tt's The Elsebo Way

Game Master therealthom

Just for fun, a run through the SFS Season 1 story arc.

Maps, etc

End(ish) of Episode 1 End (ish) of episode 2] End (ish) of episode 3]


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Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

@Never: If the opportunity presents itself, since the two nearest Jinsuls are slowed, you can guarded step away from them after attacking once and they can't keep up with you to deliver melee attacks since they're staggered.

Sovereign Court

Maps, etc

Cooler, calmer, and determined to do this with baby steps today.

Status: before jinsuls go
Jinsul Blue (-52)
Jinsul Green (-71) Burning
Zephyr -84 (3 rounds of healing left)
Never -16, Burning from first & 2nd lost posts , I need a reflex save please.
Navasi -32
Harlan

Also from the first & 2nd lost posts -- although Zephyr is doing good damage with his laser rifle, he feels he's not inflicting the full measure of pain.

Slow:
SFS Legal Slow
Source Starfinder Core Rulebook pg. 377
Classes Mystic 3, Precog 3, Technomancer 3, Witchwarper 3
School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Description
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered (see page 277). A slowed creature moves at half its normal speed (round down to the next 5-foot increment). Multiple slow effects don’t stack. Slow counters and negates haste.

Staggered:
Staggered
Source Starfinder Core Rulebook pg. 277
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

Burning:
Burning
Source Starfinder Core Rulebook pg. 273
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.

You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.

Sovereign Court

Maps, etc

The jinsuls change tactics. Even a sluggish jinsul can move quickly enough to get behind Harlan.
AoO v blue for Never, and for Harlan if he had a melee weapon in hand.

The third jinsul (red) dashes forward with simply incredible speed. And it's leg blade tries to ginsu the halforc technomancer. The blade cuts deep. Could half-orc sushi be on the jinsul's menu. 16 damage Possible the Never gets an AoO here if she didn't take one against blue.

Also lost from previous posts, the roiling dark aura around green.

The jinsul between Navasi and Never rears up. Dark energy flashes out in ripples, momentarily blinding the two Starfinders and crushing through their armor to compress their chests. Fortunately for Zephyr, he's just outside the blast radius. Navasi and Never immediately regain their vision.
28 damage, Ref save DC 20 for half. You lucked out there. I remember rolling 40 for damage in the lost posts.

Reeling, Navasi flips over the barricade. She lands cleanly on both feet and fires her plasma pistol again.

Status: after jinsuls and Navasi go
Jinsul Red
Jinsul Blue (-52)
Jinsul Green (-71) Burning ?
Zephyr -84 (3 rounds of healing left)
Never -16, (Burning from first & 2nd lost posts , I need a reflex save v burn please.) (28 damage pending a separate Ref save v 'explosion')
Navasi -60
Harlan -16

GM stuff:

leg blades v KAC , H: 1d20 + 12 ⇒ (17) + 12 = 29 ... damage: 1d6 + 10 ⇒ (6) + 10 = 16 S; critical bleed 2d6) Ranged

SUpernova damage: 9d6 ⇒ (1, 2, 1, 4, 6, 4, 4, 3, 3) = 28
Navasi R save: 1d20 + 10 ⇒ (7) + 10 = 17
Navasi acrobatics: 1d20 + 15 ⇒ (14) + 15 = 29
red star plasma pistol v EAC: 1d20 + 10 ⇒ (1) + 10 = 11 ... damage: 1d8 + 4 ⇒ (2) + 4 = 6 E & F; critical burn 1d8; 20 ft. line, unwieldy) Ref DC 17

Save v burn: 1d20 + 8 ⇒ (9) + 8 = 17

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)
Harlan Riggs wrote:
@Never: If the opportunity presents itself, since the two nearest Jinsuls are slowed, you can guarded step away from them after attacking once and they can't keep up with you to deliver melee attacks since they're staggered.

I'll stick close by and hopefully take some of the heat off Harlan. Never is more useful as a meat shield than a combatant.

Reflex 1: 1d20 + 7 ⇒ (5) + 7 = 12
Reflex 2: 1d20 + 7 ⇒ (18) + 7 = 25

"I'M ON FIRE!" Never shrieks as the flames burn her famous dark brown curls. She remembers a public service announcement from her childhood - Stop, Drop, and Roll! But there's no time for that. She has to keep the taclash singing at the big bugs.

