XperimentalDMs SFS Intro 4-01 Year of the Data Scourge rebuild (Inactive)

Game Master Jason Schimmel


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4-99 MAPS:

The deep rumble of the train as it skims along its metal track creates a pleasant bass line for the sounds of the cityscape. The car’s glass and metal walls shield the interior from the roar of traffic outside, but the faint howl of sirens and cab horns
occasionally pierces this sanctum. Cradled safely inside the car, passengers murmur in private conversation or play muted vidfeeds on their comm units and datapads. The familiar click and whir of assistant machines fills the aisles. There are several other Starfinders riding on the train as well.
Please feel free to make some character introductions

Second Seekers (Ehu Hadif)

Khizar Mystic 4- SP 24/28, HP 30/30, RP 5/5, Fort +4, Ref +4, Will +7 EAC 16, KAC 17

One of the passengers discreetly spreads out their branches behind seats. As one nudges an android passenger, the khizar explains that they feel a bit stifled and needed some air.

[Khizar respiration is the opposite of most races, inhaling carbon dioxide and exhaling oxygen. They have blindsight (life) within a certain range, but don't always "see" inorganic beings.]

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

Dafyd looks for all the world like a dwarf miner (Mostly because he is) He is fiddling with his comm trying to read something but his bulky space suit is making it kind of difficult. There is a mining pick poking out of his backpack and his gloves are also heavy duty looking

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

A quorlu is working on a drone checking its systems. The drone has a mix of new and used parts. He’s thinking it’s a bit cold but wants to finish that drone as it needs to be ready for the next mission. As other member of his race, he’s a quadruped, with 3 eyes, 3 arms and a crystalline lithic shell. He’s quite short, 4-1/2 feet tall, but weighs 350 pounds. This particular individual has a heavy armor, and his small arm and mining pick are sheathed; a backpack on his shell completes his equipment. His clothing bears the name T&T Mining Company, two letters in dwarven are part of the company’s logo; the faded logo can also be half seen on a ceramic plate of the drone.

The quorlu language is “melodic, tonal, and trilling”, and “difficult for non-quorlus to master”, hence the complicated name (it’s IPA letters). Once they present themselves, you can go with any variation among RRēēro, Rree-eero, Rree-ilo, ʀːiiro… However your character says its name, it will be incorrect, but they do not mind as long as they give it a try.

Dataphiles

Male halfling ace pilot mechanic (starfinder data jockey) 1 | EAC 14; KAC 15 | SP 0/6 HP 0/8 RP 2/4 Fort +3; Ref +6; Will +1 +3 vs. fear effects | Init +3; Perception +6 Sense Motive +0
Skills:
Acrobatics +6, Bluff +2, Computers +10 (1 ranks), Engineering +10 (1 ranks), Perception +6, Piloting +8 (1 ranks), Stealth +6

"Come on, come on. Can't this clinker move any faster?" mutters an impatient halfling, his metal components and accessories glinting in the light as train passed along the tracks through the city. "I've got me an appointment at the Lorespire and I don't want to keep old Naiaj waiting."

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

A short, even for his race, and skinny Ysoki sitting a few seats back looks up at the commotion. He is panting a little from the warmth. He has brown fur with random patches of white and grey in it. He is wearing light armor, has a rifle across his back and an injector pistol in a holster by his side. He has various test instruments, syringe banks and vials of unknown fluids about him as well. He is currently toying with a hologram of some organic compound while mostly ignoring the crowd. He nods at both the Khizar and the Quorlu and whispers, "Fascinating" to himself.

Second Seekers (Ehu Hadif)

Khizar Mystic 4- SP 24/28, HP 30/30, RP 5/5, Fort +4, Ref +4, Will +7 EAC 16, KAC 17

Being a telepath, Jasmine has a bit of a cheat saying ʀːi˧i˩ro's name. As most people can customize their inner monologue (such as reading this sentence in Morgan Freeman's voice), Jasmine can repeat names exactly as they heard them. It can be unsettling.


