[SFS - PbP Outpost IV] 2-00 Fate of the Scoured God - GM bigboom (Inactive)

Game Master bigboom

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Starship Actions Cheatsheet
Aid Token Exchange
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Acquisitives

Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (13) + 12 + 2 + 2 = 29
Heavy plasma torpedo launcher: 5d10 ⇒ (2, 5, 2, 2, 2) = 13

Second Seekers (Jadnura)

Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
Skills:
Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6
Luvara Filentar wrote:
Sarankahn, did you just launch the escape pods? I thought you knew what you were doing? Please listen, as I was trying to help. Ok, I will assist DuQuesne next turn, I’ll let you figure out the button situation on your own

"Escape pods? Curse these Pact Worlders for failing to translate all into the one, true language of vesk." hisses Sarankahn under his breath.


Starship Actions ; Live Exploration Extreme!

Round 1 Results

Engineering Phase:

  • Ayoko, rushes to divert power but isn't able to move quickly enough!
  • Jinsul engineer, DC19: 1d20 + 18 ⇒ (3) + 18 = 21

    Helm Phase:

  • Kōlēfō takes everyone on a wild ride as he takes the Lady Luck evasive!!
  • Meanwhile, Raia targets the jinsul ship's engines!
  • Jinsul pilot, DC19: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26; The jinsul ship goes evasive!!
  • Jinsul science, DC19: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31

    Gunnery Phase:

  • Jinsul captain, DC24: 1d20 + 13 ⇒ (18) + 13 = 31; 1d4 ⇒ 2; The jinsul captain broadcasts, "You shall fail here today! Your fragmented patchwork of species are no match for the singular, focused goal of all jinsul. Prepare to meet your false gods!!!" The conviction and authority with which the jinsul captain speaks shakes DuQuesne and Sarankahn to their core! Both take a -2 penalty to their actions for round 1 & 2
  • Luvara encourages Sarankahn but instead of firing the ship's guns, Sarankahn ejects the ship's central trash container! Welp, looks like the trash is gonna pile up in someone's quarters until you've had a chance to dock and replace the vital trash collection component!
  • DuQuesne's torpedo attack, however, is dead on target, causing 13 points of damage to the jinsul ship's shields!
  • Jinsul Gunner: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17; Damage: 7d10 ⇒ (10, 5, 8, 6, 5, 4, 3) = 41; The jinsul ship fires a devastating looking irradiation beam at you but luckily the shot misses!!
  • Jinsul Gunner: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20; Damage: 5d8 ⇒ (3, 7, 1, 2, 7) = 20; The jinsul ship launches an ominous looking missile and while Kōlēfō does his best to evade the missile, the missile seems to have some kind of stealth ability that nullifies Kōlēfō attempts at evasion and the missile strikes your port shields for 21 points of damage! (25/4/25/25)

    Cumulative Damage Dealt to jinsul ship: 13

    Lady Luck Status:
    HP: 85/85
    Shields 100 (F/P/S/A): 25/4/25/25

    Round 2 Hazard:
    1d6 ⇒ 5 An ally sends valuable information to your ship!

    Round 2 Initiative:
    Kōlēfō's Piloting: 1d20 + 13 ⇒ (8) + 13 = 21
    Jinsul's Piloting: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27
    Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved. Everyone may declare your actions and take your rolls!

    A gentle reminder: The table currently has an aid token. I suggest using it quickly (probably the Remote Assistance benefit) then passing it on to another table

  • Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    Spend, spend, spend!

    Kōlēfō calls in remote assistance from the fleet, and spends a RP to boost the token.

    +2 to all PCs Crew actions for 1 round. I assume this does not include Ayoko, but add +2 to her check if it does.

    In the meantime, Ayoko tries to shore up the forward shields.

    Engineering DC 19: 1d20 + 8 ⇒ (4) + 8 = 12

    Not that it matters.

    "Then I attach the tachyon compensator to the hydraulic... what? Not now?"

    Kōlēfō then attempts a flyby maneuver, hoping to get Sarankhan an extra shot with the particle beam before putting a fully powered shield toward the enemy.