Attack: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18 Damage: 2d6 + 12 ⇒ (5, 1) + 12 = 18
Attack: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15 Damage: 2d6 + 12 ⇒ (2, 5) + 12 = 19

@GM, I recall that entropic strike targets EAC, if it makes a difference.

Sovereign Court

Maps, etc

What I'm going to do is take Never's first roll as the AoO v blue for stepping away from her. So 22 to hit -- hits. That leaves a 19 v red, also a hit. And thanks for the reminder about entropic strike and EAC. I've been judging it as a taclash attack against KAC.

Fighting through the burn, Never tacslashes the big jinsul when it goes for Harlan, and tags the third jinsul as it closes with the technomancer too.

Status: after Never. Harlan and Zephyr yet to go.
Jinsul Red (-19)
Jinsul Blue (-70)
Jinsul Green (-71) Burning ?
Zephyr -84 (3 rounds of healing left)
Never -37, (Still Burning . New save next turn.)
Navasi -60
Harlan -16

GM stuff:

burn v Never: 1d8 ⇒ 7


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

Harlan endures the first attack and, judging based on the severity of the slash, decides to take his chances against red once more. He intentionally rushes around it to draw it's attention (triggering AoO) and then casts another spell to turn himself into a blazing missile that dashes westward through both red and blue.

(Rocket dash, DC19 Reflex for half. Activating Toxic spell, exposing blue to turbocurarine. That's 4 HP damage from exposure and a DC14 Fort save vs. the poison)

Rocket Dash dmg (F): 5d6 + 6 ⇒ (3, 5, 3, 6, 5) + 6 = 28


Android Soldier (Guard) 8 | HP: 60/60 SP: 88/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 3d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Continuing to hold the path to the bridge, Zephyr fires again at green, hoping to burn him down, even if the attacks are not fully effective!

Artillery Laser Full Attack with get en: 1d20 + 15 - 4 + 2 ⇒ (4) + 15 - 4 + 2 = 17
Damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16

Artillery Laser Full Attack with get en: 1d20 + 15 - 4 + 2 ⇒ (5) + 15 - 4 + 2 = 18
Damage: 2d8 + 9 ⇒ (4, 1) + 9 = 14

Sovereign Court

Maps, etc

Expecting to take a hit, Harlan circles the third jinsul. It obliges his expectations with a low slash of a leg-blade. 13 damage Then Harlan blazes a trail through both jinsuls and poisons the big one.

Dude, why do you hate blue so much? If it wasn't a stone-cold jinsul psychopath, I am sure it would be questioning its life choices about now. More seriously why 4 HP from exposure?

Navasi's acrobatics take Zephyr by surprise when she momentarily blocks his view, and he hurries his shots. Both go wide.

The big jinsul doesn't chase Harlan. Instead it moves to the other door to auxilliary control.

The red jinsul doesn't turn around. It merely reverses it's plasma gun and blasts the wall beside Never, then wings her. 9 damage

The green jinsul pursues Navasi, and leaps the barricade behind her. She ducks under a legblade while firing at it. It hits the deck behind her pivots to face her and Zephyr.

Zephyr and Navasi get AoO.

Status: everyone to go.
Jinsul Red (-19)
Jinsul Blue (-98) (slowed, staggered 6 rounds left)
Jinsul Green (-71) Burning (slowed, staggered 6 rounds left)
Zephyr -83 (2 rounds of healing left)
Never -46, (Still Burning . New save next turn.)
Navasi -60
Harlan -29

IN WORK YET

Turbocurarine:

Source Character Operations Manual pg. 127
Level 3; Price 260
Type poison (injury); Save Fortitude DC 14
Track Dexterity (special); Frequency 1/round for 4 rounds
Effect Progression track is Sluggish—Stiffened—Staggered—Immobile; no end state. Immobile victims can continue to attempt a saving throw each round as a full-round action to revert to stiffened.
Cure 1 save

Sluggish : The victim takes a –2 penalty to Reflex saves and Dexterity based ability checks, attack rolls, and skill checks; the DCs of her spells and special abilities decrease by 2; and she becomes flat-footed.

Stiffened : The victim loses her Dexterity bonus to her Armor Class, and she can’t take reactions.

Staggered : The victim is staggered but can take purely mental full actions.

Immobile : The victim is helpless and can take only purely mental actions.

