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"Oh, that would have been nasty. Shall I take a look or is there a better engineer in the group who wants to step up to a plasma trap" he says with only a little sarcasm in his voice.
+9 on both skills. Anyone else better?I'll go ahead and roll to keep us going. If I have the better skill this can be the primary. If not, I'll assist. If that's cool. I know playing this way makes assista like this a little odd...
engineering: 1d20 + 9 ⇒ (3) + 9 = 12
well, it's an assist at least... these dice... :)

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Misty Kit is from a pre-tech world contacted by one of the Society's enemies. On the other hand, traps are pretty common 'tricks' so they will attempt to disarm it.
Engineering: 1d20 + 11 ⇒ (9) + 11 = 20

GM Valen |

Misty Kit readily patches the panel, thus closing the dangerous circuit and preventing any energy release.
The party is free to proceed further into the starship hallway. The ceilings here are twenty feet high.
In addition to the main door through which you entered, there are three exits from the corridor before you.
Exit doors indicated on map with red numbers.
One door lies to the south (1), one is straight west ahead of you (2), and a third exits to the north(3).
Numbers now on Map indicating doors.
You find that it is locked, but there is a computer console next to it that you may be able to activate.
To attempt to do so requires a Computers check.
You find that this double door is locked, but there is a computer console next to it that you may be able to activate.
To attempt to do so requires a Computers check.
As soon as you approach within five feet of the door, it opens automatically.
Feel free to remove the the gray object covering the room.

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Elwin points at the door he is beside (#1), May as well check this one. Everyone ready?"
When they are... computers: 1d20 + 9 ⇒ (19) + 9 = 28

GM Valen |

The door whooshes open, revealing a lab area that is in disrepair and disarray. A set of double doors stand on the opposite end of the room.
Room behind door number 1 now revealed on Map.
There is nothing else of note in this room.

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Speaker for the Dead moves cautiously into the room, extending his senses for any sign of the jinsuls that are supposed to be in the base.
I'll roll a Perception check, and I also have the blindsense (sound) ability now thanks to Misty.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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Bisig slides up next to door two, with a view into the room Speaker for the Dead just moved into and readies his rifle, keeping an eye out for trouble, and then slides in behind Speaker for the Dead.
"See anything?", Bisig whispers to his companion.

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Elwin enters the room, "Well, that trapped door obviously leads to where they are, perhaps if we check these double doors we might flank them a bit?"

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"That seems like a sound tactical decision"Morbo heads towards door number 2, finding it locked he heads back to door 1 and calls to his companions, "If we are to attempt to flank them, I will require assistance, this door is locked as well."

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Are we hitting door 2, the trapped one, or the double doors in the new room?

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Elwin will approach the newly found double doors, looking for any more traps. If he gets there safely and it is locked, he will try to unlock it.
perception: 1d20 + 2 ⇒ (5) + 2 = 7
computers: 1d20 + 9 ⇒ (15) + 9 = 24

GM Valen |

Elwin will approach the newly found double doors, looking for any more traps. If he gets there safely and it is locked, he will try to unlock it.
As soon as Elwin approaches within five feet of the door, it automatically opens before him with a swoosh.
New areas revealed on map show areas showing areas beyond where the doors open automatically.Door "2", however, does not open automatically, although the room just beyond it is now accessible.
Please move your PC tokens where you wish them to be.

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Elwin actually jumps a little when the door opened. He puts a hand over his heart and whispers "I didn't expect it to open!" on comms... He will happily wait on his fellow starfinders right where he is.

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Bisig moves up near Elwin so that he can cover the technomancer, then glances out into the hallway to see if any of the creatures are out there.
Perception: 1d20 ⇒ 19

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I'm good to go too. Those sneaky jinsuls gotta be around here somewhere!

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Seeing the rest of the group move closer Elwin goes to beside the new door to take a look at it, see if it is unlocked. If t opens automatically he will take a quick glance in but stay behind cover for the most part..

GM Valen |

The door opens as soon as Elwin comes within five feet of the entrance.
?, Perception: 1d20 + 10 ⇒ (1) + 10 = 11
The party is free to enter the room beyond. From the opened entrance, three sets of closed double doors can be seen lining this corridor. To the west lies a set of doors that have yet to be explored, as with the set of doors to the north. To the east, stands another set of doors that leads back the direction from which you had initially entered the wreck (Door 2)

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"Well, that was anticlimactic... " He gingerly steps in and finds a little cover, waiting for his friends to follow.

