the box" ideas I've seen on here!

Second Seekers (Luwazi Elsebo)

| Female, Human, CN, Icon (Dancer), Envoy 3 | SP 21/21 HP 22/22| RP 5/5| EAC 15; KAC 15 | Fort +1; Ref +4; Will +3| Init: +5 | SM +4| Perc +4, Darkvision 60ft. | Speed 30ft

Tara moves forwards to bring the door into range of her weapon, taking a a kneeling position so Kat can fire the laser rifle over her, giving them both a clear shot for at least the first round.

I took my inspiration from Rocket's crazy schemes in Guardians of the Galaxy :)

She checks around the other members of the group checking they are ready.

When all seems fine she will nod to signal to the Shirren.

Exo-Guardians

Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3

Rhys positons herself far away but with a line of effect and line of sight to the bait for that Ooze.

A nod to the team, her pistol in hand she whispers a prayer to Sarenrae.


Everyone gets in position and Vrisken hits a button on his wrist pad. You hear the faint hum of the forcefield in the workshop cease and the ooze begin sloshing out of it's container.

The ooze rolled low so everyone except Rhys can act first. I suspect a lot of readied actions. For the sake of PBP I'm just going to have all the shirrens in the room act in the same block as the ooze.

Init Tara: 1d20 + 5 ⇒ (7) + 5 = 12
Init Kat5e: 1d20 + 5 ⇒ (12) + 5 = 17
Init Rhys: 1d20 + 1 ⇒ (2) + 1 = 3
Init Obo: 1d20 + 7 ⇒ (2) + 7 = 9
Init Ooze: 1d20 + 4 ⇒ (2) + 4 = 6

Init
----------
17 Kat5e
12 Tara
9 Obo
----------

6 Ooze
Vrisken
Theskell
Philt
----------
3 Rhys

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat levels her rifle at the doorway and waits to see if the ooze takes the bait.

Kat delays, and takes her turn after the ooze to see if it takes the bait or moves past. I'll post it now for speed.

Round 1

Move Action - Combat Tracking

Kat locks her exocotex onto the ooze.

Standard Action

Overcharge, Azimuth Laser Rifle vs EAC: 1d20 + 8 ⇒ (12) + 8 = 20
Damage, f: 1d8 + 4 ⇒ (7) + 4 = 11
Overcharge Damage: 1d6 ⇒ 2

Second Seekers (Luwazi Elsebo)

| Female, Human, CN, Icon (Dancer), Envoy 3 | SP 21/21 HP 22/22| RP 5/5| EAC 15; KAC 15 | Fort +1; Ref +4; Will +3| Init: +5 | SM +4| Perc +4, Darkvision 60ft. | Speed 30ft

Tara also waits for the ooze to show then fires.

Delay Static Arc shot: 1d20 + 3 ⇒ (11) + 3 = 14

Poss damage E: 1d6 + 1 ⇒ (6) + 1 = 7


Kat5e and Tara delay and Obo readies a shot. The ooze takes the bait as predicted, sliding over the convulsing zombie, and begins to dissolve the biotechnical monstrosity into UPBs.

Obo Auto-Target Rifle: 1d20 + 7 ⇒ (3) + 7 = 10 Piercing: 1d6 + 4 ⇒ (3) + 4 = 7

Kat5e and Tara hit but Obo misses.

Philt Arc Pistol: 1d20 + 11 ⇒ (14) + 11 = 25 Electricity: 1d6 + 3 ⇒ (1) + 3 = 4

Philt also hits he and Tara's arc pistols seem particularly effective.

At that point Theskell and Vrisken bolt towards the door. "I am truly sorry Starfinders. I hope you do destroy that source of misery. We cannot risk you turning us in for our part in it though."