Staggered
Source Starfinder Core Rulebook pg. 277
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

GM stuff:

leg blades v KAC , H AoO: 1d20 + 12 ⇒ (13) + 12 = 25 ... damage: 1d6 + 10 ⇒ (3) + 10 = 13 S; critical bleed 2d6) Ranged

red star plasma cannon v EAC: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15 ... damage: 1d10 + 5 ⇒ (10) + 5 = 15 E & F; criticalburn 1d8 Ref DC 16)
red star plasma cannon v EAC: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23 ... damage: 1d10 + 5 ⇒ (4) + 5 = 9 E & F; criticalburn 1d8 Ref DC 16)

Never burn damage if she fails next ssave. 1d8 ⇒ 1

Sovereign Court

Maps, etc

Navasi whirls under the leaping jinsul and keeping firing.

Get'em as part of firing. +2 v green.

Everyone's up.

red star plasma pistol v EAC, AoO : 1d20 + 10 ⇒ (9) + 10 = 19 ... damage: 1d8 + 4 ⇒ (6) + 4 = 10 E & F; critical burn 1d8; 20 ft. line, unwieldy) Ref DC 17

red star plasma pistol v EAC, full attack : 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9 ... damage: 1d8 + 4 ⇒ (5) + 4 = 9 E & F; critical burn 1d8; 20 ft. line, unwieldy) Ref DC 17
red star plasma pistol v EAC, full attack : 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17 ... damage: 1d8 + 4 ⇒ (4) + 4 = 8 E & F; critical burn 1d8; 20 ft. line, unwieldy) Ref DC 17


Android Soldier (Guard) 8 | HP: 60/60 SP: 88/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 3d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Zephyr takes his attack of opportunity, trying to block the jinsul from getting past him to the sensitive bridge equipment.

Armored Bludgeon AOO at green: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Bludgeoning Damage: 1d10 + 11 ⇒ (2) + 11 = 13

Hoping he did a good job locking down that port door, Zephyr continues to focus on the green jinsul just in front of him!

Armored Bludgeon Full Attack get em: 1d20 + 12 - 4 + 2 ⇒ (10) + 12 - 4 + 2 = 20
Bludgeoning Damage: 1d10 + 11 ⇒ (9) + 11 = 20

Armored Bludgeon Full Attack get em: 1d20 + 12 - 4 + 2 ⇒ (16) + 12 - 4 + 2 = 26
Bludgeoning Damage: 1d10 + 11 ⇒ (4) + 11 = 15


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

4HP damage from exposure is how poisons work in Starfinder (CRB: "Upon initial exposure, regardless of whether she succeeds at her saving throw, the victim loses a number of Hit Points equal to the poison’s DC – 10."). I find it's a rule that's frequently missed so I figured I'd mention it.

Harlan scoffs at blue hobbling its way down the corridor. He's content to leave it to it's sluggish advance on the bridge and instead focus on the one Never is fighting. He sends a barrage of magic missiles into its back.

Magic Missile (Fo): 3d4 + 6 ⇒ (3, 2, 3) + 6 = 14

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Reflex: 1d20 + 7 ⇒ (8) + 7 = 15 Doh!

Never tries to turn so the fire spreads to new areas so as to keep the eventual skin peel and tan more evenly distributed. Then she cheers Harlan's endless barrage of magic missiles. "Haha! I bet you didn't guess we'd be using first-level spells and weapons when you tried to attack this ship!" She looks at you, yes you, and winks.

Attack: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19 Damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21
Attack: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11 Damage: 2d6 + 12 ⇒ (3, 2) + 12 = 17

Sovereign Court

Maps, etc

The jinsul was obviously not expecting the welcome it receives from Zephyr. The punch in midair queers its landing. The second attempt keeps it off-balance dodging, and the third lands for more damage, causing a puff of smoke to escape its armour.

Good thing you said something, Cellion. 'Missed' would be a generous interpretation of my complete ignorance of the exposure damage.

Showing immeasurable contempt for the emotionally scarred blue, Harlan switches targets to help Never with another brace of magic missiles that not even eyes in the back of red's head can help it avoid.

Never's smoldering suit burns itself out. A slightly cooler vanguard draws chartreuse ichor with a well-placed flick of her taclash.

[ooc] Status: jinsuls to go.
Jinsul Red (-54)
Jinsul Blue (-98) (slowed, staggered 5 rounds left)
Jinsul Green (-99) Burning (slowed, staggered 5 rounds left)
Zephyr -82 (1 rounds of healing left)
Never -46,
Navasi -60
Harlan -29

GM stuff:

burn dmage: 1d6 ⇒ 4

Sovereign Court

Maps, etc

And right off forgot to add the 4 damage to blue. Fixing that.

