Kuozar of Steel
|
2 Stell - sorry, if I understand everything correctly, you can't do a ready action on a trick attack. Ready action is a standard action, and trick attack is not.
Kuozar directs Big Bertha at the (red) commando. I'll give you a chance not to do anything stupid. At these words, it's like he's taking the laser off some kind of fuse...
Move action - draw weapon; move action - calibrate weapon
| SD DM |
The blue Commanjoro pursues Stell. He's just closing the gap and raising his sap to strike when she shoots him in the chest. He does a quick double take ending with a massively comic frown and highly up-pointed chin. Despite the ridiculous posture his sap strike is accurate.
Stell, you take 7 points of non-lethal damage. You can make a Bluff or diplomacy check to forestall a small amount of damage.
"So that's the way you want to play it, eh? Just know that we're two twough for you." The other two CommanJoros step back, draw their pulsecasters and fire on Idir and Kuozar. The nuar feels a mild tingle from the under-powered shock, while the beam aimed at Idir misses entirely.
Kuozar, you take 5 points of non-lethal damage. You can make a Bluff or diplomacy check to forestall a small amount of damage.
The rest of the Joros start ducking for cover and running for the doors.
Round 1/2 Initiative. Everyone to go.
Kuozar -5 SP
Stell-Z -7 SP
CommanJoro blue
CommanJoro red
CommanJoro yello
Thundergun
Idir
Blue light sap v Stell: 1d20 + 4 ⇒ (18) + 4 = 22 ... Damage: 1d4 + 2 ⇒ (1) + 2 = 3 3 B nonlethal)
Trick attack: 1d20 + 11 ⇒ (20) + 11 = 31 .... damage: 1d4 ⇒ 4
Red pulsecaster pistol v Kuozar: 1d20 + 6 ⇒ (18) + 6 = 24 .... damage: 1d4 + 1 ⇒ (2) + 1 = 3 E nonlethal)
Trick attack: 1d20 + 11 ⇒ (17) + 11 = 28 .... damage: 1d4 ⇒ 2
Yellow pulsecaster pistol v Idir: 1d20 + 6 ⇒ (9) + 6 = 15 .... damage: 1d4 + 1 ⇒ (2) + 1 = 3 E nonlethal)
Trick attack: 1d20 + 11 ⇒ (18) + 11 = 29 .... damage: 1d4 ⇒ 1
Ranged pulsecaster pistol +6 (1d4+1 E nonlethal), or
Offensive Abilities awful humor, trick attack +1d4
Thundergun
|
Thundergun is so surprised by violence theory and further situation development that he is not really sure how to react.
He quickly decides to cover Stell (attacking her aggressor) and get those disturbers to familiarise with magic... Not even standing from his seat.
Magic Misses, full round: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12
Stell Z-Lin, SFS
|
Right about the ready action not allowing the trick shot.
"Starfinders are trained for much greater threats than you guys, so do your worst and we'll see who passes out first. Think of it as a contest."
Kuozar of Steel
|
:: I warned you! ::
A ferocious telepathic growl is heard in "red's" head.
Intimidation: 1d20 + 2 ⇒ (4) + 2 = 6
And then he steps back and shoots.
Called Artillery Laser: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 4 + 4 ⇒ (9) + 4 + 4 = 17 - Fire | EAC (red)
| SD DM |
Thundergun launches three magic missiles into the back of the CommanJoro near Stell. Wobbling slightly, he twists to see where the new threat came from.
Kuozar punches a neat hole in the lead Commanjoro's chest. He face plants on the floor.
The regular Joros were frightened and scrambling for cover before; now they're in pure panic mode. They jam the exit doors trying to get through at the same time.
Idir to go.
Idir of Herd Fernas
|
Idir is horrified at Kuozar's dispatching of the lead Commanjoro, but tries to compose himself.
"You've bitten off more than you can chew. Now it's our turn to ask you to surrender!" he says, making every effort he can to sound confident and stern.
Intimidate (Untrained): 1d20 + 2 ⇒ (19) + 2 = 21
| SD DM |
The other non-Joros sink beneath the table, except Relton. The big shobhad can't squeeze lower. She settles for heaving the table up on edge to make an impromptu barricade to shield her friends.
Idir makes his demand. The Joro close-by kind of quakes and turns to run, firing blindly back at Kuozar as he passes.
The Joro fighting with Stell doesn't seem to notice what's going on behind him. He swings at her with his sap. She easily shrugs off the blow.
You're all up.
