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Carlos will switch the intimidation to another enemy...
Intimidate: 1d20 + 23 ⇒ (14) + 23 = 37 - vs Green

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@Ceolor: Carlos cast a spell there that I think is still in effect. It was when you were offline. It does bludgeoning damage and entangles, and I’m thinking Ceolor wouldn’t go into the zone knowing that. But also, Carlos is both small and spider-climbing on the ceiling, so he does not block line of sight or provide any cover to the Red jinsul. I moved you to next to Croaker and redirected your attack to Red instead.
Ceolor moves up next to Croaker to get a better shot at the jinsul in the hallway. His beam of cosmic fire takes the jinsul’s head off and it drops to the ground.
Azzirm burns a hole in his foe’s face, and Croaker takes the opportunity to blast the jinsul’s brain to mush.
In the silence that follows, the gravity returns to normal.
COMBAT OVER
Roquefort (-9 SP NL)
Ceolor ( -9 SP NL)
Carlos (spider climb, -9 SP NL)
Croaker (reflecting armor, -9 SP NL)
Azzirm (-11 SP)
Back’Up (-9 SP NL, Starlight form)
Each of the 4 jinsuls was wearing heavy elite defiance series armor with a sonic dampener upgrade. They were each carrying frostbite-class zero pistol with 2 batteries (20 charges each). In addition, they each have a viridian balbis aeon stone.
A storage locker in the hallway contains two mk 2 serums of healing.
////////////////
The heavy steel blast doors behind Roquefort are locked, with a biometric scan unit clearly configured to only work on the three Kreiholm species’ forms for access. But there is a simple intercom speaker and call button next to it, though.
I’m going to give you this. The scenario gives no means to hack the door. It mentions only talking or breaking it down, hence my addition of the biometric unit.
@Back’Up: What did you do? Is that a class ability or a spell or what? Can you give me a link next time, please?
@Azzirm: Yeah, you’re right. I only caught the DR on the attack, but that was after I’d applied the damage from the gravity. SP fixed.

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@GM you mean my last post - it was just some roleplay without additional skills, although maybe I could roll for Intimidate os smth, but felt not necessary in the face of combat end.
The powered armor soon stops shining and Wisp Ally aslo fades as not resistanse remain.
Backup inspects equipment from junsuls and took frostbite-class zero pistol with additional battery and also plays with viridian balbis aeon stone before through it at the orbit around Speelcaster Aegis 'head'.
Then kish looks closer at the biometric lock.
-Jinsul DNA is unlikely to be the key althoug we may try every DNA we have here. Or we should ask our new Kreiholm fellows about this.
After Roquefort pushes intercom button, Shaman decides to remain silent for a while.

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Azzirm nods the power armor's head, acknowledging that all the Jinsuls are down. While others quickly go to the intercom to see about finding a way in, Azzirm quickly strips the jinsuls of their arms and armor. He quickly uses one of the jinsuls spare batteries and swaps out the battery in his welding torch.
If this makes him be affected more by the high gravity shenanigans, by all means go ahead.

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While his allies strip the jinsuls, Roquefort hits the intercom button but opts not to say anything. Likewise, Back’Up remains silent, also.
There’s a long pause before a voice issues from the speaker in a language none of you understand. You do recognize it as one that you heard earlier being spoken by the natives, and Ceolor informs you that it’s not jinsul. Wisely, Back’Up suggests asking their new friends back on the Honorbound for help. Putting Dr. Yuuqa on the comms to interpret, she convinces the bridge crew to open the door and let you in.
You find a complement of six nelentu and syngnathrix officers that had barricaded themselves and their single VIP passenger within the bridge after losing their fight with a jinsul craft. The ship’s passenger, the thyr council member, telepathically introduces himself as Speaks Forgotten Words. The crew eagerly welcome you, having observed your fight with the jinsuls outside on remote monitor cameras.
Azzirm notices one of the computers seems to be glitching. Though it would take about 10 minutes, he thinks that fixing it might restore artificial gravity to the ship, thus preventing future gravitational fluxes.
DC 28 Engineering check, if you want to try to fix the gravity.
And do you take a 10 minute rest, or not?
Only 1 of the four aeon stones have been claimed. 10 foot bonus to all speeds is nothing to sneeze at. Although, maybe Carlos takes one to break and add to his necklace?

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Ceolor gladly picks up one of the Aeon stones, more than happy to have a way to move faster. "Ooohh! Now I have even more speed to lay down fire with!"
Ceolor has been built to take advantage of Blazing Orbit and lay down fire trails. I was thinking of giving him a speed suspension upgrade in a level or two, so this is very nice!

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I don't need a rest. About the stones - thank you! I'll take one. As well as a sonic dampener upgrade. I have two more slots (already 1) available.
Are we still waiting for the arrival of more jinsuls?