Blue finds the door locked, and tries to open it. Harlan's contempt seems well-founded.

Red lunges forward and its mandibles snap at Never's face, it follows the feint with a quick step to the right and a low slash of its legblade. good for 14 damage

In auxilliary control phantom tendrils of black writhe around the jinsul. It lashes out at Navasi and the leg blade scores her ribs.

[ooc] Status: everyone to go.
Jinsul Red (-54)
Jinsul Blue (-102) (slowed, staggered 5 rounds left)
Jinsul Green (-99) Burning (slowed, staggered 5 rounds left)
Zephyr -82 (1 rounds of healing left)
Never -60,
Navasi -79
Harlan -29

GM stuff:

Engineering v DC 15: 1d20 + 7 ⇒ (6) + 7 = 13

leg blades v KAC : 1d20 + 12 ⇒ (19) + 12 = 31 ... damage: 1d6 + 10 ⇒ (4) + 10 = 14 S; critical bleed 2d6)

1d2 ⇒ 2
leg blades a KAC : 1d20 + 19 ⇒ (6) + 19 = 25 ... damage: 3d4 + 14 ⇒ (3, 1, 1) + 14 = 19 S; critical bleed 2d6)


Android Soldier (Guard) 8 | HP: 60/60 SP: 88/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 3d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Zephyr keeps pounding away at the green Jinsul, seeing his physical attacks were working better than the lasers, at least for now.

Full Attack Armored Bludgeon Get Em: 1d20 + 12 - 4 + 2 ⇒ (17) + 12 - 4 + 2 = 27
Damage: 1d10 + 11 ⇒ (7) + 11 = 18

Full Attack Armored Bludgeon Get Em: 1d20 + 12 - 4 + 2 ⇒ (8) + 12 - 4 + 2 = 18
Damage: 1d10 + 11 ⇒ (10) + 11 = 21


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

Harlan bombards red once more, confident that although he can't see what's going on around the corner, it involves the remaining jinsul getting smashed into the deck.

Magic Missile (Fo): 3d4 + 6 ⇒ (2, 4, 3) + 6 = 15

Sovereign Court

Maps, etc

Harlan's brace of magic missiles sets red wobbling on its clawed little feet.

Zephyr doesn't quite pound green into a 1" square, but its getting close.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

"Ow! That's clever!"

Never turns and whips at the offending jinsul.

1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20 Dmg: 2d6 + 12 ⇒ (4, 6) + 12 = 22
1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14 Dmg: 2d6 + 12 ⇒ (6, 3) + 12 = 21

"Is there an end to these things?"


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

"I'd say we're doin' our best to provide that end." Harlan laughs.

Sovereign Court

Maps, etc

Indeed you are.

Never cuts into a leg-joint. The jinsul's leg folds and it hits the deck. It tries to stand, but doesn't have the strength. After a few spasms, it stills.

"Zephyr, behind you!" The large jinsul has opened the other door.

The dark aura around Red tightens and densifies. It rears and the darkness flares out to engulf the bridge.

35 damage. DC 20 ref save for half.

Your'e up.

DM stuff: 1d1d20 + 7 ⇒ (14) + 7 = 21
9d6 ⇒ (5, 1, 4, 6, 6, 4, 2, 1, 6) = 35

[/dice]


Android Soldier (Guard) 8 | HP: 60/60 SP: 88/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 3d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Zephyr’s Reflex Save: 1d20 + 8 ⇒ (3) + 8 = 11
(Also resist cold and fire 5 if it applies)

Badly hurt, Zephyr continues to pummel green in the hopes of taking him down!

Armored Bludgeon Full Attack with get em: 1d20 + 12 - 4 + 2 ⇒ (10) + 12 - 4 + 2 = 20
Bludgeoning Damage: 1d10 + 11 ⇒ (5) + 11 = 16

Armored Bludgeon Full Attack with get em: 1d20 + 12 - 4 + 2 ⇒ (13) + 12 - 4 + 2 = 23
Bludgeoning Damage: 1d10 + 11 ⇒ (10) + 11 = 21

Sovereign Court

Maps, etc

It is officially fire damage so resistance applies.

Navasi takes the full force of the explosion. She draws her buzzblade and tries to defend herself against the jinsul.

Ref save: 1d20 + 10 ⇒ (2) + 10 = 12
buzzblade dueling sword v KAC: 1d20 + 7 ⇒ (9) + 7 = 16 ... damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16 S; powered)

Zephyr lands a brutal punch, but the jinsul is still standing.


