Chk'tarlsh |
Antennae twitching, Chk'tarlsh glances around for a better position with better line of sight. Not wishing to impede his companions, he begins to skirt further around to the right, firing another pair of blasts at the last foe.
Corona laser rifle 1: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12
Fire Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Corona laser rifle 2: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
Fire Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15
phaeton_nz |
Only the second one hits (Red: -68)
Shokil |
Shokil chomps down on... nothing.
Faced with the two phantoms, Sgt. Smith switched his plasma rifle up to the "atomise" setting. He wasn't about to take chances. Dead or no, these was no way they were going to walk away from this blast.
The author carefully lines up the last memory and squeezes his trigger.
attack vs EAC, DA: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
F damage: 2d8 + 7 + 3 ⇒ (2, 1) + 7 + 3 = 13
Crit F damage: 2d8 + 7 + 3 ⇒ (8, 7) + 7 + 3 = 25
Smith eyed up the super heated spirit. It howled, silently as its very essence dissipated. Fumbling in his suit pocket, he pulled out a cigar and held it up to the rapidly cooling spot of air, where the gordo flared into light. Then he opened his visor and chomped down on it. Hard.
Sefel Lamunesh |
Okay... this has to hit.
The Lashunta kisses his supercharged rifle and aims carefully at the hostile Historia.
[standard] attack RED
aphelion laser rifle, F damage (supercharged): 1d20 + 10 ⇒ (8) + 10 = 183d6 + 4d6 ⇒ (5, 1, 2) + (5, 6, 5, 6) = 30 darnit
phaeton_nz |
Those last two shots cause the remaining Historia fragment to dissolve into a mass of photonic particles which dissipate into the surroundings.
The screens on the bridge momentarily glow blue. The disembodied voice of Historia-7 crackles from the comm unit. I can’t find any trace of either Historia-5 or Historia-6 anywhere.This must have been just a memory.
The screens fade to darkness, but blue emergency lighting strips flare up on the floor, leading off the bridge toward the aft airlock. The voice continues, interrupted by bursts of static. Something’s wrong. Historia-Prime knows we’re here and hasn’t revealed itself yet. You should leave now, before it’s too late.
The airlock opens, and a wall of near-deafening sound crashes forth. At first it’s not clear whether the screams are excited or terrified, but then pastel lights flare and flash along to a pounding bass beat, and the screams are subsumed by a near deafening wail of an amplified koto. From this vantage, the giant strawberry laser-projected across the back of the stage readily identifies the four performers.
Not five feet away are Zigvigix and Historia-7, attention fixed on the stage and the dynamic performers there. Zigvigix has their limbs and antennae both up in the air, thrashing along with the cascading guitar rhythms, but from here it’s plain that even Historia-7 is wearing a small smile despite the crushing crowd. She begins to nod along with the music—until the sound degrades into a screeching feedback. The lights flash silver, and the seats at the edge of the stage begin crumbling away into digital static, leaving a growing void that spreads outward. The suddenly empty stage remains the only fixed point of safety and stability amidst the rapidly expanding chaos.
You have two options to proceed: You can either try to reach the safety of the stage from your position in the audience, or you can stand your ground and try to stabilize Historia-7’s memory against the corrupting effect.
Reach the stage: The gap between the remaining seats and the stage is 30 feet wide, requiring a successful Athletics check to traverse. PCs can also make use of a variety of other abilities, including a fly speed, jump jets armor upgrade, spells such as 3rd-level flight, or any number of other options.
Reinforce the memory: PCs who choose to remain in place and work to stabilize the memory can counter the effects of the corruption. Doing so requires a single PC to succeed at one of the following skill checks: Profession (musician) check to reconstruct the concert audio and assist Historia-7 with a positive memory. Engineering check using a sonic weapon to project sound waves opposite those of the feedback. Mysticism check to reinforce Historia-7’s psychic presence against the corruption. Other PCs can use the aid another action to assist the PC attempting this check. In addition, the PCs gain a cumulative +2 bonus for each of the following criteria they meet: receiving a result of 20 or higher on the Culture check to recall information about Historia-7 at the start of the scenario, having a Chronicle sheet from Starfinder Society Scenario #1–14: Star Sugar Heartlove!!!, or having the Star Sugar Heartlove!!! boon from Starfinder Society #1-01: The Commencement
Sefel Lamunesh |
I think I can counteract the corrupting effect, but interestingly with psychic waves modulated to her presence. We must stand our ground to help Historia-7!