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Waiting for more jinsuls? No, certainly not. Captain Vikeut would like to know if you can help evacuate his crew and me? Speaks Without Words informs you telepathically.
Just as you begin to discuss options to evacuate, an urgent comm from the Honorbound interrupts you.
Shaakar’s worried face appears on the comm unit’s display screen. “Starfinders, we have a problem. I’ve been scanning your current position, and you’ve got company. More jinsul boarding tubes just made contact with your ship, and boarders are heading toward the bridge. Damaritosh’s doshko! They’re everywhere!” The sound of loudly clicking keys accompanies the science officer’s words. He furrows his scaly brow in concentration for a moment, then looks up from his workstation for the first time.
“I hate to tell you this, but the boarders have overrun all viable escape options.”
Meanwhile, Yuluzak orders his ship to come alongside the Kreiholm’s Hope and has his gunners fire at nearby jinsul troop transports to ease some of the burden. The ship shakes as resounding booms signals an opening for you to pursue. Yuluzak cautions you to to keep your comm units active as he prepares for a tricky rescue on the ship’s exterior.

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It seems we have to break through with a fight? This should cause fear or enthusiasm. - the halfling talks to himself a little... Then he returns to the situation: Can we see where they are on the cameras and plot the shortest escape route? If not, then I'm ready to go exploring in stealh.

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Roquefort scans the systems and the cameras.
Engineering 1d20 + 12 ⇒ (17) + 12 = 29
"There's an escape route, straight out of that hole in the hull. Seal up your suits, we could be going for a walk in the big vacuum outside"

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Nicely. How long will the journey take if nothing delays us?

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Azzirm sees the others get the stones, and also realizing that aeon stones enhancement to speed wouldn't work on power armor, lets them all take one instead of him
Yeah....enhancements like that won't work, as it works on you...not the power armor movement, as you use the speed of the armor, not you...sigh
Going through the equipment....apparently takes Azzirm into a different mental place, as Roguefort gets to the engineering issues before he could even get done with sorting out the armor on the jinsuls. But they have like 6 legs EACH, not including those arm blades, and that carapace/thorax. Azzirm probably had to do some creative cutting with his welding torch so to get them out of the armor.....
"Does all the people we need to evacuate have space suits/environmentals? If not, Croaker and all...can we get some kind of life bubble on them to get them out safely? I can lead point, pushing through the sharper exposed metal and making certain the route is safe."

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A quick check confirms that all the crew and the VIP are ready to go into space. Almost as if they were prepared for the eventuality, as one would expect of the professional crew of a space combat ship - (unlike {ahem} a bunch of amateur tomb raiders.) The crew groups up to protect Speaks Forgotten Words and follows Azzirm’s lead out through the hull of their beloved warship.
Open space looms through the jagged hole in the side of the disabled ship. The doshko-like protrusions of the Honorbound’s engines bathe the exterior hull in an angry red glare as the salvage vessel turns to slide into position alongside the disabled craft. Suddenly, a pair of triangular ships race past, and sparks fly as twin laser beams lance into the Honorbound’s aft shields.
All along the exterior hull of Kreiholm’s Hope, hatches burst open and chitinous, six-legged creatures that seem to be all eyes and teeth skitter through, though many of them remain too distant to engage. The jinsuls closest to the breach swarm over the hull, cutting off access to the safety of the ship’s interior.
Jubilant laughter suddenly crackles through a comm unit, and the familiar voice of Yuluzak rings out over the channel. “This is what I’ve been waiting for! We’re going to blow them out of the stars! Stay strong, comrades, and hold the boarders off for as long as you can. We’ll pull up alongside you as soon as we get these vermin off our tails.”
Jinsuls continue pouring through airlocks and hatches onto the exposed hull in pursuit of you and your charges. Two fire teams each comprised of a jinsul solarian Commander and their honor guard engage you in combat, though it’s clear that more could arrive at any moment.
The crew and VIP take up a 10-foot-by-10-foot area on the map and is placed as a cinematic terrain element. To keep the encounter simple, it’s assumed the surviving crew spend their actions protecting Speaks Forgotten Words and firing their weapons against approaching threats off the map. The squares remain impassable terrain for you, though the group moves up to 20 feet at initiative count 0 if you direct them to.
Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can’t take move actions to move its speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.
Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; … Magical flight and methods of flight that provide their own thrust, such as jump jets, are not affected.
Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.
Unless otherwise specified, (armor) boots include a functionality that can anchor your feet to a solid surface in a zero-gravity environment, allowing you to orient yourself or return to normal footing when needed.
Vacuum: Sound doesn’t travel in a vacuum (Sonic weapons do not work.)