4-99 MAPS:

initiative:

initiative Jasmine: 1d20 + 0 ⇒ (1) + 0 = 1
initiative dayfd: 1d20 + 1 ⇒ (8) + 1 = 9
initiative ʀːi˧i˩ro: 1d20 - 1 ⇒ (7) - 1 = 6
initiative lylo: 1d20 + 3 ⇒ (12) + 3 = 15
initiative bonkers: 1d20 + 2 ⇒ (17) + 2 = 19

The train abruptly jolts to a halt with a jarring screech. All electronic feeds and holoscreens flicker and shut off at once, as if controlled by a master switch. For a moment, a roaring silence replaces the city’s constant symphony. An insistent beeping pierces the air and the train stutters, rolls a few feet, then jerks into stillness once again. A palpable hum fills the train car as dozens of crimson lights blink in frantic, random patterns. The helpful machines patrolling the aisle or hovering near the ceiling twitch and spark erratically as the train suddenly lurches forward again, now accelerating at a frightening speed.

The controls to the train are on the other end of the car 120' away.

android, sro, or any pc/companion with the constucted or technological type must make a DC 12 will save. If you fail:

You are confused for rounds: 1d4 ⇒ 1

Initiative round 1

Bonkers (120' away)
Lylo (120' away)
Dayfd (120' away)
ʀːi˧i˩ro (120' away)
Jasmine (120' away)

All PCs may act!

Dataphiles

Male halfling ace pilot mechanic (starfinder data jockey) 1 | EAC 14; KAC 15 | SP 0/6 HP 0/8 RP 2/4 Fort +3; Ref +6; Will +1 +3 vs. fear effects | Init +3; Perception +6 Sense Motive +0
Skills:
Acrobatics +6, Bluff +2, Computers +10 (1 ranks), Engineering +10 (1 ranks), Perception +6, Piloting +8 (1 ranks), Stealth +6

"Looks like I'm going to be late for that meeting after all!" concludes Lylo as the train screeches to a half.

I don't think having an exocortex or artificial limbs qualifies, but just in case...
Will save (DC 12): 1d20 + 1 ⇒ (5) + 1 = 6+3 if fear effect

If able, the halfling draws his pistol from within his artificial leg and approaches the controls of the train.
Move 30 ft.

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

will save ecocortex: 1d20 + 3 ⇒ (2) + 3 = 5

What the hell

{b]Dwarf engineer coming through[/b] He tries to make his way forward to the controls

Double move is 40 feet closer Really needed to get those jump jets fiited

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

After his restraints let go Bonkers gives a quiet curse, "Didn't get that last bit saved!" He grumbles some, stands up, grumbles about some ache and then heads towards the front to see what the issue is.
He uses the larger dwarf as a shield and crowd softener.
"Yes, what the dwarf said! Move aside please!"

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

Limited telepathy requires knowing one of the target’s language, so that means it is communication in that language. Telepathy on the other hand…

RRē-eero’s drone will save: 1d20 ⇒ 13
Barely made it.

The quorlu goes as fast as they can, which means not much due to their mass, toward the controls. “If I manage to get there, I should be able to fix the issue

He runs if he can, otherwise double move; their speed is 20 ft.
The drone uses his action to move 30 ft.

Second Seekers (Ehu Hadif)

Khizar Mystic 4- SP 24/28, HP 30/30, RP 5/5, Fort +4, Ref +4, Will +7 EAC 16, KAC 17

Jasmine raises their limbs. "Remain calm, folks," they announce to everybody within 30 feet. Just let those folks get to the controls, and they will help. If you can sit down, you will be safe."

Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8


4-99 MAPS:

As far as I can see it does not affect augmentations. It is very specifically set up to target technologically based races and creatures.So it looks like everyone is fine.
The crowd is dense enough to prevent running, but not dense enough to count as difficult terrain

Most of the team rushes as quickly as they an towards the controls.
The train continues hurtling out of control as Jasmine tries to keepthe other passengers calm.

Initiative round 2

Bonkers (60' away)
Lylo (90' away)
Dayfd (80' away)
ʀːi˧i˩ro (80' away) Drone(60'away)
Jasmine (120' away)

All PCs may act!

Second Seekers (Ehu Hadif)

Khizar Mystic 4- SP 24/28, HP 30/30, RP 5/5, Fort +4, Ref +4, Will +7 EAC 16, KAC 17

Jasmine continues to try calming people down. Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

"Are we going faster?" Bonkers heads towards the controls as fast as Ysoki possible...

