
|  Romano Fafard | 
 
	
 
                
                
              
            
            "I am not a great scientific. If those are used for medical purposes, I may read the label," answers Romano as he looks all around.

| cmlobue | 
 
	
 
                
                
              
            
            There are fresh scuffmarks on the floor, as if heavy items were recently removed.
One of the workbenches is covered in a fine crystalline dust spilling out of a broken container.

|  Varuthalla | 
 
	
 
                
                
              
            
            Varuthalla knows just enough about Life Sci to help someone else, but not take the lead in the lab.
Life Sci Assist vs DC 10: 1d20 + 3 ⇒ (17) + 3 = 20
She played 3-03 and 3-09, so she'll clue the rest of the party in on the Shimmerstone.

|  /Speaker for the Dead\ | 
 
	
 
                
                
              
            
            Speaker for the Dead looks over some of the plantlife.
Taking 10 on the first Life Science check for a result of 15. After opening the spoiler, I'll pick one and roll a Mysticism check.
Mysticism: 1d20 + 12 ⇒ (4) + 12 = 16

|  Twisted Nicknick | 
 
	
 
                
                
              
            
            Life sciences:1d20 + 11 ⇒ (4) + 11 = 15
The ysoki takes one leave and tries to guess what it is.

| cmlobue | 
 
	
 
                
                
              
            
            Speaker for the Dead finds a strange, purple, sticky ap inside the plant, but does not know what it is.

|  Twisted Nicknick | 
 
	
 
                
                
              
            
            Well, let's see what does this location still have in store.
The ysoki moves around cautiously.

| cmlobue | 
 
	
 
                
                
              
            
            Just realized that you couldn't see the double doors to the north, but you can definitely look around the corner first.
Two metal doors span the whole of the wall facing the stairwell, and a terminal blinks red on the western wall.

|  Varuthalla | 
 
	
 
                
                
              
            
            "Ooh, a blinky light!
...but we should probably be thorough." Satisfied that there's nothing immediately pressing around the corner, Varuthalla will head back to give the northern double doors a quick check, then open them.
Perception: 1d20 + 1 ⇒ (8) + 1 = 9

|  Twisted Nicknick | 
 
	
 
                
                
              
            
            The technomancer readies himself in case something happen when Varuthalla will open the door.

| cmlobue | 
 
	
 
                
                
              
            
            Large desks line this room, and computer consoles and equipment are scattered carelessly over the desks and floor. One of the terminals is smashed.
”Liftt Perception”: 1d20 + 2 ⇒ (6) + 2 = 8
“Twisted Nicknick Perception”: 1d20 + 0 ⇒ (7) + 0 = 7
”Ji-Thil Perception”: 1d20 + 3 ⇒ (12) + 3 = 15
”Romano Fafard Perception”: 1d20 + 9 ⇒ (17) + 9 = 26
”Speaker Perception”: 1d20 + 7 ⇒ (20) + 7 = 27
Romano spots an intact hard drive among the mess.
Speaker for the Dead realizes that the smashed terminals have exposed wires and circuit boards hanging out, creating a dangerous situation for creatures handling the equipment. Engineering to disarm.

|  Varuthalla | 
 
	
 
                
                
              
            
            Varuthalla cracks open her engineering kit and goes to work.
"Leave this to me; shock-resistant scales!"
Engineering: 1d20 + 10 ⇒ (17) + 10 = 27

| cmlobue | 
 
	
 
                
                
              
            
            Varuthalla has no trouble disconnecting the wires so that the current is no longer flowing dangerously.
The drive is partially corrupted, but you manage to access a short advertisement vid. The vid stars a female lashunta in a fitted business suit standing in front of a screen and smiling a bright, white smile. She speaks with a confident voice: “With our new performance-enhancing combat drug, shimmersheen, all your security assets can fight with enhanced stamina and strength!” The screen displays SHIMMERSHEEN in a bold, slick font alongside scrolling data figures. “Rest assured that this super serum is easy to administer and has no addictive properties. Increased aggression caused by shimmersheen is perfectly safe and controllable, allowing combatants to focus on fighting rather than unpleasant distractions like pain or fear. Our studies show that enhanced subjects perform up to 82% better than non-enhanced control subjects, guaranteeing a lower casualty rate and greater chance of victory for your organization!” As she speaks, fine print flashes across the screen: “Side effects include arrythmia, respiratory distress, exhaustion, and ruptured blood vessels. Consult your doctor before using shimmersheen with other drugs.”

|  Liftt | 
 
	
 
                
                
              
            
            Liftt sighs. "So they are trying to make a super-soldier drug? I wonder if it really works as well as they say... Those guards certainly had enhancements. I'm also wondering how long it lasts for."

|  /Speaker for the Dead\ | 
 
	
 
                
                
              
            
            "This one is saddened to believe that many of those ones would consent to using such a drug, despite it inevitably hastening their demise."

|  Varuthalla | 
 
	
 
                
                
              
            