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Elwin sticks his tongue out at Misty and then smiles, "Yes, we'd hate to get bored, wouldn't we?"

GM Valen |

"Well, that was anticlimactic... " He gingerly steps in and finds a little cover, waiting for his friends to follow.
It is difficult to find the right balance between player agency and maintaining momentum in the game in PbP. To keep things moving, I have eliminated all of the "empty" rooms. The jinsul botched their Perception check, so the PCs can approach undetected.
Please place your tokens where you wish them to be and we will then go into Initiative.

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Bisig moves up to take some cover in the hallway, while having a clear shot at the door, as they prepare to open it.

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Elwin sprints past the door to get in a position to flank if they come out...

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Speaker for the Dead also gets in position.

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Seeing everyone in place Elwin gets an idea.
"Maybe this door can be opened remotely..."
He will try doing so.
computers: 1d20 + 9 ⇒ (16) + 9 = 25
If he thinks that is going to work he will signal the group before actually opening it.

GM Valen |

Seeing everyone in place Elwin gets an idea.
"Maybe this door can be opened remotely..."If he thinks that is going to work he will signal the group before actually opening it.
Receiving Elwin's signal, the two drones, Bitty and Itty, take up positions to get the best footage of the impending fight.
Elwin remotely opens the door, revealing a command base with four jinsul inside!
The interior of the room is now revealed on the Slides.
Bisig Sandahar, Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Elwin the Technomancer, Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Misty Kit, Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Morbo Rivers, Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Speaker of the Dead, Initiative: 1d20 + 0 ⇒ (2) + 0 = 2
Jinsul (blue, red), Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Jinsul (green, yellow), Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
THE OPENING SHOT! Round One Begins
PCs in bold may act
Misty Kit
Elwin the Technomancer
Bisig Sandahar
Morbo Rivers
Jinsul
Speaker of the Dead

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Bisig peaks out from cover and takes two shots at the purple creature.
Laser Rifle: 1d20 ⇒ 81d8 ⇒ 3
Laser Rifle: 1d20 ⇒ 131d8 ⇒ 7

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Elwin moves to new cover where he can see the doorway and sends a ray of frosty energy towards the one in the middle (blue)
Energy ray : 1d20 + 3 ⇒ (19) + 3 = 22
Cold damage: 1d4 + 1 ⇒ (4) + 1 = 5

GM Valen |

Elwin's ray of frost makes the bluish jinsul all the more blue.
THE OPENING SHOT! Round One Cont'd
PCs in bold may act
Misty Kit
Elwin the Technomancer
Bisig Sandahar
Morbo Rivers
Jinsul (blue) -5 HP
Jinsul (green)
Jinsul (red)
Jinsul (yellow)
Speaker of the Dead

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Misty Kit will fire from the cover of the doorway at the Jinsul accross from them. (Blue)
The dart they fired carries a drug specialty designed to weaken the Jinsul's defense.
Nightarch Needler: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Blue's AC will be -2 for probably longer than it gets to live if I hit and do damage.

GM Valen |

Misty's projectile imbeds itself into the jinsul.
The injured jinsul (blue) clatters forward, with its leg blades at the ready. As it nears the door, it strikes.
1 Misty, 2 Morbo: 1d2 ⇒ 2
Melee (leg blade) v Morbo: 1d20 + 6 ⇒ (11) + 6 = 17
Damage (S): 1d6 + 3 ⇒ (3) + 3 = 6
Another jinsul (yellow) skitters towards you, brushing past Misty and Morbo.
Each gets an AoO against it.
The creature fires the arc emitter in its hand at both Elwin and Bisig.
Ranged (tactical arc emitter): 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage (E): 1d4 + 1 ⇒ (4) + 1 = 5
The two other jinsul (red & green) approach the door and swing their leg blades at the Starfinders
Melee (leg blade) v Misty: 1d20 + 6 ⇒ (4) + 6 = 10
Damage (S): 1d6 + 3 ⇒ (2) + 3 = 5
Melee (leg blade) v Morbo: 1d20 + 6 ⇒ (8) + 6 = 14
Damage (S): 1d6 + 3 ⇒ (3) + 3 = 6
A blade nearly scrapes against the doorframe, but manages to get to Morbo.
Hit even with partial cover.
THE OPENING SHOT! Round One Cont'd/Round Two Begins
PCs in bold may act
Speaker of the Dead
Round Two
Misty Kit
Elwin the Technomancer -5 SP
Bisig Sandahar -5 SP
Morbo Rivers -7 SP | -5 HP
Jinsul (blue) -10 HP (-2 AC)
Jinsul (green)
Jinsul (red)
Jinsul (yellow)

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A glowing ball of light manifests next to one of the jinsuls, distracting the creature!
Casting wisp ally. The next attack on Yellow will get a +2 bonus to hit.