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Team 1 West
Red Crusader: 1d20 + 6 ⇒ (18) + 6 = 24
Orange Crusader: 1d20 + 6 ⇒ (13) + 6 = 19
Brown Commander: 1d20 + 4 ⇒ (20) + 4 = 24
Team 2 East
Blue Crusader: 1d20 + 6 ⇒ (11) + 6 = 17
Yellow Crusader: 1d20 + 6 ⇒ (18) + 6 = 24
Green Commander: 1d20 + 4 ⇒ (13) + 4 = 17
Azzirm: 1d20 + 5 ⇒ (4) + 5 = 9
Back’Up: 1d20 + 3 ⇒ (1) + 3 = 4
Carlos: 1d20 + 5 ⇒ (2) + 5 = 7
Ceolor: 1d20 + 5 ⇒ (19) + 5 = 24
Croaker: 1d20 + 5 ⇒ (9) + 5 = 14
Roquefort: 1d20 + 13 ⇒ (10) + 13 = 23
Moving Yellow’s roll to Team 1, and Orange’s roll to Team 2. I realize that Red and Orange beat Ceolor but the Commander didn’t by virtue of their bonuses, but I’m grouping them together for simplicity.
======================================
The western team’s Commander says something to his two troops, then pushes off the hull straight towards the fleeing Starfinders. His troopers both cast spells that all the mystics easily recognize as supercharge weapon.
Captain Yuluzak sees where you’ve emerged, and calls out over the comms to get out to the end of the forward wing. He’ll pick you up there (where the piece of a ladder appears to be).
Round 1
Ceolor and Roquefort may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader
Orange Crusader
Brown Commander
Ceolor ( -9 SP NL)
Roquefort (-9 SP NL)
Team 2 East:
Blue Crusader
Yellow Crusader
Green Commander
Croaker ( -9 SP NL)
Azzirm
Carlos ( -9 SP NL)
Back’Up ( -9 SP NL)
The Black bordered group is Impassable Terrain, and will only move on Initiative Count 0 if someone tells them to.

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Color brings a visor over his head from the back of his neck and fits it over his eyes as a small forcefield of energy forms a bubble around his head. He pushes out into the airless void, angling himself to stay parallel to the wing and then activating his magnetic boots with a wrist movement and reoirienting himself.
As he spots the encroaching jinsul he gives a frown as a red light forms in his eyes. "Right we need to move to the end of the wing. But for the moment, let's wait and see what the jinsul will do first."
He keeps his feet planted and raises a hand grabbing the floating glass ball showing the depths of space that almost disappears against the oopen space. He flicks the weapon out with a quick movement and funnels heat from his eyes into the weapon, before taking aim at the green coomander of jinsul team 2.
With an obscenity in jinsul about the progenitors of the commander, he fires a shot.
Solar Flare, Heat drain: 1d20 + 13 ⇒ (5) + 13 = 18
Plasma Sheath, Photon, Fire damage: 2d4 + 1d4 + 12 ⇒ (2, 3) + (3) + 12 = 20

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Roquefort moves forward, propelled by jumpjets, he pauses on the wing before he multiplies!
Holographic Clone
Images = 1d4 ⇒ 2

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Ceolor fires at the Commander to the east, but the shot just misses. As soon as he fires, though, he remembers that in their earlier fight with a jinsul solarian Commander, it seemed able to resist some of the fire damage dealt to it.
Roquefort heads for the winglet, hoping that the Honorbound will be able to get into position soon. Joyozalva seesm to be very close, but jinsul fighters keep attacking, preventing her from settling into a stable enough spot for a transit to their exterior.
GM thing: 2d3 ⇒ (3, 2) = 5
Team 2’s commander also takes a moment to give its Crusaders their orders. It watches its collegue on Team 1 push off the wall and Ceolor could swear it was laughing. Instead of pushing off, instead it uses the abundant handholds to skitter along the wall, forming its solar mote into a wicked barbed blade very similar in appearance to a jinsul leg blade.
Taps the DC 20 Acrobatics check with a +19 modifier.
Less certain of their ability to safely move and not go drifting off into the void, the jinsul Crusaders of Fire Team 2 instead cast spells. Again, the mystics among the team instantly recognize them as reflecting armor.
Round 1
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (supercharged)
Orange Crusader (supercharged)
Brown Commander
Ceolor ( -9 SP NL)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader (Reflecting armor)
Yellow Crusader (Reflecting armor)
Green Commander
Croaker ( -9 SP NL)
Azzirm
Carlos ( -9 SP NL)
Back’Up ( -9 SP NL)
The Black bordered group is Impassable Terrain, and will only move on Initiative Count 0 if someone tells them to.

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Already familiar to you (but absolutely unfamiliar for dying enemies, because every time they are new enemies!) Carlos is enveloped in darkness and from this darkness a terrible voice begins to broadcast cosmic truths about pain as the end point of the universe and each individual being.
Move action - Shadow Shroud (Concealment 20%), Standard - Confusion vs Orange, Red and Brown. Yep, it's a 15-ft.-radius burst, so to my joy, I can try to hurt all three of them. DC 22 Will please.