Blue light sap v Stell: 1d20 + 4 ⇒ (10) + 4 = 14 ... Damage: 1d4 + 2 ⇒ (2) + 2 = 43 B nonlethal)
Trick attack: 1d20 + 11 ⇒ (20) + 11 = 31 .... damage: 1d4 ⇒ 4
Yellow pulsecaster pistol v Kuozar, shaken : 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5 .... damage: 1d4 + 1 ⇒ (2) + 1 = 3E nonlethal)
Trick attack: 1d20 + 11 ⇒ (17) + 11 = 28 .... damage: 1d4 ⇒ 2
Stell Z-Lin, SFS
|
Stell steps back from the Joro with the sap, looks over toward the commotion with the table being upended, drawing the Joro's attention that way, then she snaps back and fires another jolt of electricity.
Trick Attack, Bluff, Skill Expertise: 1d20 + 13 + 4 + 1d6 ⇒ (12) + 13 + 4 + (4) = 33
DC: 20 + Targets CR; success: Target is flat-footed against the trick attack; if attack hits add Trick Attack Damage
Trick Attack Damage: 1d8 ⇒ 4
Static Arc Pistol, vs EAC: 1d20 + 6 ⇒ (17) + 6 = 23
Damage, E: 1d6 + 2 ⇒ (2) + 2 = 4 (range: 50')
Pistol set for nonlethal damage.
| SD DM |
Stell's CommanJoro drops senseless to the floor.
Thundergunstarts for the leader, but realizes he red was dead before he hit the floor. The izalguun swerves in pursuit of the last erect CommanJoro and smacks him in the back. The man stumbles and keeps running.
Round 2/3 Continuing Initiative. Kuozar and Idir to go.
Kuozar -5 SP
Stell-Z -7 SP
CommanJoro blue stunned unconscious -12 HP
CommanJoro red dead as a door nail
CommanJoro yellow -4 hp
Thundergun
Idir
Kuozar of Steel
|
Called Artillery Laser: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 4 + 4 ⇒ (9) + 4 + 4 = 17 - Fire | EAC
You were told to give up, not run away! With these words, Kuozar of Steel points the laser at the retreating CommanJoro, but it is not entirely clear whether he is shooting at him or at the ceiling...
Stell Z-Lin, SFS
|
"No need to use lethal force. They were trying to abduct us alive, not kill us, at least not here," Stell calls out. Still, she doesn't want the attackers to escape to bring others, so she uses her words as a distraction, and fires on the remaining one, if Thundergun did not stop him from fleeing.
Trick Attack, Bluff, Skill Expertise: 1d20 + 13 + 4 + 1d6 ⇒ (8) + 13 + 4 + (1) = 26
DC: 20 + Targets CR; success: Target is flat-footed against the trick attack; if attack hits add Trick Attack Damage
Trick Attack Damage: 1d8 ⇒ 5
Static Arc Pistol, vs EAC: 1d20 + 6 ⇒ (15) + 6 = 21
Damage, E: 1d6 + 2 ⇒ (6) + 2 = 8 (range: 50')
Set on stun.
If TG's attack put the last one down, Stell will instead check any of the fallen that were shot by lethal attacks for signs of life and will administer first aid if any are alive.
Medicine: 1d20 + 7 ⇒ (13) + 7 = 20
To check for signs of life.
Medicine: 1d20 + 7 ⇒ (16) + 7 = 23
First Aid if needed.
| SD DM |
Next round
Thundergun's shot shreds part if the ceiling. Dust and particles filter downward.
Stell lights up the last Commanjoro. He writhes and staggers, but continues to run toward the door.
Can't change the map from my phone. He runs 12 hexes west.
Thundergun gets an attack of opportunity.
Astute observation,Stell.
Kuozar of Steel
|
Called Artillery Laser: 1d20 + 7 ⇒ (17) + 7 = 241d10 + 4 + 4 ⇒ (1) + 4 + 4 = 9 - Fire | EAC
Obviously, I will shoot after the attack of opportunity and probably won't shoot if he is knocked out without me.
| SD DM |
Thundergun's kick pushes the Joro forward three bounding, increasingly overbalanced steps before he topples to the floor and doesn't get up.
Idir of Herd Fernas
|
"This...did not go well," Idir says gravely. "I suppose we will be going to the hospital sooner than expected. Maybe there's still time to save these Joros!"
"Thundergun, Kuozar, you're the strongest in the group, carry them!"
Then he turns to the non-Joros.
"Would you be so kind as to direct us to the hospital PLEASE!"
Stell Z-Lin, SFS
|
Stell uses the moment to address the Joro bystanders.