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

Harlan makes his way around the corner, somewhat disappointed to find that the jinsul he'd left for dead is still kicking and has somehow managed to pry the door open. He extends a gauntleted hand toward it and clasps his pocketwatch in the other. "Alright, lets see how you like this." A ripple of heat rolls toward it.

Casting Overheat; 15ft cone catching only blue, DC18 Reflex halves
Overheat (F): 2d8 + 6 ⇒ (6, 1) + 6 = 13

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never tries to dodge fire.

Reflex: 1d20 + 7 ⇒ (5) + 7 = 12

But that goes about as well as the first three attempts and she eats a supernova.

"The only useful Solarian is a dead Solarian, especially if it's a giant bug." She doesn't know if this thing is a Solarian or not, but it hardly matters. She runs around to help Harlan but doesn't quite make it.

Sovereign Court

Maps, etc

Got the correction in the OOC thread wrong. Working too fast. Zephyr and Navasi take the nova. Never's free and clear.


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

I believe we've all taken our actions, since Never moved afterward.

Sovereign Court

Maps, etc

Mushroom season ate all my time. Dry weather had prevented them from popping all month, but the moisture this week meant they all came at once and you only have a day or two before they're gone by. Even so I missed all the hen of the woods.

Harlan drops the big one. Never arrives just in time to see it bounce once on the deck.

In auxilliary control, green slashes at Navasi. She parries and her riposte cuts deeply into one leg. The buzz blade catches and while woman and jinsul struggle to control the limb, there's an opening for Zephyr.

GM stuff:

1d2 ⇒ 2
leg blades a KAC : 1d20 + 19 ⇒ (4) + 19 = 23 ... damage: 3d4 + 14 ⇒ (4, 1, 3) + 14 = 22 S; critical bleed 2d6) Ranged
red star plasma pistol v EAC: 1d20 + 10 ⇒ (13) + 10 = 23 ... damage: 1d8 + 4 ⇒ (7) + 4 = 11 E & F; critical burn 1d8; 20 ft. line, unwieldy) Ref DC 17


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

Harlan pushes forward as the blue assailant falls. He gets sight of the final remaining foe and looks to help Navasi and Zephyr out with a quick pair of force bolts. "Still not done? We've got places to be, heh."

Magic Missile: 2d4 + 5 ⇒ (4, 2) + 5 = 11


Android Soldier (Guard) 8 | HP: 60/60 SP: 88/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 3d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Stepping to the side and lining up his shot, Zephyr tries to time his strike to when the struggle between the jinsul and Navasi exposes a vulnerable spot on the foe. He then strikes hard with his powered-armor enhanced strength!

Armored bludgeon with get em: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Damage: 1d10 + 11 ⇒ (10) + 11 = 21

Sovereign Court

Maps, etc

The combined assault punches through the last jinsul's carapace, its legs splay outward and it collapses unto the deck. Auxilliary Control is secure.

Shortly thereafter, Jadnura broadcasts on shipwide comms that the jinsul boarders have been repulsed. Preparations for the jump to the Drift will begin while the ship is swept for any possible jinsul survivors. Reports come in from across the fleet that the other carriers are secure. The jinsul ships break off pursuit.

One by one in a rapid succession, the enormous Starfinder ships dive into the Drift. The carriers converge at their rendezvous point, still at full battle readiness. Nominated First Seeker Luwazi Elsebo addresses the fleet through the ships’ comm units.

“Starfinders, today we did something no one would have thought possible a year ago. We were able to rescue many of our comrades and two members of the Society’s former leadership, and what we now know about the Scoured Stars system may at least bring some closure to the loved ones of those who were beyond our help. Despite our victory today, we must remain vigilant, because a new threat has revealed itself. We know little of these jinsuls, but we all witnessed that their armada is massive, and they may have hundreds of thousands of soldiers eager for battle. It is clear they are an enemy we cannot ignore. Today, we must head back home to recuperate, but tomorrow, we must prepare. The Society endures, but a new threat to the galaxy is rising.”

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never looks for medical help immediately. She's badly burned and not having Luwazi's big speech. She didn't join for pride; she joined to get out of poverty, a common motivation. That she had come this far, with Zephyr specifically, but now with Harlan at her side, did give her a sense of belonging that would not have crossed her mind. The past year had been crazy - the places they'd been and all the crazy battles they'd fought - the Society had sent her out to do a job, and she had done it.

Tidbit chirped at her from her pocket.

"I don't think so," replied Never. "These kinds of stories never really end."