Dataphiles

Male halfling ace pilot mechanic (starfinder data jockey) 1 | EAC 14; KAC 15 | SP 0/6 HP 0/8 RP 2/4 Fort +3; Ref +6; Will +1 +3 vs. fear effects | Init +3; Perception +6 Sense Motive +0
Skills:
Acrobatics +6, Bluff +2, Computers +10 (1 ranks), Engineering +10 (1 ranks), Perception +6, Piloting +8 (1 ranks), Stealth +6

Keeping his head down and trying to slip past panicked passengers, Lylo continues to push toward the controls of the train.
Double move (60 ft)

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

Realising He's going to come near last in a foot race Dafyd tries to use his skills

engineering: 1d20 + 9 ⇒ (3) + 9 = 12

Trying to either figure out where to get at at an important part he can cut power to help slow the train or possibly where to get passengers to sit to one side help with a curve or lie down to keep center of gravity to help maintain train stability as it hurtles forward

[small]we're all going to die[/small] Dafyd whispers to himself as he cant make up his mind which way to direct passengers

Should have kept percussie maintenance as a feat

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

The drone has only a single action per turn unless the quorlu spends some of his own to allow it to take more. That means the drone is 90 feet away.
The drone has no way to interact with the train’s control so no reason to do that.

The quorlu tries to get to the train’s controls, hoping the driver would be in front.
The drone tries to keep up as best it can.

Double move for 40.
Drone single action move 30.


4-99 MAPS:

Dayfid isn't sure there is anything he can do from his current position, but Bonkers arrives at the control panel. It will take a computers check to get access to the trains computers. The train continues to hurtle at a dangerous speed down the track as red emergency lighting from the outside give a hellish flickering glow to the cabins interior. Jasmine barely manages to keep the other passengers from breaking into a panic.
[i]Initiative round 3[i]

Bonkers (0' away)
Lylo (30' away)
Dayfd (80' away)
ʀːi˧i˩ro (40' away) Drone(60'away)
Jasmine (120' away)

All PCs may act!

Second Seekers (Ehu Hadif)

Khizar Mystic 4- SP 24/28, HP 30/30, RP 5/5, Fort +4, Ref +4, Will +7 EAC 16, KAC 17

"Remain seated, please! When we slow down, there will be a slight lurch, and it will be less dangerous if we don't have to worry about catching our balance."

Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

Dataphiles

Male halfling ace pilot mechanic (starfinder data jockey) 1 | EAC 14; KAC 15 | SP 0/6 HP 0/8 RP 2/4 Fort +3; Ref +6; Will +1 +3 vs. fear effects | Init +3; Perception +6 Sense Motive +0
Skills:
Acrobatics +6, Bluff +2, Computers +10 (1 ranks), Engineering +10 (1 ranks), Perception +6, Piloting +8 (1 ranks), Stealth +6

Lylo continues making his way through the crowd, then attempts to seize the controls.
Move 30 ft.

Engineering or Computers(?) to gain control: 1d20 + 10 ⇒ (3) + 10 = 13

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

Dafyd resumes his movement towards the controls

Double move


4-99 MAPS:

Initiative round 3

Bonkers (0' away)

Lylo (0' away)
Dayfd (40' away)
ʀːi˧i˩ro (40' away) Drone(60'away)

Jasmine (120' away)

Bold may act!

@Lylo as far as I can tell hacking in is a full round action, but you can certainly assist Bonkers if they are able to attempt a computer check this round. It will take one computers check as a full round action to hack in, and then another standard action computers or engineering check to use the controls and stop the train safely.

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

The ponderous quorlu continues advancing toward the controls, with his drone in tow.

Double move 20 for RRee-eero.
Move 30 for the drone.

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

Apologies, somehow missed checking this game over the weekend. :)

Bonkers tries to get the train to slow down at least to a safe speed...
computers: 1d20 + 8 ⇒ (6) + 8 = 14


4-99 MAPS:

Even with Lylo's help Bonkers is not quite able to hack into the controls. Fortunately the controls are not locked out and can still be hacked.

initiative round 4

Bonkers (0' away)
Lylo (0' away)
Dayfd (40' away)
ʀːi˧i˩ro (0' away) Drone(30'away)
Jasmine (120' away)

All PCS may act!

computers DC 18 to hack:

Someone needs to make an engineering or computers check to actually take control of the train now that the controls are unlocked.

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

Does

anyone

need

help?

gasps Dafyd as he finally gets to the control panel with a double move

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

The quorlu uses their custom rig and start hacking the system.

