SFS Intro 2 For The Factions (Inactive)

Game Master Jason Schimmel

Tier 1-2
Repeatable
Starship


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4-99 MAPS:
ʀːi˧i˩ro wrote:

The quorlu looks at the data, trying to make sense of it, trying to focus on what the Society would be interested rather than their usual search of mining opportunities.

[dice=Physical Science]d20+7

Rree-eelo also has Profession (miner) +9 in case there’s something linked to that.

This planetoid is furthest from the sun and very cold. There are interesting crater patterns on the surface indicating that

it once collided with another planetary body. It may have originally been an asteroid that got knocked into orbit around this sun.

Where to next?

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Durlock focuses the scrying power of the crystal ball on the next closest planet. Presumably, the 3rd planet from the sun?

Mysticism: 1d20 + 5 ⇒ (9) + 5 = 14

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

If the scrying ritual is not enough, the quorlu will use the ships’s sensors.

Computers, with +2 from the ship: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

The Darkness squeezes his enormous frame into the pilot's seat. "I would advise you to hold on tight and make peace with whatever gods you worship, because this is my first time flying a real ship." Using trial and error and heavy use of the ship's auto-piloting features, the solarian steers the ship over to the next planetoid.

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

"Very reassuring, The Darkness." Kadef's tone is dry. He doesn't sit in the captain's chair, but stands beside it.

"I apologize for not being of more use. I have little talent for computers or science."

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

When The Darkness climbs into the pilot seat Zint looks over at Durlock.
" I has a bad feeling about this..."


4-99 MAPS:

nothing to see here:
next planet? Orbits are weird: 1d3 ⇒ 1

Because of different orbital positions and the fact that planetary motion is weird Estokine-1 is actually the next closest. It takes travel time: 3d6 ⇒ (5, 1, 1) = 7 hours to arrive. The scrying and scanning reveal the planet is small and very hot. A physical science check will allow a more detailed analysis.

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

Kadef waits patiently while the others demonstrate their expertise.

"A collision victim, and a hot rock. Let's hope the next is more interesting."

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

With loud, fast metal music playing in his headset, the Darkness continues piloting the ship through the planetoid system. He's flying a bit too fast and steering a little erratically, but miraculously hasn't hit anything. Yet.

"Alright, let's blast it to the next hunk of rock!"

Over the comm network, the Darkness says "Wow, its a lot easier to fly this ship than people say. Durlock, what do you say I shut off the autopilot and see how this baby can really move?"

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint surreptitiously looks over at Durlock and shakes his head, all of his eyes wide open...

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 looks at the different charts of the scan…

Physical Science for Estokine-1: 1d20 + 7 ⇒ (9) + 7 = 16

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5
"The Darkness" wrote:
Over the comm network, the Darkness says "Wow, its a lot easier to fly this ship than people say. Durlock, what do you say I shut off the autopilot and see how this baby can really move?"

"Autopilot?! So, you've been entrusting our lives to some machine?!" Durlock replies. He confirms that the life bubble spell that he had cast earlier in the day is still active.

"Of course, shut it down! Then, get us back down to terra firma as soon as possible!" The dwarf seems more concerned about the autopilot than the odd pilot.


4-99 MAPS:

ʀːi˧i˩ro is able to confirm that this planetoid is small, hot, and covered by constant, violent, caustic storms. There are also some valuable mineral deposits beneath the crust, but the planetoid has an extremely toxic atmosphere.

You pass to the other side of the system and in 1d6 ⇒ 1 hours arrive at Estokine-2

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

"All the terra firma we've seen in the system so far has been inhospitable. Unless we find a planetary paradise, the fastest route back will be to finish our mission and drift back to Absalom Station. Anything else will require more space flight." Kadef replies evenly to Durlock.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

"Terra firma is terra firma," Durlock grunts. "If the air be unpleasant, well that be what the lifebubble tis for,.

Durlock scrys on Estokine-2.

Mysticism: 1d20 + 5 ⇒ (4) + 5 = 9

The dwarf is clearly distracted by his company and the mention of additional starship travel.


4-99 MAPS:

Dulocks scrying is a little hazy, mainly showing fog, or is that static? Maybe clouds? and a.... snake?

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 tries to get a better idea of what the planet has to offer.

