[Outpost V] SFS #3-15 Frozen Ambitions: The Preluria Connection (Inactive)

Game Master cmlobue

Slides


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Second Seekers (Jadnura)

Male CG Ysoki Spacefarer Technomancer 4 SP 24/24 HP 22/22 | RP 6/6 | KAC 19 EAC 18 | Fort +1; Ref +4; Will +4 | Init: +7 | Perc: +0, SM: +1 | Speed 30ft | Spells: 1st 5/5, 2d 3/3 | Active conditions: Darkvision.

It was perhaps the reason why both shobads were more resistant.

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

"That 'rage' side effect... might be really be suppressed. They were not keen on talking.."

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

The solarian looks into the room.

Perception:1d20 + 3 ⇒ (16) + 3 = 19

Acquisitives

M Medium humanoid (Human) Vanguard 3 | SP 33/33 ; HP 25/25 ; RP 4/4 | EAC 14; KAC 15 | Ft +6 ; Rf +6 ; Wi +1| Init. +3 ; Perc. +9 ; | Speed 30ft | Active conditions: None.

"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.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

There are fresh scuffmarks on the floor, as if heavy items were recently removed.

DC 15 Life Science or a DC 17 Survival:
The plants are indigenous flora that, though they originate on different worlds, all act as natural filters, holding a reservoir of clean drinking water somewhere in their stem of leaves. You can pick one and make a Life Science or Mysticism check.

One of the workbenches is covered in a fine crystalline dust spilling out of a broken container.

Played 3-03 or 3-09 or Physical Science DC 16:
The substance is shimmerstone, a mineral is mined on Vesk-8 that normally has a calming effect on emotions

Acquisitives

F Sylph LN Giantblooded Op I/Soldier X | SP 87 / 87 HP 78 / 78 | RP 11/12| EAC 33* KAC 35* | Fort +8; Ref +12; Will +9 | Init: +13* | Perc: +14 | No Conditions | Resist 15 Elec

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.

Wayfinders

Male LN Embri Priest Mystic 6 Character Sheet | SP 42/42, HP 42/42, RP 7/7 | EAC: 21 KAC: 21 | Fort: +4, Ref: +3, Will: +9 (+2 vs enchant, immune to charm) | Init: +1 | Perc: +11 (sees ethereal), SM: +15 | Speed 30 ft | Tracked Resources: Shirt 1/1, Peer Future 1/1, Heal Touch 1/1, Diffraction Cloak 1/1, Level 1 Spells 5/5, Level 2 Spells 4/4, Tetrad Rings 10/20, Pulsecaster Pistol 19/20 | Active conditions:

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

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

survival: 1d20 + 5 ⇒ (1) + 5 = 6

Liftt looks at the powder. "Anyone can a lab that can tell us what this is?" he asks.

Second Seekers (Jadnura)

Male CG Ysoki Spacefarer Technomancer 4 SP 24/24 HP 22/22 | RP 6/6 | KAC 19 EAC 18 | Fort +1; Ref +4; Will +4 | Init: +7 | Perc: +0, SM: +1 | Speed 30ft | Spells: 1st 5/5, 2d 3/3 | Active conditions: Darkvision.

Life sciences:1d20 + 11 ⇒ (4) + 11 = 15

The ysoki takes one leave and tries to guess what it is.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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

Second Seekers (Jadnura)

Male CG Ysoki Spacefarer Technomancer 4 SP 24/24 HP 22/22 | RP 6/6 | KAC 19 EAC 18 | Fort +1; Ref +4; Will +4 | Init: +7 | Perc: +0, SM: +1 | Speed 30ft | Spells: 1st 5/5, 2d 3/3 | Active conditions: Darkvision.

Well, let's see what does this location still have in store.

The ysoki moves around cautiously.

Acquisitives

M Medium humanoid (Human) Vanguard 3 | SP 33/33 ; HP 25/25 ; RP 4/4 | EAC 14; KAC 15 | Ft +6 ; Rf +6 ; Wi +1| Init. +3 ; Perc. +9 ; | Speed 30ft | Active conditions: None.

Life Science for Romano: 1d20 + 6 ⇒ (3) + 6 = 9

Romano doesn't remember anything, in the exception of the shimmerstone.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

The solarian follows Varuthalla and Twisted Nicknick.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier X | SP 87 / 87 HP 78 / 78 | RP 11/12| EAC 33* KAC 35* | Fort +8; Ref +12; Will +9 | Init: +13* | Perc: +14 | No Conditions | Resist 15 Elec

"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

Acquisitives

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M Medium humanoid (Human) Vanguard 3 | SP 33/33 ; HP 25/25 ; RP 4/4 | EAC 14; KAC 15 | Ft +6 ; Rf +6 ; Wi +1| Init. +3 ; Perc. +9 ; | Speed 30ft | Active conditions: None.

Romano comes at the side of Varuthalla and inspects the location.

Romano Fafard Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

The solarian is waiting for Varuthalla to open the doors.

Second Seekers (Jadnura)

Male CG Ysoki Spacefarer Technomancer 4 SP 24/24 HP 22/22 | RP 6/6 | KAC 19 EAC 18 | Fort +1; Ref +4; Will +4 | Init: +7 | Perc: +0, SM: +1 | Speed 30ft | Spells: 1st 5/5, 2d 3/3 | Active conditions: Darkvision.

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

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

Liftt readies his brand new very big and very loud gun...


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

Large desks line this room, and computer consoles and equipment are scattered carelessly over the desks and floor. One of the terminals is smashed.