            "I'm beginning to think that Nraal's initial formulations have been improved upon. I'm not sure that's good for, well... anyone."
Being giantblooded herself, Varuthalla would be fascinated by the shobhad-sized room; but if there's nothing else of interest here, she'd suggest heading back to the blinking light back to the south. But, carefully. Blinking red lights often mean "angry AI" :D

|  Varuthalla | 
 
	
 
                
                
              
            
            You have explored B3, but not attempted to open the door. There doesn't seem to be anywhere else to go within this compound.
With everywhere else explored, Varuthalla moves to investigate the door in B3 and its blinking light, wary for traps (blinking red lights are rarely good :D) She'll keep an eye open for traps, ambushes, etc.
Perception roll, in case it's called for.Keep your eyes peeled: 1d20 + 1 ⇒ (13) + 1 = 14

|  Romano Fafard | 
 
	
 
                
                
              
            
            Romano takes a closer look at the door, before he may open it.
" Let's me join you to the inspection of this one."
Romano Fafard Perception: 1d20 + 9 ⇒ (18) + 9 = 27

| cmlobue | 
 
	
 
                
                
              
            
            Outside the doors, you hear an idling engine and the faint sounds of heavy items banging against metal.
The door is locked. You can either repair the console with Engineering, then bypass the lock with Computers, or simply force the doors open.

|  Varuthalla | 
 
	
 
                
                
              
            
            Once again taking out her Thieves' Kit, Varuthalla gets to work repairing the console. "You ready to hack this, once it's hooked up?" she'll call back to Nicknick. The Thieves' Kit grants +4 to Engineering and Computers vs doors, locks, and things that control doors & locks; Nicknick can use it after Varuthalla.
Engineering: 1d20 + 10 + 4 ⇒ (1) + 10 + 4 = 15
Edit: ooooooof. Somehow, I think I've managed to break another bottle of top shelf black market booze XD

|  Twisted Nicknick | 
 
	
 
                
                
              
            
            The ysoki comes to help his companion. Let me see this with your equipment. It should be easy.
Engineering: 1d20 + 13 + 4 ⇒ (19) + 13 + 4 = 36
Then he bypass the lock.
Computer: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31
Here you go.

| cmlobue | 
 
	
 
                
                
              
            
            Twisted Nicknick has no trouble getting the door open.
A battered delivery van with a massive turret built onto its roof idles in the loading dock, which stands empty of all but a few discarded equipment scraps and the remains of a broken wooden pallet. A muscular shobhad worker shoves one last crate into the back of the van, offering a glimpse of a limp humanoid form sprawled beside stacks of laden pallets before the door slams shut. The shobhad smirks, leaping onto the bumper before hauling himself up to the roof and signaling to the driver. Tires screech as the van speeds away in a cloud of exhaust.
[ulr=https://docs.google.com/presentation/d/1FzHWhSWsDAZXsg_syXLyaFcDg4DMdJj3uCdB1NcCjlA/edit#slide=id.g12143d70a69_0_0]>Chase!<[/url]
The chase ends when you disable the other vehicle (or vice versa), kill or incapacitate the other vehicle’s passengers, or when you reach the final zone.
You need to choose one person to pilot the vehicle. This character can take one pilot action (move) or perform a double maneuver (full round). After resolving those actions, the vehicles advance, and then other characters (and the pilot, if they still have their standard) can act in initiative order.
Your vehicle's stats are on Slide 4. One character can sit in the driver’s seat to pilot the vehicle, and another can ride on the roof to operate the van’s mounted weapon. The cargo compartment has enough room for everyone else, but they might be in for a bumpy ride. The PCs’ vehicle has an autopilot system as a backup, but the autopilot is only programmed to perform the break free, evade, keep pace, and slow down maneuvers. The delivery vans each have one spindle-mounted gun that allows gunners to fire at the opposing vehicle without taking penalties.
”Liftt Initiative”: 1d20 + 4 ⇒ (10) + 4 = 14
”Twisted Nicknick Initiative”: 1d20 + 7 ⇒ (1) + 7 = 8
”Ji-Thil Initiative”: 1d20 + 3 ⇒ (17) + 3 = 20
”Romano Fafard Initiative”: 1d20 + 3 ⇒ (6) + 3 = 9
”Speaker Initiative”: 1d20 ⇒ 10
”Mook 1 Initiative”: 1d20 + 6 ⇒ (16) + 6 = 22
”Mook 2 Initiative”: 1d20 + 6 ⇒ (6) + 6 = 12
”Mook 3 Initiative”: 1d20 + 6 ⇒ (4) + 6 = 10
”Enemy Pilot Initiative”: 1d20 + 6 ⇒ (8) + 6 = 14
Round 1 - Pilots may go
The boss tries to evade your vehicle.
Piloting: 1d20 + 10 ⇒ (4) + 10 = 14
You are one zone behind the enemy.
Mook 1
Ji-Thil
Enemy Pilot (standard only)
Liftt
Varuthalla
Mook 2
Mook 3
Speaker for the Dead
Romano Fafard
Twisted Nicknick

|  Liftt | 
 
	
 
                
                
              
            