Computer DC 18: 1d20 + 8 ⇒ (14) + 8 = 22

I’ve access to the system, we should be able to take control

Per spoiler: Someone needs to make an engineering or computers check to actually take control of the train now that the controls are unlocked.

The drone moves to get closer but stops to leave space for the team.

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

"OK, hopefully we'll be stopping soon... and not abruptly and upside down..."

engineering: 1d20 + 10 ⇒ (8) + 10 = 18

Dataphiles

Male halfling ace pilot mechanic (starfinder data jockey) 1 | EAC 14; KAC 15 | SP 0/6 HP 0/8 RP 2/4 Fort +3; Ref +6; Will +1 +3 vs. fear effects | Init +3; Perception +6 Sense Motive +0
Skills:
Acrobatics +6, Bluff +2, Computers +10 (1 ranks), Engineering +10 (1 ranks), Perception +6, Piloting +8 (1 ranks), Stealth +6

Lylo offers help to the ysoki.
Engineering to Aid: 1d20 + 10 ⇒ (7) + 10 = 17


4-99 MAPS:

With a sudden lurch and a screeching noise the train begins to slow eventually coming to stop at one of the many stations. The grateful passengers begin to disembark as soon as the trains doors open.

survival 12:

You recognize the intersection as being a few blocks of Abadar corps free markets.

The iconic landscape of Absalom Station’s byways, which range from the cramped metal corridors below to wide alleys and streets here at the surface level, has drastically shifted. Plumes of smoke curl into the manufactured air, billowing up from vehicular wrecks and the smashed remains of glitching machines. Residents gather in uneasy crowds, barely speaking to one another, all frantically checking their comm units to no avail. Lone figures shuffle down the streets in a state of panic or shock. A deserted train station provides a haven from the surrounding chaos, sprawling beside the winding metal tracks. Abandoned benches and flickering vending machines are the area’s sole occupants. Here, a gentle breeze ruffles the leaves of the trees shading the square. This hidden place offers a brief glimpse of normalcy. The sloping Eye of the Station rises in the distance. A metal blast shield stutters as it struggles to close over the glass dome, its erratic movements an obvious sign that it, too, is malfunctioning.

Dataphiles

Male halfling ace pilot mechanic (starfinder data jockey) 1 | EAC 14; KAC 15 | SP 0/6 HP 0/8 RP 2/4 Fort +3; Ref +6; Will +1 +3 vs. fear effects | Init +3; Perception +6 Sense Motive +0
Skills:
Acrobatics +6, Bluff +2, Computers +10 (1 ranks), Engineering +10 (1 ranks), Perception +6, Piloting +8 (1 ranks), Stealth +6

Survival: 1d20 + 0 ⇒ (5) + 0 = 5

"Good work stopping the train," comments Lylo. "Any idea what caused it go haywire? Or where we've ended up, for that matter?"

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

survival: 1d20 + 9 ⇒ (2) + 9 = 11

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

Well I think the next station we were due at was North Jatembe? Dafyd says hesitantly before adding But Look at all this damage and reaches for some tools from his engineering kit

Second Seekers (Ehu Hadif)

Khizar Mystic 4- SP 24/28, HP 30/30, RP 5/5, Fort +4, Ref +4, Will +7 EAC 16, KAC 17

Survival: 1d20 + 8 ⇒ (12) + 8 = 20

Jasmine can't see, but they can sense vibrations and life. For what that's worth.

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

survival: 1d20 + 3 ⇒ (13) + 3 = 16
"I think i've been here before. We're not far from the Abadar money making markets. Now, what is going on here. Looks like a massive technical issue."

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

What is the Eye of the Station?

RRee-eero indicates “Good job indeed, that might have turned bad.

After checking on the other passengers, the quorlu starts checking their comm unit and the infosphere for news on the trouble that affected the train.

Dataphiles

Male halfling ace pilot mechanic (starfinder data jockey) 1 | EAC 14; KAC 15 | SP 0/6 HP 0/8 RP 2/4 Fort +3; Ref +6; Will +1 +3 vs. fear effects | Init +3; Perception +6 Sense Motive +0
Skills:
Acrobatics +6, Bluff +2, Computers +10 (1 ranks), Engineering +10 (1 ranks), Perception +6, Piloting +8 (1 ranks), Stealth +6
ʀːi˧i˩ro wrote:

What is the Eye of the Station?/QUOTE]

The Eye is home to the station's more upscale residents, largest businesses, and most prominent organizations.