Init
Round 1 Part 2
----------
Ooze - 29
Philt
Vrisken
Theskell
----------
Kat5e
Tara
Obo
3 Rhys <--

Round 2
----------
Ooze - 29
Philt
Vrisken
Theskell
----------
Kat5e
Tara
Obo
Rhys

Rhys is up. Kat5e, Tara, and Obo all move down the init order as a result of delaying/readying so cannot act again until after the ooze.

Second Seekers (Luwazi Elsebo)

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| Female, Human, CN, Icon (Dancer), Envoy 3 | SP 21/21 HP 22/22| RP 5/5| EAC 15; KAC 15 | Fort +1; Ref +4; Will +3| Init: +5 | SM +4| Perc +4, Darkvision 60ft. | Speed 30ft

All I can see that Tara can do in this situation is a bluff..used as combat banter which is a free action

Tara..Stop! Kat trapped the door!

bluff: 1d20 + 10 + 1d6 ⇒ (15) + 10 + (2) = 27

Exo-Guardians

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Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3

If i remember correctly one of the fleeing Shirren was near my character and had to leave a threatened square? Must have run past me.

Round 1
If one of the fleeing Shirren at one point left a square that was in melee range as a reaction.
Rhys just punches the one trying to flee the moment she agressivly punches one of her gloves reveals itself as a weapon.
Cestus Battleglove against KAC: 1d20 + 1 ⇒ (8) + 1 = 9
Bludgeoning and Magic Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Move action
Rhys moves into the back of the two fleeing suspects resposible for the whole mess and takes cover behind a corner pointing her pistol into their backs.
Standard action
"You better give up now or we will kill that Ooze and you two! So give up and me will show mercy!" Still willing to give them a chance she is not ready to kill them yet.
Bluff: 1d20 + 0 ⇒ (18) + 0 = 18


The shirren couple seem undeterred by both words and fist. One opens the door and they both disappear to the east. Meanwhile the ooze while mindless is not so dumb as to continue to eat while being shot at. It slimes forward and reaches out a pseudopod to smack Obo.

Ooze Attack: 1d20 + 11 ⇒ (12) + 11 = 23 Bludgeoning: 1d6 + 5 ⇒ (5) + 5 = 10

Philt Arc Pistol: 1d20 + 11 ⇒ (3) + 11 = 14 Electricity: 1d6 ⇒ 5

Philt fires another shot filling the ooze with electricity again.

Init
Round 2
----------
Ooze - 37
Philt
Vrisken
Theskell

----------
Kat5e
Tara
Obo -10
Rhys

Everyone is up.

Second Seekers (Luwazi Elsebo)

| Female, Human, CN, Icon (Dancer), Envoy 3 | SP 21/21 HP 22/22| RP 5/5| EAC 15; KAC 15 | Fort +1; Ref +4; Will +3| Init: +5 | SM +4| Perc +4, Darkvision 60ft. | Speed 30ft

Knowing they will not get far with both Abadar and Starfinders after them Tara focuses on the Ooze.

Zapp shot: 1d20 + 3 ⇒ (7) + 3 = 10

Zapp E: 1d6 + 1 ⇒ (1) + 1 = 2

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Round 2

Kat watches the shirren flee. Although she is furious, she keeps her rifle on the ooze.

"We can't leave this thing"

Standard Action

Her rifle whines as it charges up.

Overcharge, Azimuth Laser Rifle vs EAC: 1d20 + 8 ⇒ (17) + 8 = 25
Damage, f: 1d8 + 4 ⇒ (6) + 4 = 10
Overcharge Damage: 1d6 ⇒ 5

Exo-Guardians

Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3

Round 2

Move action and swift action for door or no action?
Rhys rushes out opens the door and moves towards the sound of running cowards.
If they are 15 feet or less apart shoots one Magic Missile projectile at each one. They really went very fast through that door so should we! Standard action
Pointing the palm of the hand with the still visible battleglove two projectiles fly into the fleeing Shirrens.
Magic Missle Standard action since new printing plain damage with force descriptor: 1d4 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (2) + 1 = 3 Range for Magic Missle is 110ft.