Mysticism: 1d20 + 14 ⇒ (9) + 14 = 23
Shokil |
Shokil has chronicles for 01-01 and 01-14
Shokil nods along to the music, humming away and trying to keep the band on track.
No mysticism to help, but the +4 from chronicles should be a bit useful.
Vecro |
Vecro has 01-01 chronicle and professional hireling with Mysticism ;)
Vecro moves towards Historia-7 and puts his hand on her shoulder. After the fight he feels like he would pull out of a blender but he tries to use his aid to strengthen Historia-7. With the other hand, he reaches for his telepresence device and is surprised to find there sprite shaped like a rat with wings that fly around "No worry Vecro I will help her!"
Hireling, mysticism, chronicle: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Nadia Belluno XXXIV |
Does it help if we have multiple success or a higher degree of success? I have an augmentation that gives me a sonic attack can I use that for engineering. Looks like I missed the call for that start of adventure culture check, could I make it now to see if I hit 20?
phaeton_nz |
1 person marked this as a favorite. |
Sure
Very close. One more aid on the Mysticism will do it
Vecro also made the 20+ check on Culture
Kaylee Kanta |
Kaylee has 1-01 and 1-14
Kaylee quickly draws her Diffraction perforator pistol and uses it to try and counter the sonic feedback!
Engineering: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33
Finally!
phaeton_nz |
Both the Mysticism and the Engineering succeed in stabilising the memory.
You are able to drive the corruption back, and the concert venue rematerializes almost as if the scene had been played in reverse; so you can easily walk up to the stage. Once you get there, you notice a bright-blue door in the wings. Historia-7’s voice booms out from the massive wall of speakers. Hurry, Starfinders! There’s no time to lose!
The bright-blue door at the back of the stage swings open, allowing soothing sunlight to pour through. The landscape beyond is a lush, verdant jungle, though the familiar skyscrapers rising up behind the trees mark the site as Jatembe Park, the massive green space in Absalom Station’s central Eye. Here, though, the trees are shot through with silver circuitry, and the foliage flickers and stutters.
To the south, down a half-dozen steps, a statue of a heavily augmented shirren stands within an overgrown sunken garden. Silver lines trace around the statue’s base and creep upward along the statue’s legs.
phaeton_nz |
Now you look closer at it, yes, it is one big Ziggy. This patch of forest is a manifestation of Zigvigix’s psychic bridge with Historia-7’s mindscape—but Historia-Prime is in the process of corrupting that connection. It is here where he has decided to deal with you once and for all, and maybe take over Zigvigix as well.
Initiatives:
Chk’tarish: 1d20 + 9 ⇒ (14) + 9 = 23
Kaylee: 1d20 + 6 ⇒ (6) + 6 = 12
Nadia: 1d20 + 5 ⇒ (1) + 5 = 6
Sefel: 1d20 + 7 ⇒ (18) + 7 = 25
Shokil: 1d20 + 5 ⇒ (5) + 5 = 10
Vecro: 1d20 + 3 ⇒ (18) + 3 = 21
Historia Prime: 1d20 + 0 ⇒ (9) + 0 = 9
Everyone but Nadia, who seems engrossed in the statue, can go.
Shokil |
Shokil sighs. The concert was good, Absalom station was good. This siutation however... not so good.
Checking his battery, Shokil lines up his sights and gets ready to unload.
attack vs EAC, DA: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
F damage: 2d8 + 7 + 3 ⇒ (4, 7) + 7 + 3 = 21
Sefel Lamunesh |
Sefel, feeling slightly disoriented looks around at his companions.
This is just a dream, right? I think it's time to pull out all of the stops...
He reaches for his personal comm unit, releasing its battery. It drops into his other hand as he begins an incantation. Blowing a wisp of tiny glowing runes onto it, he lets go as it tugs away from his hand, speeding towards historia prime.