Computers, with +2 from the ship: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20


4-99 MAPS:

Rːi˧i˩ro gets a better scan, a life science check will provide a more detailed analysis.

Meanwhile you fly to the last planet in the system for your final survey scry/scan

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

"One more t'a go and then we can be dun with this wretch'd assignment," Durlock gripes.

Durlock scrys on the remaining planet.
Mysticism: 1d20 + 5 ⇒ (7) + 5 = 12


4-99 MAPS:

Durlock gets a good scry, a culture check will help to interpret the images he brings up.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

"What is this?" He glances into the crystal ball and tries to make sense of the images he is seeing.

Culture: 1d20 + 4 ⇒ (10) + 4 = 14

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint takes a peek.
culture: 1d20 - 1 ⇒ (13) - 1 = 12
"Look like random nothing to Zint..."
He then goes abck to his chair.

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

Culture, -5 DCs related to music/music industry: 1d20 + 6 ⇒ (8) + 6 = 14

The Darkness tries to remember if he's seen symbols like that before.

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

I can be useful!

Culture, -5 on : 1d20 + 5 ⇒ (13) + 5 = 18 Probably

Kadef peers over the dwarf's shoulder. "Hmmm. Interesting."


4-99 MAPS:

This planetoid has properties in the habitable zone, including
gravity and atmosphere. There are remnants of constructed structures on this planet, but no current signs of life, indicating that these are most likely ancient ruins of an extinct civilization.
If anyone has life science then a check can still be made to interperet the results of the previous planets survey.

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

Rree-eelo has no rank in life science.

Looking at the last planet scans, the quorlu indicates “That’s something that might interest the society. Maybe they’ll send a team to get more information. Do you think we should go get a closer quick look?

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Heh. No one have life sciences? I have a -1 so... not me! :)

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

I've got 3 in life science, and that's trained. I usually don't even use it because there's usually a much better scientist on the team. Another chance for Kadef to be useful!

Life Science: 1d20 + 5 ⇒ (14) + 5 = 19 Reduce the DC to identify a rare creature using Life Science by 5.

Kadef waits for another member of the team to speak up as an expert on meaning of the scan. When no one does, he says, "Please allow me."

He approaches the scanner controls almost reverently, then bends to the task of eking out some more useful information from the data stream.

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

Yeah, we have some weird gaps in skills on this team. The lack of Piloting is particularly weird; I'm used to their almost always being an operative with Ace Pilot at the table.

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

It happens. I've seen a scenario or two that assume you have certain skills to finish it. Thankfully most GM's are flexible. I did have one recently, can't remember which game, but we had NO pilot at all, no one trained in it. :)


4-99 MAPS:

Planetoid 2 is temperate, with overall properties in the habitable zone, including gravity and atmosphere. The scans show that there are life forms on this planet, though there don’t appear to be signs of sapient life.

As you fly away from the final planet in your survey and prepare to re-enter the drift you sensors alert you to three small craft flying at your ship at high speed.

Sashkri will help out by taking an empty station; she has a +4 bonus to gunnery and a +6 bonus to Computers, Engineering,

STARSHIP COMBAT round 1
Engineering Phase

helm phase

Gunnary Phase

We are on slide 7. I realize now that I did not add my ship tokens. The enemy ships are 14 hexes away from your starting location in a tight group. I will add the tokens later today when I get the chance.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Upon receiving the notification regarding the incoming craft, Durlock remains at his station with the crystal ball. However, he finds himself glancing over to one of the gunnery seats.

I plan to scan during the Helm Phase this round, then jump onto a gun. Only a +2 Gunnery, but more guns are always better if we have them.

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

"Hmmm. Zint thought we supposed to be alone out here. Who is that?"

Looks like Zint will have a +4 (bab 1, Dex 16 ) and we have two floating +1's we could use for gunnery.
He then warms up the coil gun..

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

"The Darkness, here's an opportunity to demonstrate your expertise. I'll try to communicate with them."

Kadef's voice is soft, calm and full of confidence.

He steps to the command chair and punches a button to open a hailing channel. " Incoming vessels. We are Starfinders on a peaceful mission of discovery. Please respond."

Encourage The Darkness. If successful you get +2 on your piloting check.
Diplomacy v DC 15: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (3) = 18

Captain Stuff:

Demand (Any Phase)
You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.