    Piloting DC 24: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16

    Shirt Reroll

    Piloting DC 24: 1d20 + 13 + 2 + 1 ⇒ (8) + 13 + 2 + 1 = 24

    And one well used.

    "Sarankhan, go go go! You've got a perfect shot at them!"

    Next person to fire a torpedo should use Starship Priming. And we may also want to burn Master of Stars Touch-Up before the next round.


    “ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

    Raia rolls her eyes as the Skittermander spends all her actions diverting the trash in the ship to dump into Sarankahn's quarters, "Yes dearie, that's nice. But could you work on the shields a bit next?"

    She meanwhile attempts to rebalance them evenly since she doesn't know where the next attack is going to hit.

    Can't fail DC 19 Computers check. That puts 19 in each quadrant with 22 in the front, if my math is right.

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Luvara will use the Demand action to help DuQuesne’s shots to fire true.
    Demand DC24: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29
    we can’t afford to miss again, make this shot count!
    +4 to DuQuesne gunnery action this round!
    and using the free demand action, I will also do the same with Sarankahn
    Demand DC24: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30
    But this time in Vesk

    Spoiler:
    Lock on with the yellow button, then press the green one!

    +4 for Sarankahn this round!
    also, we will use Master of Stars in round 3. Our pilot could use the +4. And I think our engineer could too.

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    Spend!

    "Now you speak sensibility, Morsel!" Sarankahn replies as he tries to press the buttons in the correct order.

    Gunnery w/computer, encourage, and boost: 1d20 + 6 + 6 ⇒ (6) + 6 + 6 = 18
    (Forward) particle beam: 8d6 ⇒ (4, 4, 2, 3, 4, 3, 4, 1) = 25
    If the forward arc is not available.
    (Not Forward) coilgun: 4d4 ⇒ (4, 1, 1, 4) = 10

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne shoots again.

    Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20
    Heavy plasma torpedo launcher: 5d10 ⇒ (6, 4, 3, 1, 5) = 19

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    Sarankhan, you get one attack with the particle beam as we fly by in addition to your normal attack.

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    flyby gives an attack against any one quadrant of your choosing, but it’s not an extra attack.


    Starship Actions ; Live Exploration Extreme!

    @Kōlēfō it's generous of you to spend the RP to boost the token for the next table but the mechanics of the aid token won't allow it. Our table can either use a benefit from the aid token OR boost it and pass it on. In our case, we're using a benefit so the token gets passed on without getting a boost.

    Round 2 Results

    Engineering Phase:

  • Ayoko, works on the shields but try as she might, the Lady Luck is just not granting any luck to Ayoko!
  • Jinsul engineer, DC19: 1d20 + 18 ⇒ (12) + 18 = 30

    Helm Phase:

  • Kōlēfō brings the Lady Luck straight in towards the jinsul ship and pulls off a flyby, giving the gunners a clear shot!!!
  • Raia balances out the shieds!!! (22/19/19/19)
  • Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29; The jinsul pilot pushes their ship to the limit and pulls off some tight maneuvers, bringing the their ship around to again have their forward arc facing the Lady Luck's port side!
  • Jinsul science, DC19: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35

    Gunnery Phase:

  • Jinsul captain, DC24: 1d20 + 13 ⇒ (10) + 13 = 23; Both take a -2 penalty to their actions for round 1 & 2
  • Luvara demands performance from both DuQuesne and Sarankahn but makes sure to use simple instructions for Sarankahn consisting primarily of monosyllablic words - it works!
  • Just to make Sarankahn's roll is calculated properly: rolled 6 +gunnery 6 +computer 2 +demand 4 +aid token 2 +starfinder fleet presence 2 (see slide 3)= 22; Sarankahn's shot hits for 25 points of damage!!
  • By the same calculation logic, I think DuQuesne's roll comes out to 24; DuQuesne's torpedo attack also hits, dealing 19 points of damage!!
  • The successful flyby allows the players to "select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range against any quadrant of the enemy starship." Therefore, I need someone to tell me which arc on the jinsul ship did Sarankahn's and DuQuesne's successful gunnery attacks hit? If there is no explicit decision, then I'll assume the jinsul's front arc.
  • Jinsul Gunner: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14; Damage: 7d10 ⇒ (2, 4, 6, 9, 9, 9, 2) = 41; The jinsul ship fires that same devastating irradiation beam you witnessed last round but while Lady Luck is denying Ayoko, she's certainly granting luck now!
  • Jinsul Gunner: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31; Damage: 5d8 ⇒ (5, 7, 8, 7, 7) = 34; The jinsul ship launches a missile which slams into your ship's port side, breaching 19 shield points and causing 15 points of hull damage!