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"Ouch!", says Bisig as he scrambles out of the way with singed whiskers. He lines up another shot at the Jinsul (blue) and squeezes.
Laser Rifle Attack; Fire Damage: 1d20 + 4 ⇒ (18) + 4 = 221d8 ⇒ 5

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if possible Morbo would take an attack of opp, he has a tactical baton in one hand and his pistol in the other.
Morbo points to yellow, "Someone get this wreck squatting Jinsul out of here!"Get'em yellow. Guarded step away from the door.

GM Valen |

if possible Morbo would take an attack of opp, he has a tactical baton in one hand and his pistol in the other.
Morbo points to yellow, "Someone get this wreck squatting Jinsul out of here!"Get'em yellow. Guarded step away from the door.
p
Both Morbo and Misty get an attack of opportunity against yellow, before the get'em of course and no flank bonus as jinsul are unflankable.

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Unfortunately, Misty Kit doesn't usually pull their melee weapon.
Misty Kit once again loads a biohack, this time targeting the Jinsul that just rushed into the room.
Loading a Major Biohack, Genetics Inhibitor. If I hit and do damage the target, Yellow, will be vulnerable to Fire damage for four rounds.
Nigtharch: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
"Wreck, concentrate on the one in the room!"

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"Here goes nothing..."
Elwin begins a cast and being a silly elf, walks right up to (Yellow), casting and sending forth a wave of heat and flame...
Overheat, angled using the actual cone shape template, will hit Blue and Yellow, just missing everyone else.
fire damage. DC 15 reflex for half: 2d8 ⇒ (6, 4) = 10

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If Yellow was already down Elwin can take another step and get all three of the others without hitting a freindly...

GM Valen |

Bisig's shot instantly drops one of the jinsul (blue),
Morbo bludgeons another (yellow) as it rushes by.
Misty Kit once again loads a biohack, this time targeting the Jinsul that just rushed into the room.
Add Crit Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Misty Kit then fells it. (yellow).
Then, Elwin steps up.
"Here goes nothing..."
Elwin begins a cast and being a silly elf, walks right up to (Yellow), casting and sending forth a wave of heat and flame...
Jinsul (green), Reflex (DC 15): 1d20 + 5 ⇒ (11) + 5 = 16
Jinsul (red), Reflex (DC 15): 1d20 + 5 ⇒ (1) + 5 = 6The two newly-injured jinsul (green & red) each approach to stab Elwin.
Melee (green)(leg blade) v Elwin: 1d20 + 6 ⇒ (2) + 6 = 8
Damage (S): 1d6 + 3 ⇒ (1) + 3 = 4
Melee (red)(leg blade) v Elwin: 1d20 + 6 ⇒ (13) + 6 = 19
Damage (S): 1d6 + 3 ⇒ (5) + 3 = 8
THE OPENING SHOT! Round Two Cont'd/Round Three Begins
PCs in bold may act
Speaker of the Dead
Round Three
Misty Kit
Elwin the Technomancer -11 SP |-2 HP
Bisig Sandahar -5 SP
Morbo Rivers -7 SP | -5 HP
Jinsul (blue) -15 HP (-2 AC)
Jinsul (green) -5 HP
Jinsul (red) -10 HP
Jinsul (yellow) p-15 HP

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Speaker for the Dead undulates down the corridor until he has a clear shot at one of the jinsuls.
I'm not good with color, but I'm shooting at the one directly across from me.
Pulsecaster Pistol vs EAC: 1d20 + 1 ⇒ (18) + 1 = 19
damage (electricity, nonlethal): 1d4 ⇒ 4

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"This is going well."
Loading a Major Biohack, Genetics Inhibitor. If I hit and do damage the target, Green, will be vulnerable to Fire damage for four rounds.
Nigtharch: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 2 ⇒ (4) + 2 = 6