Encourage (Any Phase)
You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself.

Taunt (Any Phase, Push)
You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.
Orders (Any Phase, Push)

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

The Darkness swings the ship around to face his foes.

I am probably just going to stick with basic movements and avoid doing stunts during the fight. I think we're in a Pegagus tier 2, right?

Piloting Check, Ship bonus, Encouragement: 1d20 + 3 + 1 + 2 ⇒ (20) + 3 + 1 + 2 = 26

Oh, boy! Might not have to move first this round!


4-99 MAPS:

STARSHIP COMBAT round 1
Engineering Phase

enemy engineering actions:

helm phase
enemy piloting checks for initative:

purple: 1d20 + 3 ⇒ (10) + 3 = 13
pink: 1d20 + 3 ⇒ (10) + 3 = 13
orange: 1d20 + 3 ⇒ (7) + 3 = 10

Move order: orange, purple, pink, Starfinders
They fly right towards you!

Gunnary Phase

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Durlock consults his crystal ball in an effort to learn more about the newly-arrived starships.

Mysticism for Scan Action: 1d20 + 5 ⇒ (8) + 5 = 13

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 starts fiddling with the onboard computers indicating “sending power to weapons, make them understand we are not defenseless.

Divert to weapons, all 1 on damage are converted to 2, Helm Phase
Engineering vs DC 10+1.5×our ship’s tier: 1d20 + 9 ⇒ (15) + 9 = 24

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint shrugs. "Guess they not friendly..."

Like all Skitters , Zint wants to help. For now he will try to help disassemble the opposing ships.

He fires the coilgun at Pink.

gunnery: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
damage: 4d4 ⇒ (4, 4, 3, 4) = 15

The shot seems to hit it squarely. Zint gives a high pitched squeal of delight.
"First time shooting! Well, not counting simulator.."

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

The Darkness keeps his flying simple and flies in a wide arc, trying to keep the enemy ships within the front arc of the Pegaus.

I'm not going to bother with any stunts, not even flying defensively.


4-99 MAPS:

Visually the ships are very similar. The ship you scrye is a
UIE PETALTAILS
Tiny racer
Speed 6; Maneuverability perfect (turn 0); Drift 1
It has one crew member.

Zints shot tares through the smaller ships port shields and does significant damage to the hull (3 critical thresholds)
The smaller vessals seem to be unable to return fire for some reason.


4-99 MAPS:

STARSHIP COMBAT round 2
Engineering Phase

enemy engineering:

Life without an astromech droid is hard.


helm phase

Gunnary Phase

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

[ooc]Did Sashkri take a action? She could fire a laser cannon with a -2 range penalty [/b]

"That was a righteous shot, Zint."


4-99 MAPS:

Fair enough
attack vs pink: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
A miss

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

Rree-eelo goes on sending more power to the ship’s gun

Divert, Engineering Phase (made a mistake last turn): treat each damage die that rolls a 1 this round as having rolled a 2 instead
Engineering vs DC 10+1.5×our ship’s tier: 1d20 + 9 ⇒ (4) + 9 = 13

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Durlock takes up one of the gunnery positions.

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

The Darkness continues to fly around the enemy ships. He's not a good pilot, but luckily the Pegasus is a pretty easy ship to ship.

Piloting Check:
If The Darkness gets encouraged again, he will put the +2 bonus towards the "initiative" check Piloting, Ship Bonus: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20


4-99 MAPS:

STARSHIP COMBAT round 2
Engineering Phase
helm phase:

enemy piloting initative:

pink: 1d20 + 3 ⇒ (12) + 3 = 15
purple: 1d20 + 3 ⇒ (14) + 3 = 17
orange: 1d20 + 3 ⇒ (2) + 3 = 5

Gunnary Phase

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Going ahead with Zint's gunnery roll as to not slow the group down.

Zint will continue to target Pink
coil gun: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
damage: 4d4 ⇒ (3, 2, 4, 2) = 11

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor
Zint wrote:

Zint ... fires the coilgun at Pink.

...
"First time shooting! Well, not counting simulator.."

Nice rolls indeed.

Kadef continues to encourage The Darkness. "Very, good. You seem to have an instinctive sense of what they will do next."

Since he received no reply earlier, he dispenses with trying to contact the attacking ships.

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