    Cumulative Damage Dealt to jinsul ship: 13+44=57
    44 points of damage not yet applied - pending selection of jinsul ship arc

    Lady Luck Status:
    HP: 70/85
    Shields 100 (F/P/S/A): 22/0/19/19

    Round 3 Hazard:
    1d6 ⇒ 2 Another Starfinder ship flies through the area, momentarily distracting the jinsul pilot! (-2 penalty to jinul initiative)

    Round 3 Initiative:
    Kōlēfō's Piloting: 1d20 + 13 ⇒ (8) + 13 = 21
    Jinsul's Piloting: 1d20 + 18 + 1 - 2 ⇒ (5) + 18 + 1 - 2 = 22
    Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved. Everyone may declare your actions and take your rolls!

  • Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne keeps firing the missiles.

    Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (5) + 12 + 2 + 2 = 21
    Heavy plasma torpedo launcher: 5d10 ⇒ (2, 6, 8, 1, 10) = 27

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    "Shields, right, so I just need to take this self-sealing stem bolt and reinsert it into the delta-wave collector..."

    DC 19 Engineering: 1d20 + 8 ⇒ (8) + 8 = 16

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    I'm too helpful to follow the Man's rules, man!

    With Ayoko having trouble figuring out Lady Luck's shield generators, Kōlēfō tries to evade and put the protected side of the ship to the enemy.

    DC 19 Piloting to Evade: 1d20 + 13 ⇒ (17) + 13 = 30

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Luvara was hoping to demand our Pilot do better. Although you already rolled pilot initiative, if you would still allow it, demand would give all pilot actions +4, and allow our ship to move second
    Demand DC24: 1d20 + 21 ⇒ (13) + 21 = 34
    Kōlēfō, do not let them hit our port side again, keep the ship safe. And avoid the front arc too if you can.
    but if too late, since initiatives were already rolled before I had a chance to help, instead I will use the demand to help our Engineer Akoya out


    “ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

    I was pretty sure we were using Master of Stars Touchup, so +4 to all non-gunnery skill checks this round. Wouldn't that do pretty much exactly what we need? Bump Piloting AND Engineering up?

    ______________________

    Raia balances the shields again, regardless of if the Skittermander puts more energy to them.

    Can't fail Computers check. Shields without Divert = 15/15/15/15. Shields with Divert = 19/17/17/17. Shields with Divert and we won Initiative = 49 in the quadrant facing the jinsul & 7/7/7 in the other 3 quadrants.

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    Sarankahn delights in the destruction to his enemies' vessel.
    Gunnery w/computer, fleet boost: 1d20 + 6 + 2 + 2 ⇒ (20) + 6 + 2 + 2 = 30
    (Forward) particle beam: 8d6 ⇒ (6, 6, 3, 1, 6, 2, 4, 1) = 29
    If the forward arc is not available.
    (Not Forward) coilgun: 4d4 ⇒ (3, 2, 2, 3) = 10


    Starship Actions ; Live Exploration Extreme!
    Luvara Filentar wrote:
    also, we will use Master of Stars in round 3. Our pilot could use the +4. And I think our engineer could too.

    Ah yes, you're absolutely correct! I missed this statement and had to go back looking for it. Apologies for missing it! Ayoko does succeed with her engineering check.

    Kōlēfō, in this case, you've won initiative for round 3. I've reverted the Lady Luck back to where it started and instead moved the jinsul ship. Please go ahead and now move your ship. And if you want to change your evade action to something else, please feel free.