[move] retrieve battery (from personal comm unit)
[standard] Cast explosive blast (at Prime's front-upper corner grid intersection)
Fire damage (DC18 Reflex half): 9d6 ⇒ (2, 4, 6, 1, 2, 5, 5, 5, 4) = 34
phaeton_nz |
ref: 1d20 + 11 ⇒ (3) + 11 = 14
((Historia-Prime: -55))
Kaylee Kanta |
Seeing Ziggy at risk as well as Historia-7 now, Kaylee lifts her rifle quickly, whipering, "Program River, now!"
Combat tracking on Historia prime
She then takes a shot.
Hutchket rifle: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 kac
Piercing: 1d10 + 5 ⇒ (4) + 5 = 9
Vecro |
Vecro looks at the abomination and runs towards it "If needed I will hammer you out of Historia's-7 head"
He charges forwards and swings the hammer
Hammer vs KAC: 1d20 + 10 ⇒ (18) + 10 = 28
Damage, b&e, photon attunement: 3d6 + 10 + 1 ⇒ (6, 5, 3) + 10 + 1 = 25
Charge => -2 to AC
Chk'tarlsh |
Chk'tarlsh gently reaches out with his telepathic awareness, hoping to reinforce the connection between Ziggy and this memory place.
Turning to take in the lush surroundings, he soon spies the corrupting presence of Historia-Prime.
"You will not have them!" he announces, moving into position for a better shot on the corruption.
Corona laser rifle 1: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
Fire Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13
Corona laser rifle 2: 1d20 + 12 - 4 ⇒ (5) + 12 - 4 = 13
Fire Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14
phaeton_nz |
((Historia Prime: -102))
Historia Prime generates two Historia Slivers to help it.
Both of them move on Vecro but are staggered and cannot attack.
Historia Prime lashes out at Vecro
pseudopod: 1d20 + 21 ⇒ (13) + 21 = 34 b&e: 3d6 + 18 ⇒ (5, 2, 3) + 18 = 28
Because of Historia-7's influence, both slivers are staggered.
Everyone, including Nadia, are up.
Chk'tarlsh |
Chk'tarlsh continues moving to his right, closing into a better position to support Vecro.
He fires another double blast of his rifle at Historia Prime.
Corona laser rifle 1: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Fire Damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15
Corona laser rifle 2: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27
Fire Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Nadia Belluno XXXIV |
Nadia moves in and screams a cone of sonic energy at red and historia-prime (spend 1 rp)
damage(So): 5d6 ⇒ (1, 5, 3, 6, 3) = 18
deafened: 2d4 ⇒ (1, 2) = 3 rounds
DC 16 fort halves damage and drops deafened to 1 round
phaeton_nz |
red fort: 1d20 + 7 ⇒ (17) + 7 = 24
Historia Prime fort: 1d20 + 15 ⇒ (10) + 15 = 25
Chk'tarlsh's second shot hits
((Historia-Prime: -121, Red: -9, Green: -0)
Vecro |
You know what, I never used Sudden Attunement (Personal Boon): I will use it now, Once per round I can increase my attunement by 1. Last round was 1st, this is 2nd and with boon is third
Vecro points at Historia Prime and says "You and I will walk down the star core, we will see who walks out of it unscratched. "
Soon his solar armor begins to leak light and flames, Vecro closes his eyes and touches ground. Then the blast comes
Supernova@red, green, prime: 7d6 ⇒ (1, 2, 1, 3, 1, 2, 6) = 16 Reflex save DC16 for half
Supernova.
phaeton_nz |
Reflexes:
red: 1d20 + 7 ⇒ (4) + 7 = 11
green: 1d20 + 7 ⇒ (3) + 7 = 10
prime: 1d20 + 11 ⇒ (19) + 11 = 30
WHOOOOMPH!
((Historia-Prime: -129, Red: -25, Green: -16)
phaeton_nz |
Which misses.
Kaylee and Sefel still to go.
Shokil |
Two more robots appeared out of the mist, all but duplicates of the big one that was trying to give his hair a parting with its chainsaw. Sgt. Smith stepped back. If the first fell, perhaps that would cause its helpers to retreat back. He levelled his disintegrator pistol at the buzzing foe and fired.