            Liftt looks around "That may be our contact.." he realises.
Then, with surprising speed spots another delivery van.
"Okay lets get after him. He slides into the drivers seat with remarkable alacrity, and quickly readjusts the mirrors before doing up his seat belt.
"[b]All secure? Remember... hands inside the vehicle."
Then, recalling this is a semi-military operation, adds "Unless you are firing.."
He quickly guns the van forward with surprising speed.
speed up! DC 21: 1d20 + 15 ⇒ (10) + 15 = 25
VVVVVVRRRRRRRRRRRRRRRRROOOOOOOOOOOOOOOOOOMMMMMMMMMMMMMMMMMMM

| cmlobue | 
 
	
 
                
                
              
            
            Liftt slams on the gas pedal, bringing the Starfinders' van closer to that of their adversaries.
Both vehicles are now in Zone 3, approximately 50 feet apart.
One of the mooks climbs into the turret and fires at your van.
Corona Laser Rifle: 1d20 + 7 ⇒ (10) + 7 = 17
Fire Damage: 2d6 ⇒ (5, 6) = 11
Round 1 - bolded may go
Starfinder Vehicle -11 HP
Mook 1
Ji-Thil
Enemy Pilot (standard only)
Liftt (standard only)
Varuthalla
Mook 2
Mook 3
Speaker for the Dead
Romano Fafard
Twisted Nicknick

|  Ji-Thil | 
 
	
 
                
                
              
            
            The solarian fires on the van.
Solar flare, Photo crystal shard:1d20 + 8 ⇒ (5) + 8 = 13
Damage, Cold and Fire(last two):1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Photon mode 2

| cmlobue | 
 
	
 
                
                
              
            
            Ji-thil's fire flies past the other van.
The driver aims a pistol out the window at Liftt.
Needler Pistol: 1d20 + 10 ⇒ (2) + 10 = 12
Piercing Damage: 1d4 ⇒ 3
It hits the side panel.
Round 1 - bolded may go
Starfinder Vehicle -11 HP
Mook 1
Ji-Thil
Enemy Pilot (standard only)
Liftt (standard only)
Varuthalla
Mook 2
Mook 3
Speaker for the Dead
Romano Fafard
Twisted Nicknick

|  Varuthalla | 
 
	
 
                
                
              
            
            Varuthalla calls over the comms, "I know, Liftt, buddy, I know! Don't worry; I'mma give 'em some demerit points!" as she opens up with the mounted laser rifle against the enemy van.
Oh to have an Automagic heavy weapon :D Oh well - no vehicular penalties for attacking = full attack time! I'm going ham this time, I'll go to single attacks next.
Laser Rifle Attack 1: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Laser Rifle dmg 1: 2d6 + 0 ⇒ (5, 4) + 0 = 9 F dmg
Laser Rifle Attack 2: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Laser Rifle dmg 2: 2d6 + 0 ⇒ (6, 2) + 0 = 8 F dmg

|  Varuthalla | 
 
	
 
                
                
              
            
            Both vehicles are now in Zone 3, approximately 50 feet apart.
I just looked at the Slides deck, and noticed that Zone 3 says "Altered attacks and tricks*". It is clear to Varuthalla what that means? If it's like "attacks don't work lol" is it ok if I change my actions?
Unrelated to that but likely to come up eventually: can Varuthalla (or others) Aid Liftt's Piloting?
| cmlobue | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            That will come up during next round's piloting phase.

| cmlobue | 
 
	
 
                
                
              
            
            That is also something that will come up during next round's piloting phase.

|  Liftt | 
 
	
 
                
                
              
            
            Not sure what my options are for a standard action.  If this is the combat phase, then I'd try to slam my vehicle into theirs.  My actions for the round were:
Pilot phase: Speed up (success)
Catch up phase: automatic move:
Combat: Slam into their vehicle
slam,vehicle modifier: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
damage?: 6d4 ⇒ (2, 4, 4, 4, 2, 4) = 20
In a rather uncharacteristic show of aggression Liftt tries to cut off the other vehicle slamming the big car into it.

| cmlobue | 
 
	
 
                
                
              
            
            You cannot slam into their vehicle because it is 50 feet away. If either group successfully performs the Engage Another Vehicle maneuver, then you will be close enough to do so. You can fire a weapon at them, drink a serum, etc. - actions you could normally take while stationary from close range in combat, but movement is handled in the pilot actions phase.

| cmlobue | 
 
	
 
                
                
              
            
            Liftt keeps his eyes on the road.
Varuthalla fires the turret gun at the other van, hitting once and leaving a sizable gash in the road.
The remaining mooks fire on the Starfinder van.
Static Arc Pistol: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
Electricity Damage: 1d6 ⇒ 2
Static Arc Pistol: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Electricity Damage: 1d6 ⇒ 6
Static Arc Pistol: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Electricity Damage: 1d6 ⇒ 1
Static Arc Pistol: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Electricity Damage: 1d6 ⇒ 2
One shot does hit, but creates barely a spark.
Round 1 - bolded may go
Starfinder Vehicle -12 HP
Enemy Vehicle -9 HP
Mook 1
Ji-Thil
Enemy Pilot
Liftt
Varuthalla
Mook 2
Mook 3
Speaker for the Dead 
Romano Fafard 
Twisted Nicknick
 
	
 
     
    