    Luvara, given that Master of Stars is being used for Round 3, feel free to change your action to anything you like. Also, if you want to attempt a demand to help Kōlēfō with his round 4 initiative, please go ahead and roll that now and we'll apply it.

    Jinsul engineer, DC19: 1d20 + 18 ⇒ (15) + 18 = 33
    Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21; The jinsul ship seems to get a burst of speed and the pilot obviously tries to execute some tight maneuvers again but fails!! The jinsul ship instead comes around in a wide turn!

    Kōlēfō, please go ahead and move the Lady Luck now.

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Yes, keep the Demand action to help our pilot this turn to get a jump on the enemy. An addition +4 bonus to piloting actions.


    Starship Actions ; Live Exploration Extreme!
    Pete H. Pregen wrote:
    Shields with Divert and we won Initiative = 49 in the quadrant facing the jinsul & 7/7/7 in the other 3 quadrants.

    Shields start off at 22/0/19/19. After divert, 10 points can be added across the four quadrants however Ayoko wishes. I'll assume to patch the port side where shield points are currently zero. This brings shields to 22/10/19/19.

    Raia's balance shields can then either evenly redistribute to 19/17/17/17 or move shields from one quadrant to another quadrant (not from three quadrants to one quadrant unless there are errata'd rules I'm not aware of). So assuming Kōlēfō brings the ship's front arc to face the jinsul, then moving shields from say the aft arc to the front arc will result in 34/10/19/7.

    However, do let me know if there is some other ability or rule that comes into play allowing the balance action to direct shield points from three quadrants to one quadrant. That would be very handy!!


    “ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

    It would be very handy. Does 'not reading it carefully' count as a special ability? :P

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    I think now that our shields are fixed, we want as much as possible in our front arc, and to put all our damage into theirs. Moving under that assumption.

    Kōlēfō pulls the joystick hard, making sharp turns to put the Lady Luck's big guns on the target.

    My prior Piloting check would make that DC. If I am not allowed to keep it,

    DC 24 Piloting to Maneuver:
    1d20 + 13 + 2 + 4 ⇒ (16) + 13 + 2 + 4 = 35


    Starship Actions ; Live Exploration Extreme!

    Round 3 Results

    Engineering Phase:

  • Ayoko, is about to insert the self-sealing stem bolt into the delta-wave collector... when she realizes that attaching them to the inverted holomodule with a gravitic emulator would result in a higher probability of restoring shields... and it works! 22/10/19/19
  • Jinsul engineer action already rolled

    Helm Phase:

  • Jinsul pilot action already rolled
  • Jinsul science, DC19: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35
  • Luvara feeds navigational data to Kōlēfō's controls, which helps give Kōlēfō the advantage over the jinsul ship!
  • Kōlēfō brings the Lady Luck about and goes head-to-head with the jinsul ship!!
  • Raia balances the shields, favoring the fore quadrant facing the jinsul ship!!! (34/10/19/7)

    Gunnery Phase:

  • DuQuesne launches another accurate torpedo shot that hits the jinsul ship for 27 points of damage! The shot takes down the jinsul ship's shields and you see explosions as the jinsul ship takes hull damage!!
  • Sarankahn's attack also hits and causes 29 points of damage straight to the jinsul ship's hull!! ; 2d100 ⇒ (16, 84) = 100
  • Jinsul captain DC10 action cannot fail
  • Jinsul Gunner: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14; Damage: 7d10 ⇒ (9, 2, 10, 6, 2, 3, 5) = 37; The Lady Luck's luck holds as the jinsul radiation beam misses three times in a row!
  • Jinsul Gunner: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29; Damage: 5d8 ⇒ (7, 4, 1, 5, 3) = 20; But the missile accurately locks on and deals 20 points of damage to the fore shields!

    Cumulative Damage Dealt to jinsul ship: 57+27+29=113

    Lady Luck Status:
    HP: 70/85
    Shields 100 (F/P/S/A): 14/10/19/7

    Round 4 Hazard:
    1d6 ⇒ 1 No special effect!

    Round 4 Initiative:
    Kōlēfō's Piloting: 1d20 + 13 ⇒ (5) + 13 = 18 ugh...
    Jinsul's Piloting: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36 double ugh...
    Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved. Everyone may declare your actions and take your rolls!