"Stop you murderers! If you give up you can still redeem yourselves!"

If both targets are more then 15 feet apart from each other she aims and shoots at the one further away with her pistol. Standard action
Azimuth Laser Pistol against EAC: 1d20 + 1 ⇒ (10) + 1 = 11 Range for pistol is 80ft.
Fire and Magic Damage: 1d4 ⇒ 4

"Stop you murderers! If you give up you can still redeem yourselves!"


Kat5e hits the ooze a final time, causing it to disintegrate into a pile of UPBs. Rhys chases the shirren pair outside.

Normally opening a door is a move action, but they did not close it behind them so no action this time.

To her surprise they are not in sight but she does hear running from the alley to the north. She does spot two more zombies shambling in her direction though.

I'll allow you to use that Magic Missile damage on the closest zombie, or you can forgo an attack to do a second move action to chase the shirren down the alley.

Obo and Philt turn toward the door to join Rhys, but she is some distance ahead.

Exo-Guardians

Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3

Forgo my action and move behind them.

Rhys does sprint after the fleeing pair. "More Zombies just run past them they are nearly out of range!" shouting loud not looking back.

Next action would be run if there is a straight line. That's four times my speed.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat watches the ooze disintegrate and turns to see Rhys has to taken off.

"Rhys? Shhhhhhiiiii...." she begins to mutter as she turns and charges out of the common area

Double moved, didn't even make it outside.


As Rhys rounds the corner of the alley she see the shirren nearing the other end and split off in different directions.

Exo-Guardians

Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3

Seeing how they split up and making it impossible to stop both Rhys shouts "If you are ready for redemption and genuine about it go to any Sarenrae temple and you will be given one chance! You can't run forever! Your own guilt will hunt you forever otherwise."

Stopping there she breathes heavy and looks back suddenly remembering the Undeads behind her.

Second Seekers (Luwazi Elsebo)

| Female, Human, CN, Icon (Dancer), Envoy 3 | SP 21/21 HP 22/22| RP 5/5| EAC 15; KAC 15 | Fort +1; Ref +4; Will +3| Init: +5 | SM +4| Perc +4, Darkvision 60ft. | Speed 30ft

Tara makes two calls one to the Starfinders explaining the situation and give's descriptions of the two fleeing Shireen, she asks for them to be taken alive if they turn up at ports looking for passage off the station.

diplomacy: 1d20 + 10 + 1d6 ⇒ (17) + 10 + (4) = 31

The other to Maiji's family checking in on her progress and asking them to spread the word of the two fleeing Shireen and a contact within the society to report any sightings.

diplomacy: 1d20 + 10 + 1d6 ⇒ (12) + 10 + (2) = 24

Looking towards Mr Philt... "I assume you had operatives watching the area in case they overpowered us? We best search their records to see if there are any others who might be saved..."


The Starfinders make quick work of the remaining two zombies. Back in the workshop you find records and billing statements identifying the remaining carriers of the corrupted biotech. Philt promises AbadarCorp will track down any remaining augmented individuals and pay to have their augments replaced, or their bodies destroyed if it is too late. Returning to the Lorespire Complex, Venture-Captain Arvin is disappointed the augmentation technology isn't safe or reproducible, he is glad the PCs were able to deal with the biotech monstrosities and prevent the creation of any more. AbadarCorp is grateful to be spared the negative publicity and is smart enough to give the Starfinder Society all the prestige associated with solving the missing-persons cases. Mr. Philt sends a personal thank-you message to all involved, with the implication that they will be requested for any future Society missions funded by AbadarCorp.

Finally, Maija and her family send a personal thanks with an update that the halfling's health is returning to normal. Soon after several halflings make inquiries about joining the Starfinder Society. This much-needed boost in recruiting helps put the PCs in Arvin's good graces and even earns them a personal commendation from the current First Seeker.

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