"Any ideas what could have caused our 'massive technical issue'?" sighs Lylo as he surveys the scene. "Or where to get answers? I was headed to the Lorespire Complex. The Society must have noticed the disturbance and may have some clues as to its cause."

Second Seekers (Ehu Hadif)

Khizar Mystic 4- SP 24/28, HP 30/30, RP 5/5, Fort +4, Ref +4, Will +7 EAC 16, KAC 17

"That sounds like our best best. If nothing else, we can meet up with the other members and plan a response."


4-99 MAPS:

A Profession (Tour Guide) or Survival check will help you determine the best path back to the lorespire.
There is a damaged information kiosk that you can try to fix with computers or engineering.


I have updated the links in my posts to point to the slides for this scenario please feel free to put a character token on the second slide.
You are at the station on the third slide. Bah. I seem to need to change the permissions on the share link. I'll try to take care of that in the morning.

Dataphiles

Male halfling ace pilot mechanic (starfinder data jockey) 1 | EAC 14; KAC 15 | SP 0/6 HP 0/8 RP 2/4 Fort +3; Ref +6; Will +1 +3 vs. fear effects | Init +3; Perception +6 Sense Motive +0
Skills:
Acrobatics +6, Bluff +2, Computers +10 (1 ranks), Engineering +10 (1 ranks), Perception +6, Piloting +8 (1 ranks), Stealth +6

Survival: 1d20 + 0 ⇒ (17) + 0 = 17

"I think I know where the Lorespire Complex is from here," suggests Lylo. "This way."

Seeing the damaged kisok, he tries to access it for information.
Computers: 1d20 + 10 ⇒ (6) + 10 = 16

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

I had forgotten that The Eye was the name of this part of the station. Went back to Pact World to have a look at the station.

The quorlu, having no idea how to get back to the Lorespire complex from there, just try to fix the kiosk if Lylo does not manage to do it first.

computers or engineering: 1d20 + 8 ⇒ (11) + 8 = 19

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

Dafyd move towards the kiosk with his engineering tools at the ready

engineering: 1d20 + 9 ⇒ (1) + 9 = 10

Nah this is close to North Jatembe


4-99 MAPS:

You get the kiosk running and confirm you are near the Free Markets, you are puzzling out what the most efficient route back to the Lorespire complex is if you have to walk when a trio of platform security bots wander into this area of the station. They look at your group in unison and begin moving towards you with their integrated weapons powering up.

initiative:

initiative bot 1: 1d20 + 4 ⇒ (5) + 4 = 9
initiative bot 2: 1d20 + 4 ⇒ (9) + 4 = 13
initiative bot 3: 1d20 + 4 ⇒ (13) + 4 = 17

initiative ʀːi˧i˩ro: 1d20 - 1 ⇒ (7) - 1 = 6
initiative lylo: 1d20 + 3 ⇒ (1) + 3 = 4
initiative bonkers: 1d20 + 2 ⇒ (19) + 2 = 21
initiative Dafyd: 1d20 + 1 ⇒ (17) + 1 = 18
initiative Jasmine: 1d20 + 0 ⇒ (5) + 0 = 5

Slides have been changed to allow you to add tokens. You can place yourselves in the green box on slide 3. I will give everyone some time to place themselves before I start round 1. Jasmine I couldn't find your initiative modifier.


4-99 MAPS:

Round 1
Bonkers
Dafyd

Purple Bot
Blue Bot
Red Bot
ʀːi˧i˩ro
Jasmine
Lylo

Bold may act!

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

"Well, they do not look friendly..."

He moves behind cover and gives Dafyd a quick jab on the way.
"There, that'll help you fend them off!"

basic booster, +1 to both AC's for 4 rounds

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

No they look like

physical science+12 engineering+9: 1d20 ⇒ 5

TroubleWill add anything useful from knowledge check

Hols engage targeting lock on blue

Dafyd moves forward drawing his pick

Second Seekers (Ehu Hadif)

Khizar Mystic 4- SP 24/28, HP 30/30, RP 5/5, Fort +4, Ref +4, Will +7 EAC 16, KAC 17

"Point me at them," Jasmine says, drawing a pistol.

(I can sense vibrations and life, but only in a certain range. Since I can see the team, they can physically point to the direction I should go.)

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

I'm heading their way there are 3 of them

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