    The jinsul ship is looking pretty battered - keep it up!!!

  • Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    Kōlēfō jams the ship into reverse, keeping the big guns trained on the Jinsul vessel (for now).

    "Sarankhan, DuQuesne, throw everything right down their throat!"

    DC 19 Piloting: 1d20 + 13 ⇒ (1) + 13 = 14

    And grinds the gears instead of actually going anywhere.

    Ayoko looks up at Kōlēfō with concern and says in Vesk,

    Spoiler:
    "You're really enjoying this too much, you know?"

    After a beat, they both start laughing uproariously.

    Ayoko then diverts power to the guns, hoping to take the enemy out quickly.

    DC 19 Engineering: 1d20 + 8 ⇒ (8) + 8 = 16

    "Maybe I need to compensate for quantum nanowaves in the flow transporter?"

    Ouch. Someone get the skitters some decaf. Or some new dice.

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Luvara will attempt to Demand our Engineer Ayoka get the shields back up
    Demand DC24: 1d20 + 21 ⇒ (7) + 21 = 28
    Ayoka, we need those shields, we are about to take another hit!
    +4 to engineering for the other Skittermander
    dang, posted this 1 min too late

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    You don't demand things from skittermanders, you just hope that what they think needs to be done actually needs to be done. Can the demand still affect her roll?

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne fires the 4th torpedo.

    Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (12) + 12 + 2 + 2 = 28
    Heavy plasma torpedo launcher: 5d10 ⇒ (7, 3, 9, 5, 1) = 25


    Starship Actions ; Live Exploration Extreme!
    Kōlēfō wrote:
    You don't demand things from skittermanders, you just hope that what they think needs to be done actually needs to be done. Can the demand still affect her roll?

    Yep, the demand will apply. IC-ly, Luvara not taking kindly to Ayoko's lightheartedness, perhaps?

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    Thank you. So all 1s on damage rolls this round are treated as 2s.

    @DuQuesne, please use Starship Priming on your next torpedo so we get the extra ammunition.


    “ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

    Raia looks at the shield readouts and does a quick calculation once she realizes the skitters are ignoring the shields and forgot how to drive, "Dammit, no reason to rebalance right now. We have almost none left anyway."

    She flips up a targeting screen and tries to get the jinsul ship locked in!

    Computers to Lock On - DC = 5 + 1.5 × the tier of the target starship + its bonus from defensive countermeasures: 1d20 + 21 ⇒ (4) + 21 = 25

    If successful, gunners get another +2 on their attack rolls.

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    "The corpses of the jins-lings shall litter the Void." Sarankahn hisses with delight.

    Gunnery w/computer, fleet boost: 1d20 + 6 + 2 + 2 ⇒ (18) + 6 + 2 + 2 = 28
    (Forward) particle beam: 8d6 ⇒ (1, 5, 4, 3, 1, 2, 5, 2) = 23
    If the forward arc is not available.
    (Not Forward) coilgun: 4d4 ⇒ (1, 2, 1, 1) = 5


    Starship Actions ; Live Exploration Extreme!

    Round 4 Results

    Engineering Phase:

  • Ayoko, striving to be ever helpful under captain Luvara's command, juices the ship's weapons with more power!!!
  • Jinsul engineer, DC19: 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23

    Helm Phase:

  • Kōlēfō attempts to put some distance between the two ships, buuuut the ship refuses to cooperate!
  • Raia focuses on assisting the gunners! The best defense is a strong offense!
  • Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34; The jinsul pilot again attempts some tight turns and successfully comes around with their fore arc facing the Lady Luck's port side!
  • Jinsul science, DC19: 1d20 + 18 + 2 - 2 ⇒ (1) + 18 + 2 - 2 = 19

    Gunnery Phase:

  • DuQuesne continues to strike hold, again hitting the jinsul ship, this time for 26 points of damage. It appears their fore shields were restored but the torpedo has taken those shields down and caused more damage!
  • Sarankahn fires the coilgun and also hits! 8 points of damage is inflicted directly to the jinsul's hull! ; 1d100 ⇒ 33
  • Jinsul captain DC10 action cannot fail
  • Jinsul Gunner: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30; Damage: 7d10 ⇒ (9, 5, 4, 1, 8, 6, 5) = 38; The Lady Luck's luck doesn't last as the graser finally hits, causing 38 points of damage to the lady luck's port side! ; 2d100 ⇒ (14, 30) = 44 The sensors have been hit and are now malfunctioning! ; Also, the crew is exposed to 1d4 ⇒ 2 rounds of medium radiation!
  • Jinsul Gunner: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17; Damage: 5d8 ⇒ (4, 1, 1, 2, 6) = 14; At least the missile misses!

    Cumulative Damage Dealt to jinsul ship: 113+26+8=147

    Lady Luck Status:
    HP: 42/85
    Shields 100 (F/P/S/A): 14/0/19/7
    Sensors Malfunctioning
    DC17 Fort save required from all for round 4 and round 5 to avoid radiation poisoning
    Wearing armor provides +4 bonus. Wearing tier 7 armor and above provides immunity

    Round 5 Hazard:
    1d6 ⇒ 3 Due to shrapnel, both pilots must attempt a flyby stunt or suffer a free attack! Note: This will not count as the pilots' action during the helm phase.
    Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23 ; The jinsul pilot loses focuses evading the shrapnel, leaving the jinsul ship open to a free attack!

    Round 5 Initiative:
    Kōlēfō's Piloting: 1d20 + 13 ⇒ (20) + 13 = 33
    Jinsul's Piloting: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34
    So close! Any bonuses available? And additional 2 will push Kōlēfō over the top to win initiative. If there are, then I'll go ahead and move the jinsul ship. If there are none, then...
    Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved.

    Everyone may declare your actions and take your rolls!

  • Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    If Kōlēfō can use the bonus from the computers this round, that will win us initiative.

    Fortitude DC 17 vs. Radiation: 1d20 + 3 + 4d1d20 + 13 ⇒ (10) + 3 + (18, 12, 10, 10) + 13 = 76

    Think my markup was irradiated. One more try...

    Fortitude DC 17 vs. Radiation: 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23

    Flyby vs. Shrapnel: 1d20 + 13 ⇒ (6) + 13 = 19

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    given that there is a flyby attack, we need to make sure we hit. Going to give a +2 Encourage to DuQuesne our gunner
    +2 to hit this turn for all of DuQuesne gunnery checks.

    Kōlēfō, don't let them have a shot at our port side, no matter what.

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne shoots Celita’s extra missile.

    Gunnery check: 1d20 + 12 + 2 + 2 + 2 ⇒ (1) + 12 + 2 + 2 + 2 = 19
    Heavy plasma torpedo launcher: 5d10 ⇒ (1, 5, 6, 10, 5) = 27

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    Under Luvara's glare, Ayoko bites her tongue and returns to diverting power to the shields.

    Engineering DC 19: 1d20 + 8 ⇒ (1) + 8 = 9

    "This is not how I am meant to work..." she mumbles under her breath.

    Kōlēfō flies the ship in a wide arc, putting the starboard to the enemy and trying to evade further shots.

    Piloting DC 19: 1d20 + 13 ⇒ (20) + 13 = 33

    "Oh, that's where the clutch is. Not designed for skitter-sized legs."

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    Sarankahn fires again, he intends, for the last time.

    Gunnery w/computer, fleet boost: 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18
    (Forward) particle beam: 8d6 ⇒ (2, 5, 1, 4, 3, 3, 5, 2) = 25
    If the forward arc is not available.
    (Not Forward) coilgun: 4d4 ⇒ (1, 4, 2, 1) = 8


    “ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

    Raia sighs, "No, you are actually meant to WORK on the ship, not drink sodas from the vending machine!"

    She bolts down the hallway, "Shields are rebalanced, I'm heading to Engineering to Overpower. STAY AWAY FROM SYSTEMS THAT DIVERT THINGS!"

    Rebalance shields out evenly again (10 each?), can't fail computer check. Can't Overpower if Divert already used so she will try to Overpower next round.