"All over the universe, sentient beings instinctively fear what is different. But evolution breeds an intelligence that teaches that different is not necessarily bad. Diversity strengthens a community, makes it more flexible, able to respond to novel threats and invent better ways of living. Many different voices make the richest choirs! Diverse body types make for better sports teams! Think on these things and decide if you want to keep your community drably uniform or embrace the beauty of diversity."
Diplomacy: 1d20 + 12 ⇒ (2) + 12 = 14
| SD DM |
Stell's speech delivered into the sudden stillness draws Barkeeper Joro into a standing position. His expression says that he doesn't have a shotgun behind the bar now, but he will have one tomorrow.
"You killed them!" says a Joro wearing a completely unneccessary Ulster given the warm temperature in the vault, and holding a deerstalker cap in his hand.
There are indeed three strong, negative, circumstantial modifiers to your diplomacy roll lying on the ground, although when Thundergun's victim rolls over, some doubt is thrown on the veracity of the Joro's conclusion.
Other Joro heads peak out from behind the bar or under tables, and the knot jammed at the main exit unravels.
Kuozar of Steel
|
Where is this First Joro? We need to pay him a visit. We were so strongly asked, it's not worth keeping him waiting. Kuozar's voice does not bode well.
He switches to telepathy and whispers into the bartender's head, :: YOU! Answer quickly and clearly. Where is he? And what is he? ::
Intimidation: 1d20 + 2 ⇒ (13) + 2 = 15
Telepathically, he adds to the allies, :: they will take care of the dead and wounded themselves :: .
Thundergun
|
Despite Kuozar telepathic message, Thundergun spends a bit time to carry probably dead Joros closer to each other. Being not a doctor, technomancer not understands how to check if they still alive.
He than finds his staff, although feeling controversial. They used force, they faced counter measures.
TG checks Joros weapons to check and probably have a non lethal weapon thereafter...
Stell Z-Lin, SFS
|
Stell could tell once she had spoken that her speech had little effect. "We are sorry for this outcome, but we are strangers who have done you no harm and yet we were attacked merely because we are different. We should talk to whoever ordered these to attack us. Where can we find the officer in charge?"
Stell checks the fallen for signs of life.
Medicine: 1d20 + 7 ⇒ (12) + 7 = 19
If any is alive, she attempts to stabilize them withe first aid.
Medicine: 1d20 + 7 ⇒ (10) + 7 = 17
| SD DM |
The Joro's start to come out of their shock. Idir's comments about the hospital and saving people start to sink in.
"I can take you to the hospital," one of the Joros volunteers.
Kuozar's target is irretrievably dead. Stell's opponent is alive. Thundergun's is down, but Stell manages to stabilize him.
| SD DM |
A few Joros help carry the wounded. Fortunately the hospital is only a short distance away....
Fluorescent overhead lights keep this sterile building brightly illuminated, and cartoonish images of Joros sporting bandages with smiling faces decorate the pale blue walls. Vidscreens suspended from the ceiling corners relay hospital information, while the main screen shows a whizdisk analysis discussion by three Joros wearing pastel blazers.
Different permutations of Nurse Joro and Doctor Joro work on staff, and they've apparently done their best to fill the hospital with positive vibes by decorating the facility with brightly colored custom stickers with health-related themes.
Several patient cells appear empty, while others maintain their privacy via purple holographic curtains. A pair of whizdisk mascot robots, a vaguely pyramid-shaped flying Thumbs-Up deltoid and a humanoid Bunny Ears 'rabbit', emerge through one such curtain, consult briefly with a nurse, then disappear into another room.
Pictures of the mascots are on slide 3.
After a few seconds in the entryway, a doctor nudges a nurse who approaches you. "You must be the new -- Oh! What happened! Doctor! We're going to need more than a few handy bandies here." She sees the wounded Joros and quickly guides the Joros supporting them into an examination room. A nurse and two doctors quickly follow.
You're left in the entryway. Directly ahead of you is a reception desk behind which two Doctor Joros talk quietly. A few civilian Joros also wander around
Stell Z-Lin, SFS
|
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Stell paces and distracts herself by directing her camera at some of the medical personnel as they work.
Idir of Herd Fernas
|
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Idir takes in the ambience of the hospital and grimaces.
"I'd expect this kind of decor at a pediatrician's office, not throughout an entire hospital," he mutters.
Thundergun
|
TG finds the situation suspicious as far as they proceed to hospital.
He wants to take a look if any Joros are currently there and probably take a look at "clients" history. Just to have an idea how is it risky to be a Joro and probably if they might carry deseases in an unlikely situation.