Shokil cursed silently at having no cigar. Surely the Sergeant would never find himself caught short. Instead the author lines up the massive Historia-7 again and offers a follow-up shot.
attack vs EAC,DA: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21
F damage: 2d8 + 7 + 3 ⇒ (6, 4) + 7 + 3 = 20
Sefel Lamunesh |
Weeeell, now you've all crowded Prime. So... can't do the explosion again. No matter...
Sefel tries to run around behind Historia Prime.
[double move] 60'
Kaylee Kanta |
Kaylee hopes the slivers aren't going to give her primary target cover, but she still opens fire rapidly anyway trying to give the others fire support from the rear!
Full attack on Historia prime
Hutchket rifle 1: 1d20 + 7 + 2 - 4 ⇒ (4) + 7 + 2 - 4 = 9 kac
Piercing 1: 1d10 + 5 ⇒ (7) + 5 = 12
Hutchket rifle 2: 1d20 + 7 + 2 - 4 ⇒ (18) + 7 + 2 - 4 = 23 kac
Piercing 2: 1d10 + 5 ⇒ (8) + 5 = 13
If shot 2 is a miss, Kaylee will use her Dream whispers boon to boost it by +2
phaeton_nz |
Kaylee's first shot misses but she manages to hit with the second after relaxing and feeling the assistance of the Dreamer.
((Historia-Prime: -142, Red: -25, Green: -16))
A third Historia sliver appears (Blue) and moves to attack Sefel
energised slam: 1d20 + 14 ⇒ (6) + 14 = 20 b&e: 1d8 + 10 ⇒ (5) + 10 = 15
Red and Green attack Vecro
energised slam: 1d20 + 14 ⇒ (9) + 14 = 23 b&e: 1d8 + 10 ⇒ (8) + 10 = 18
energised slam: 1d20 + 14 ⇒ (2) + 14 = 16 b&e: 1d8 + 10 ⇒ (8) + 10 = 18
and so does Historia-Prime
pseudopod: 1d20 + 21 ⇒ (2) + 21 = 23 b&e: 3d6 + 18 ⇒ (2, 2, 2) + 18 = 24
To make things worse it looks like all the slivers are no longer staggered.
Everyone is up
Nadia Belluno XXXIV |
"Hmm, let's give this a try..."
Nadia holds our her arms and they begin to coat with a rime of frost. Shards of ice burst from the ground under Historia-prime and its minions.
Spending 2 RP to make hazardous terrain ina 10ft radius via mindscape effects. Damage taken at the start of their turn IIRC
damage(c): 4d6 ⇒ (2, 1, 5, 5) = 13
Kaylee Kanta |
Halfway through her ammo, Kaylee keeps firing!
Full attack on Historia prime
Hutchket rifle 1: 1d20 + 7 + 2 - 4 ⇒ (3) + 7 + 2 - 4 = 8 kac
Piercing 1: 1d10 + 5 ⇒ (2) + 5 = 7
Hutchket rifle 2: 1d20 + 7 + 2 - 4 ⇒ (5) + 7 + 2 - 4 = 10 kac
Piercing 2: 1d10 + 5 ⇒ (2) + 5 = 7
Sefel Lamunesh |
Sefel looks frustrated as one of the new robots appears in front of him.
Out of my way! he screams from his mind.
He invokes an incantation that can go around them and pummel Historia Prime.
[full round] Cast magic missile
Force damage (3 missiles), Historia Prime: 3d4 + 3 ⇒ (2, 4, 1) + 3 = 10
Vecro |
Vecro channels heart of the stars through his weapon and strikes at historia prime
Hammer vs KAC: 1d20 + 10 ⇒ (9) + 10 = 19
Damage, b&e, photon attunement: 3d6 + 10 + 1 + 3 ⇒ (5, 1, 4) + 10 + 1 + 3 = 24
plasma sheath, attack
phaeton_nz |
Only the magic missiles hit
((Historia-Prime: -152, Red: -25, Green: -16, Blue: 0))
Shokil and Chk'tarish still to go.
Shokil |
The author looks on with amazement at the punishment that Historia is taking.