    Starship Actions ; Live Exploration Extreme!

    If Raia intends to Overpower this round, we can retroactively ignore Ayoko's roll. That's perfectly fine in my book given the asynchronous nature of PBP and the unique circumstance of cmlobue controlling two character during this starship combat (i.e. Kōlēfō and Ayoko).

    Kōlēfō, sure thing, that computer bonus will do it! In that case, for round 5, Kōlēfō has won initiative! I'll revert Kōlēfō's flight path on the slide and instead put in the jinsul move now. After that, Kōlēfō can then put in your move.


    Starship Actions ; Live Exploration Extreme!

    Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20; The jinsul pilot struggles to execute more tight maneuvers and fails!!

    Kōlēfō, please go ahead with your move!

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    Ayoko can instead start trying to patch the sensors (which she failed, but since we don't use them much, it's not a big deal).

    Kōlēfō will still evade, but move to put ourselves nose to nose with the Jinsul.

    That should let Raia overpower, and move the shields fore if needed.

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Luvara has 8th level armor, so no save. Next round she will
    I’ll try to taunt the other ship’s Actions during Helm phase (pilot/sci off). Just want to get it out there as it will affect initiative.

    Taunt DC 15+1.5xenemy: 1d20 + 21 ⇒ (14) + 21 = 35
    -2 to all Pilot/Sci Off for 1d4 ⇒ 1rounds.
    Attention enemy vessel, no matter where you go, we will hunt you down. We have two Skittermanders with more arms than your entire crew, and a Vesk who has figured out how to use the button!


    Starship Actions ; Live Exploration Extreme!

    Will give Raia a bit to check in and decide if she'd rather Overpower this round instead of balance shields.

    Also, looking for a Fort save from DuQuesne, Kōlēfō and Sarankahn. But if you don't roll anytime soon, no worries - I can bot these save rolls. Luvara and Raia's armor are tier 7 or higher and thus immune to the radiation.

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    I thought the second save was next round, but since you asked...

    Fortitude DC 17 vs. Radiation: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12

    "Ayoko, what was in those candy bars... urrrgh..."


    “ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

    Well, a lot has changed now though I do appreciate the GM being willing to retcon quite a few things. However, math wise it doesn't do any major benefit (in my mind) to regen 10 points of the shield when Raia can instead move 12 points from the 19 and stack it onto whatever shield is facing the jinsul. So, that is what she will do instead of just balancing them evenly. Next round she will try overpower to boost several things and maybe get some shield back. Hopefully we win initiative again so she knows where to put them all. Like... this sucks though. We had an awesome boon and the RNG just absolutely turned against the skitters. It would have been ideal to have 10 shield points back AND be able to rebalance them each round. :(

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    Fortitude save (DC 17), Round 4: 1d20 + 5 ⇒ (3) + 5 = 8

    Despite the radiation, Sarankahn fights on.

    Gunnery w/computer, fleet boost: 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23
    (Forward) particle beam: 8d6 ⇒ (2, 2, 3, 1, 3, 1, 6, 2) = 20
    If the forward arc is not available.
    (Not Forward) coilgun: 4d4 ⇒ (1, 3, 1, 2) = 7

    Fortitude save (DC 17), Round 5: 1d20 + 5 ⇒ (19) + 5 = 24


    Starship Actions ; Live Exploration Extreme!

    Yah, the RNG has definitely not been kind..
    Kōlēfō, got it thanks! Lost sight of your first save roll while I was trying to collate all the data.

    ----------

    Round 4 Fort Saves
    The exposure to the radiation causes 7 points of HP damage as you feel the burn!

  • But Kōlēfō feels no additional ill effects from the radiation
  • Fort DC17, DuQuesne: 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17 ; And neither does DuQuesne
  • Fort DC17, Sarankahn : 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25 ; Nor Sarankahn!