(It means TG first asks personeel to have a look at hospital logs. And if they deny - going to use electronic breach.)
TG alsos asks Stell and Idir to talk with awaiting Joros ti find out what they suffering from.
Stell Z-Lin, SFS
|
Stell chats with someone in the admissions area. "Hi. I'm new here and I've made a few friends who are some of the few non-Joro type. I saw some Joro security people beating up some of the non-Joros and I wanted to see if any of my friends have been treated here?"
Bluff, Skill Expertise: 1d20 + 13 + 1d6 ⇒ (4) + 13 + (5) = 22
If needed.
Stell will also try to gather information from people in the hospital about who is in charge of the Commanjoros that attacked us.
Diplomacy, gather information: 1d20 + 12 ⇒ (19) + 12 = 31
| SD DM |
No reaction to my question?
Sorry, ‘Eκάτη. I didn't mean to ghost you on the question. There was no information available.
Stell chats with someone in the admissions area. "Hi. I'm new here and I've made a few friends who are some of the few non-Joro type. I saw some Joro security people beating up some of the non-Joros and I wanted to see if any of my friends have been treated here?"
...
Stell will also try to gather information from people in the hospital about who is in charge of the Commanjoros that attacked us.
ERN Joro seems a little confused. "Security people? Like constables on the vid? We don't have anyone like that in the Vault. All the clones here are peaceful and law-abiding." He frowns, "Well ... Centek did tell a story about getting beat up."
Nearby Eavesdropping Joro, chimes in, "I couldn't help over-hearing. I've also heard about the CommanJoros. Some kind of secret society. "
Nice rolls, but there's nothing more on the CommanJoros here. (Unless I'm mis-remembering . I'll double check tonight. )
Stell Z-Lin, SFS
|
"Can we talk to Centek?"
To the other Starfinders, Stell says, Looks like we maybe better head back out and ask who else has heard of this secret society of Commanjoros.
| SD DM |
"Sure. He's in patient room East 3. All the way down. Take a left; it's the third room."
You find it easily enough. The bed is not long enough for Centek's seven foot frame and his yellow-ish feet stick out from under the sheet. His arms are over-long for human-scaled beds and one hangs almost to the floor. The draelik has vestigial gills on his neck and slightly webbed hands and feet that hint that they may have once been an aquatic race. Instead of hair, draeliks have short bristles on their heads.
Currently, Centek lies unconscious on a painkiller drip. He does not respond to speech, or gentle touches.
Stell Z-Lin, SFS
|
Medicine: 1d20 + 7 ⇒ (14) + 7 = 21
Stell looks at Centek, checks his pulse. She looks at a clipboard hanging by the bed. She looks at the drip, gives it a sniff, begins to frown and turns a knob and looks around suspiciously. She gestures everyone into a huddle and speaks softly.
"Someone adjusted the drip to deliver a lethal dose of this drug. I fixed it but we need to locate this secret society fast."
| SD DM |
Shortly after Stell adjusts the IV drip, Centek begins to stir.
Outside the room someone shouts, "Hey!" In a small quiet pause, Idir hears something that might be a weapon being cocked. There's a dull whumpf and something explodes behind Thundergun. He feels a splash of wet across his flank and legs that extend outside the privacy screen. And the wet splash begins to harden.
(Thundergun needs a Reflex save DC 12 or you are entangled!)
Source Starfinder Core Rulebook pg. 275
You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
Initiative bold to go
Whizzie
Idir
Thundergun (Need Reflex save DC 12 or you are entangled!)
BunnyEars
Kuozar
Stell-Z
Init
Idir: 1d20 + 3 ⇒ (12) + 3 = 15
Thundergun: 1d20 + 4 ⇒ (9) + 4 = 13
Kuozar: 1d20 + 4 ⇒ (4) + 4 = 8
Stell-Z: 1d20 + 3 ⇒ (5) + 3 = 8
BunnyEars: 1d20 + 1 ⇒ (9) + 1 = 10
Whizzie: 1d20 + 1 ⇒ (18) + 1 = 19
Perception
Idir: 1d20 + 5 ⇒ (16) + 5 = 21
Thundergun: 1d20 + 0 ⇒ (2) + 0 = 2
Kuozar: 1d20 + 5 ⇒ (7) + 5 = 12
Stell-Z: 1d20 + 6 ⇒ (10) + 6 = 16
BunnyEars,stealth: 1d20 + 2 ⇒ (20) + 2 = 22 +3 range
Whizzie, stealth: 1d20 + 2 ⇒ (13) + 2 = 15
Bunny ears stickybomb grenade I: 1d20 + 10 ⇒ (10) + 10 = 20 (explode [10 ft.,
entangled 2d4 rounds, DC 12])
Idir of Herd Fernas
|
Idir is startled by the noise and lets out his warning moan. It may be too late to prevent Thundergun from being ambushed, but it'll at least ensure the rest of the squad responds in kind.