'Setting the explosives' muttered Smiith into his radio. 'Nothing else is going to finish this thing off'. He waited a moment for the team to get clear, and then pressed the activation button....
Shokil wonders what it will take to drop the figure. And figures more fire has to help, right?
attack vs EAC, DA: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28
F damage: 2d8 + 7 + 3 ⇒ (4, 7) + 7 + 3 = 21
Chk'tarlsh |
Chk'tarlsh takes careful aim, keeping the heat on Historia Prime.
Corona laser rifle: 1d20 + 12 ⇒ (11) + 12 = 23
Fire Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Antennae twitching, the shirren attunes his telepathic signal to the mindscape in an attempt to alter the memory of his most recent shot.
(Using Change recollection to reroll attack: -3 RP)
Corona laser rifle: 1d20 + 12 ⇒ (11) + 12 = 23
(Ha! Of course it is...)
He adjusts his grip on the barrel of his rifle, extending a bipod from the lower rail. (Move action)
phaeton_nz |
Both beams of fire converge on Historia Prime and turns it into a blackened pile of smoking slime. But the three slivers are still active.
Blue attacks Sefel
energised slam: 1d20 + 14 ⇒ (2) + 14 = 16 b&e: 1d8 + 10 ⇒ (5) + 10 = 15
Red and Green attack Vecro
energised slam: 1d20 + 14 ⇒ (6) + 14 = 20 b&e: 1d8 + 10 ⇒ (3) + 10 = 13
energised slam: 1d20 + 14 ⇒ (3) + 14 = 17 b&e: 1d8 + 10 ⇒ (4) + 10 = 14
Red and Green take damage from the ice
((Historia-Prime: smoking pile of black goo, Red: -38, Green: -29, Blue: 0))
Everyone is up.
Shokil |
Shokil changes aim. With The prime down, it was hopefully just a matter of mopping up the slivers...
attack vs red EAC,DA: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
F damage: 2d8 + 7 + 3 ⇒ (7, 4) + 7 + 3 = 21
Sefel Lamunesh |
Okay, we got the big one down. It's downhill from here!
He steps back and blasts the one in front of him right in the face. If it has a face.
[move] Step N
[standard] attack BLUE
aphelion laser rifle, F damage: 1d20 + 10 ⇒ (15) + 10 = 253d6 ⇒ (5, 6, 6) = 17
Chk'tarlsh |
As the party drops Historia Prime, Chk'tarlsh shifts his grip to hold the bipod (move action to stabilise) and fires a single blast at the closest sliver (red).
"We've got you covered, Vecro," he says aloud
Corona laser rifle: 1d20 + 12 ⇒ (11) + 12 = 23
Fire Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14
(That's three 11's in a row for attack rolls!)
phaeton_nz |
Red is destroyed. Both the remaining slivers become staggered as Historia-7 is able to reassert her influence.
((Green: -29, Blue: -17))
Kaylee, Vecro, and Nadia to go
Kaylee Kanta |
Kaylee sighs with a little relief that the large goo pile is gone and won't get anywhere near Ziggy (or her), then takes a shot at Green!
Hutchket rifle 1: 1d20 + 7 ⇒ (16) + 7 = 23 kac
Piercing 1: 1d10 + 5 ⇒ (5) + 5 = 10
She then drops the magazine out of her rifle and reloads (move).
phaeton_nz |
It should do
Vecro |
Vecro swings his hammer twice at the android
Hammer@green vs KAC: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
Damage, b&e, photon attunement: 3d6 + 10 + 1 + 3 ⇒ (2, 1, 5) + 10 + 1 + 3 = 22Critical effect knockdown
Critical Damage, b&e, photon attunement: 3d6 + 10 + 1 + 3 ⇒ (2, 2, 1) + 10 + 1 + 3 = 19
Hammer@green vs KAC: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
Damage, b&e, photon attunement: 3d6 + 10 + 1 + 3 ⇒ (6, 6, 2) + 10 + 1 + 3 = 28
Vecro makes a powerful swing with his hammer, and then tries to finish the android off with his second attack, but fails to connect
phaeton_nz |
Green is also destroyed. Only Blue is left.
Nadia?