    ----------

    Round 5 Results

    Engineering Phase:

  • Ayoko attempts to power the shields but the ship just won't cooperate!
  • Jinsul engineer, DC19: 1d20 + 18 - 2 ⇒ (6) + 18 - 2 = 22

    Helm Phase:

  • Jinsul pilot action already rolled
  • Jinsul science, DC19: 1d20 + 18 + 2 - 2 ⇒ (13) + 18 + 2 - 2 = 31
  • Kōlēfō again brings the Lady Luck around and goes head-to-head versus the jinsul ship!! While taking the ship evasive!
  • Raia balances out the shields evenly! 10/10/10/10

    Gunnery Phase:

  • DuQuesne and Sarankahn both find themselves off-target with their attacks as they fail to hit the jinsul ship! One plasma torpedo left!!
  • Jinsul captain DC10 action cannot fail
  • Jinsul Gunner: 1d20 + 11 + 2 - 2 + 2 ⇒ (5) + 11 + 2 - 2 + 2 = 18; Damage: 7d10 ⇒ (6, 6, 3, 10, 5, 6, 5) = 41; The radiation beam misses!!!
  • Jinsul Gunner: 1d20 + 11 + 2 - 2 ⇒ (11) + 11 + 2 - 2 = 22; Damage: 5d8 ⇒ (1, 4, 8, 8, 1) = 22; 1d100 ⇒ 96 Again the stealth capabilities of the missile negates Kōlēfō's attempts at evasion and hits for 22 points of damage! Shields absorb 10 points while another 12 penetrate the hull, causing the power core to glitch!
  • Due to their loss of focus in avoiding the shrapnel, both ships get a free attack against the other ship's aft quadrant!
  • DuQuesne: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34; Damage: 8d6 ⇒ (1, 4, 4, 5, 3, 4, 3, 6) = 30; 2d100 ⇒ (95, 96) = 191; DuQuesne takes advantage of the opening the shrapnel presents and fires the particle beam at the jinsul ship, taking down their aft shields and inflicting hull damage!!
  • Jinsul Gunner: 1d20 + 11 + 2 - 2 ⇒ (4) + 11 + 2 - 2 = 15; Damage: 7d10 ⇒ (7, 4, 10, 9, 1, 1, 6) = 38; The radiation beam misses your ship!

    Cumulative Damage Dealt to jinsul ship: 147+30=177

    Lady Luck Status:
    HP: 20/85
    Shields 100 (F/P/S/A): 0/10/10/10
    Sensors Malfunctioning
    Power Core Glitching

    Round 6 Hazard:
    1d6 ⇒ 1 No special effect

    Round 6 Initiative:
    Kōlēfō's Piloting: 1d20 + 13 ⇒ (17) + 13 = 30
    Jinsul's Piloting: 1d20 + 18 + 1 - 2 ⇒ (19) + 18 + 1 - 2 = 36
    Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved.

    Everyone may declare your actions and take your rolls!

    The jinsul ship is limping along. Go! Go! Go!

  • Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne shoots the last missile.

    Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18
    Heavy plasma torpedo launcher: 5d10 ⇒ (7, 1, 4, 10, 2) = 24

    Acquisitives

    Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

    Part of the problem is that 3+Level is not a good modifier for what should be her best skill check. Boon says to treat her as if she has that many ranks, so she's sitting on 11 Int maximum...

    "Crud, the coffee maker's not working! Let me go see what happened..." Ayoko says as she heads down to the power core to see if she can keep it working.

    Engineering DC 19 to Patch: 1d20 + 8 ⇒ (3) + 8 = 11

    Only closers get coffee.

    Kōlēfō, who is looking for an antacid instead of caffeine, points the Lady Luck's damaged figurehead away from the Jinsul and tries to weave between their shots.

    Piloting DC 19 to Evade: 1d20 + 13 ⇒ (18) + 13 = 31


    Starship Actions ; Live Exploration Extreme!

    Looks like Sarankahn ninja'd me. All good tho. I'll take your round 5 FORT roll and apply your gunnery rolls to the current round 6.

    Round 5 Fort Saves

    Fort DC17, DuQuesne: 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17

    DuQuesne and Sarankahn suffer no additional effects from the radiation.

    However, Kōlēfō begins suffering all the classic signs of radiation poisoning. Kōlēfō is weakened due to the constitution track poison

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