GM Screen:
”Varuthalla Perception”: 1d20 + 1 ⇒ (9) + 1 = 10
”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.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier X | SP 87 / 87 HP 78 / 78 | RP 11/12| EAC 33* KAC 35* | Fort +8; Ref +12; Will +9 | Init: +13* | Perc: +14 | No Conditions | Resist 15 Elec

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


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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.”

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

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."

Wayfinders

Male LN Embri Priest Mystic 6 Character Sheet | SP 42/42, HP 42/42, RP 7/7 | EAC: 21 KAC: 21 | Fort: +4, Ref: +3, Will: +9 (+2 vs enchant, immune to charm) | Init: +1 | Perc: +11 (sees ethereal), SM: +15 | Speed 30 ft | Tracked Resources: Shirt 1/1, Peer Future 1/1, Heal Touch 1/1, Diffraction Cloak 1/1, Level 1 Spells 5/5, Level 2 Spells 4/4, Tetrad Rings 10/20, Pulsecaster Pistol 19/20 | Active conditions:

"This one is saddened to believe that many of those ones would consent to using such a drug, despite it inevitably hastening their demise."

Acquisitives

F Sylph LN Giantblooded Op I/Soldier X | SP 87 / 87 HP 78 / 78 | RP 11/12| EAC 33* KAC 35* | Fort +8; Ref +12; Will +9 | Init: +13* | Perc: +14 | No Conditions | Resist 15 Elec

"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

Acquisitives

M Medium humanoid (Human) Vanguard 3 | SP 33/33 ; HP 25/25 ; RP 4/4 | EAC 14; KAC 15 | Ft +6 ; Rf +6 ; Wi +1| Init. +3 ; Perc. +9 ; | Speed 30ft | Active conditions: None.

"Or people on alert of our presence," says Romano as he begins towards that location.

Second Seekers (Jadnura)

Male CG Ysoki Spacefarer Technomancer 4 SP 24/24 HP 22/22 | RP 6/6 | KAC 19 EAC 18 | Fort +1; Ref +4; Will +4 | Init: +7 | Perc: +0, SM: +1 | Speed 30ft | Spells: 1st 5/5, 2d 3/3 | Active conditions: Darkvision.

And what does Firiz in this mess?

The technomancer is wondering.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

I don’t know what Firiz’s doing in history.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier X | SP 87 / 87 HP 78 / 78 | RP 11/12| EAC 33* KAC 35* | Fort +8; Ref +12; Will +9 | Init: +13* | Perc: +14 | No Conditions | Resist 15 Elec
cmlobue wrote:
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

Acquisitives

M Medium humanoid (Human) Vanguard 3 | SP 33/33 ; HP 25/25 ; RP 4/4 | EAC 14; KAC 15 | Ft +6 ; Rf +6 ; Wi +1| Init. +3 ; Perc. +9 ; | Speed 30ft | Active conditions: None.

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

Second Seekers (Jadnura)

Male CG Ysoki Spacefarer Technomancer 4 SP 24/24 HP 22/22 | RP 6/6 | KAC 19 EAC 18 | Fort +1; Ref +4; Will +4 | Init: +7 | Perc: +0, SM: +1 | Speed 30ft | Spells: 1st 5/5, 2d 3/3 | Active conditions: Darkvision.

The ysoki keeps himself ready to the opening...


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier X | SP 87 / 87 HP 78 / 78 | RP 11/12| EAC 33* KAC 35* | Fort +8; Ref +12; Will +9 | Init: +13* | Perc: +14 | No Conditions | Resist 15 Elec

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

Second Seekers (Jadnura)

Male CG Ysoki Spacefarer Technomancer 4 SP 24/24 HP 22/22 | RP 6/6 | KAC 19 EAC 18 | Fort +1; Ref +4; Will +4 | Init: +7 | Perc: +0, SM: +1 | Speed 30ft | Spells: 1st 5/5, 2d 3/3 | Active conditions: Darkvision.

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.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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.

Initiative:
”Varuthalla Initiative”: 1d20 + 6 ⇒ (6) + 6 = 12
”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

Chase Rules

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

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


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

"Th...th... they.... they just shot at us!" fumes Liftt.

"That is *SO* against the road-code!"

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

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


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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

Acquisitives

F Sylph LN Giantblooded Op I/Soldier X | SP 87 / 87 HP 78 / 78 | RP 11/12| EAC 33* KAC 35* | Fort +8; Ref +12; Will +9 | Init: +13* | Perc: +14 | No Conditions | Resist 15 Elec

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

Acquisitives

F Sylph LN Giantblooded Op I/Soldier X | SP 87 / 87 HP 78 / 78 | RP 11/12| EAC 33* KAC 35* | Fort +8; Ref +12; Will +9 | Init: +13* | Perc: +14 | No Conditions | Resist 15 Elec
cmlobue wrote:
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?


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Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

That will come up during next round's piloting phase.

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

Can I try and barge into him using the attack option? And if I do, does that mean we don't auto advance?


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

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.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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.

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

Liftt, seeing the other vehicle close but not quite close enough just keeps his hands on the wheel.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

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

Second Seekers (Jadnura)

Male CG Ysoki Spacefarer Technomancer 4 SP 24/24 HP 22/22 | RP 6/6 | KAC 19 EAC 18 | Fort +1; Ref +4; Will +4 | Init: +7 | Perc: +0, SM: +1 | Speed 30ft | Spells: 1st 5/5, 2d 3/3 | Active conditions: Darkvision.

Without any weapon the lawyer simply takes notes for the future trial.

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