Android Soldier (Guard) 8 | HP: 60/60 SP: 88/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 3d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Despite his injuries and exhaustion, Zephyr moves to the helm, eager to use his piloting skills to aid in the evacuation. He tries not to dwell on how close he came to falling in the last battle, with his healing nanites exhausting themselves just as the struggle concluded.

Still, he is proud of his contribution and he spends some time thanking the others for their part, getting to know these organics as best he can given his own limitations with social morays.


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

Harlan's a little bruised up, but that's the way he likes coming back from a fight. If you didn't get dirty, was it really worth your time? He smirks at the speech from Luwazi. More fights is something he's not likely to say no to, and if there's a whole army of jinsuls out there asking for punishment, it means plenty of lucrative contracts with the Starfinder Society.

"Good showin', you two." He nods to Zephyr and Never, and then another to Navasi, who had joined only for the last part.

Sovereign Court

Maps, etc

Absalom Station is still abuzz with news and even more rumors about the weeks-old rescue of the Starfinders trapped behind the golden god-shield in the Scoured Stars. And, if you're familiar with certain quarters of the city, especially the Lorespire Complex, the place is awash with refugees.

Starfinder missions had come to a virtual halt during the immediate preparation for the rescue mission. They have not resumed while the Society struggles to reabsorb and care for the rescued agents.

So it is with some small amount of curiosity that you open a message from Radaszam, the vesk leader of the Acquisitives.

Harlan and Zephyr:
"You are being seconded to a special detachment of the Stewards for a rescue mission in the Vast. Be prepared for hazards. Deploy to Andromedae at docking bay W-495, 0430 tomorrow morning."

Docking Bay W-495 is not regularly used by the Starfinders. It is a Station maintenance bay, shabby as such facilities usually are. The dim lighting hides, well minimizes, the impression of grease and detritus lining the walls and floor.

No ship is to be seen. Airlocks line the curving wall. Andromedaemust lie through one of the ports, and judging by the spacing between airlock doors, she can't be very large.

Across the bay an android in a voluminous brown cloak waves at you then reverses his hand and draws his fingers towards himself twice to beckon you closer.

Locket and Faelyn:
Individually, your message reads, "You've been chosen for a hazardous secret mission. Tomorrow take a commercial shuttle to Skydock at Verces. Travel as a private citizen, not as a Starfinder. Arrive by 1600 local time. A private room has been reserved in the Fullbright Lounge under the name Harsk. You'll meet another member of your team there and will be contacted with further instructions."

You may time jump to your meeting in the private room.


Android Soldier (Guard) 8 | HP: 60/60 SP: 88/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 3d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

”Be prepared for hazards,” repeats Zephyr to himself as he pilots the hover suit powered armor. Walking to conserve the battery life, the android still seems to be getting used to operating the large armored suit. Weapon mounts are visible at each shoulder, but the powerful hands are free of any obvious armaments.

Quietly to Harlan, Zephyr says, ”We have orders for the ship, right? Nothing about meeting contacts in the bay—unless those are the Stewards,” with some concern.


Male Half-Orc Technomancer 8 | EAC25 KAC26 (+2 after spell) | HP 46/46 SP 56/56 RP 10/10 | F+4 R+3 W+7 (+2 after spell) | Resist Cold, Fire 5 | Init +1 | Perc +9 | Spells Avail:: 1st(6/6) 2nd(6/6) 3rd(4/4) | Status: --

Harlan, who had never met a hazard he didn't like (or at least didn't get a kick out of tearing apart), takes the request in stride... At least until he reads the meeting time. When he finally arrives, 15 minutes late, with an extra large coffee in one hand and a thick cigar in the other. He has his full heavy armor on, but the face plate is down and his pudgy tusked face is visible.

He looks up to Zephyr in his powered armor "Hell of an upgrade. Hope it's got the firepower to match the looks though, eh?"

Following Zephyrs gaze to the android, Harlan grunts and calls out "Yeah, how 'bout you mosey on over here instead. 'S too early to be gettin' bothered by shady 'droids in dark corners."

Sovereign Court

Maps, etc

Zephyr and Harlan:

The android pushes off the wall and strides across the bay. He stops three feet away, and says softly, "Z-4. Riggs. Andromedae awaits."

This close you can see a black bodysuit under the hems of the cloak. He turns on his heel and returns to the airlock door that he had been waiting beside.

Locket and Faelyn:

Just to be clear, you meet each other on this mission for the first time in the private room.

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