Using my Alert The Herd ability, giving everyone a +4 bonus to Initiative for this fight.
Kuozar of Steel
|
:: Great. A secret society among peace-loving clones. How sweet. I wonder if this society caused the crash and so many identical clones? By the way... :: Kuozar does not have time to finish his telepathic chatter, as the sound of a cocked weapon is heard from behind, that is, a sound that a weapon mechanic would never confuse.
I'm back .)
| SD DM |
Alert the herd moves everyone above Bunny Ears in initiative. Kuozar and Stell-Z may also act now.
I couldn't find the icons I made for Whizzie and BE. ON the map on Slide 4 there are two squares marked robot. Whizzie starts in the upper one. BE is in the lower.
Welcome back. Good timing.
Kuozar of Steel
|
Called Artillery Laser: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 101d10 + 4 + 4 ⇒ (2) + 4 + 4 = 10 - Fire | EAC
This nuar loves the sound of a cocked weapon and quickly emits this sound by himself. Bang! Thundergun, don't stand, move! Trying not to shoot his friend, Kuozar misses. The shot goes wild and makes a hole in the wall of the hospital...
Stell Z-Lin, SFS
|
Was there time before we decided to visit Centek for Stell to spend an RP and regain SP lost in the pervious battle?
Stell draws her pulsecaster, still set for stun, and moves to the entry to the next empty bed area. What does she see in the area to the west where the icon with the bunny ears is? I'm going to assume it's one of the hostiles but if it is not apparently the source of the attack, she may not attack depending on what it is.
She moves as if she is just looking for cover, but then drops to a knee and sends a bolt of electricity at the target.
Trick Attack, Bluff, Skill Expertise: 1d20 + 13 + 4 + 1d6 ⇒ (20) + 13 + 4 + (1) = 38
DC: 20 + Targets CR; success: Target is flat-footed against the trick attack; if attack hits add Trick Attack Damage
Trick Attack Damage: 1d8 ⇒ 7
Static Arc Pistol, vs EAC: 1d20 + 6 ⇒ (14) + 6 = 20
Damage, E, nonlethal: 1d6 + 2 ⇒ (6) + 2 = 8 (range: 50')
| SD DM |
Sure, spend the RP. Icons for your opponents have been added to the map.
To the west northwest, Whizzie, the ThumbUp mascot, looks like an F-117 with a huge cartoon smile plastered over the nose and cartoon hands giving two thumbs up where the landing gear should be. Some kind of weapon with a smoking rotary gun barrel hangs below the fuselage, pointed in your general direction. To the west south west, Bunny Ears, a muscly Michelin Man with long white rabbit ears, hefts a similar gun over one should and is swinging it into line with you.
Idir warns everyone. Kuozar blasts a hole in the wall. Stell dances her bluff and gracefully lances lightning into Bunny Ears. 15 damage
Joros pour out of the various rooms. A few reach for their comm units. "What's happening?"
"Cool!?"
"Look at that!"
Thundergun.
Thundergun
|
Reflex: 1d20 ⇒ 9
TG first not realised that even hospital here might bring surprises.
It is not so easy to move in here, especially entangled.
But even though it is enough to come closer and bash robot with a gauntlet.
Puls Gaunlet, KAC: 1d20 + 4 ⇒ (2) + 4 = 6
Dmg, bld: 1d6 + 2 ⇒ (6) + 2 = 8
But suddenly many casual Joros distract large technomancer.
Smiling agressive mascot confuses him as well.
| SD DM |
Initiative bold to go
Whizzie
BunnyEars
Idir
Thundergun (Entangled 5 rounds)
Kuozar
Stell-Z
Entangled
Source Starfinder Core Rulebook pg. 275
You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
Off-Target
Source Starfinder Core Rulebook pg. 276
Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target.
2d4 ⇒ (2, 4) = 6
Whizzie voltaic anchor pistol, offtarget v TG: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 ... damage, entangled: 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10 E nonlethal; critical bindAR)
BE voltaic anchor pistol, offtarget, soft cover v TG: 1d20 + 10 - 2 - 4 ⇒ (3) + 10 - 2 - 4 = 7 ... damage, entangled: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 E nonlethal; critical bindAR)