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Croaker looks at the crusaders "Let me try once more."
Croaker spread his wings and move his hands then he tries to strips magic from the jinsonl
Dispel Magic@red supercharge: 1d20 + 8 ⇒ (13) + 8 = 21 Dispel Magic range 120 DC 11+ spell level

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Azzirm quickly overcharges the shoulder mounted cannon, and fires at the green jinsul leader.
Desperation Cannon, RageBringer (EAC): 1d20 + 11 ⇒ (10) + 11 = 21
Damage (Electrical and Fire): 1d12 + 1d6 + 8 ⇒ (8) + (2) + 8 = 18
Athletics to use armor's climbing speed (so get +8 to athletics to climb on a roll if needed): 1d20 + 14 + 8 ⇒ (8) + 14 + 8 = 30
Azzirm uses his power armors climbing ability to move to start to form a wall to the east to stop the advancing jinsuls. Interposing his armored form to the one he just shot.
"Somebody who has better rapport with the VIPS should be making certain they stay away from the jinsuls"
Standard action Overcharge and fire the cannon
Move action, move 15 ft (using climbing pads on armor)

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Back'Up wakes up from short catarsis dream and immidiately realizes they are surrounded.
He does not disrupt shadow, so he moves further from Carlos geting around the closer jinsul. Shamans body onve again takes shape of Starlight Form which might help to negate provoked opportunity attack.

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The voice from the darkness whispers visions of shadow creatures from the jinsuls’ deepest nightmares.
Carlos CL vs Commander SR 18: 1d20 + 10 ⇒ (18) + 10 = 28
Normally I’d allow you to make your own CL checks vs SR, but they were up next and I wanted to keep things moving. Going forward, the Crusader’s all have SR 10, and the Commanders have SR 18. Carlos auto makes CL checks vs the Crusaders, so he doesn’t have to roll those. Except for that, please roll CL checks for any spell targeting any jinsul if the spell specifies that SR Applies.
Commander Will Save: 1d20 + 10 ⇒ (17) + 10 = 27
Mysticism vs Carlos, DC 24: 1d20 + 14 ⇒ (14) + 14 = 28
Red Will Save: 1d20 + 6 ⇒ (4) + 6 = 10
Orange Will Save: 1d20 + 6 ⇒ (13) + 6 = 19
Carlos watches the Commander shrug off the visions of terror, but then it tries to redirect some of it back at the shadowed halfling, succeeding and making the scary halfling just a little bit scared himself. (Shaken until the end of your next turn)
The Crusaders aren’t so lucky, and they 2d100 ⇒ (38, 40) = 78 both stand there babbling about their mommies.
@Croaker: Since the one you targeted is confused, and since you know that supercharge weapon fizzles if not used by the end of its next turn, you can either keep your action as is (to no real effect), redirect the dispel against one of Team 2’s reflecting armor spells, or change your actions entirely. I’ll point out that there’s a jinsul Commander heading straight towards to in free fall, though.
Azzirm “fires” up his cannon and hits the nearby jinsul Commander in the torso with a solid shot. Too bad that these guys resist fire damage, but it’s still a solid hit. He then easily crawls along the ship’s hull, the powered armor talons gripping the many handholds (No more movement rolls needed from you due to having a climb speed per Discussion posts.)
Back’Up calls forth the light of the stars as he moves into flanking with Azzirm. The jinsul, lashes out with a leg blade, and then appears to … giggle?
Leg Blade vs KAC: 1d20 + 18 ⇒ (10) + 18 = 28
Miss anyway
Team 1’s Commander looks back in disgust at his weak-willed subordinates. Ceolor hears it utter a string of jinsul curses, half aimed at its own teammates, and the other half aimed at the Starfinders. As the Commander continues to float straight towards Croaker, it draws a pistol and fires at N to S: 1d3 ⇒ 3.
Pistol vs Carlos EAC: 1d20 + 15 ⇒ (5) + 15 = 20
Miss anyway
Ceolor also notes that the Photonic energies surrounding both Solarian Commanders are getting very, very strong. They’ll likely be fully attuned within mere seconds.
Round 2
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (Confused)
Brown Commander (free fall)
Ceolor ( -9 SP NL)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader (Reflecting armor)
Yellow Crusader (Reflecting armor)
Green Commander (-13)
Croaker ( -9 SP NL, action retcon if desired)
Azzirm
Carlos ( -9 SP NL, shadow shroud, shaken)
Back’Up ( -9 SP NL, starlighting)
The Black bordered group is Impassable Terrain, and will only move on Initiative Count 0 if someone tells them to.

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Roquefort takes a shot!
vs Blue
Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (1) + 13 = 14 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (4, 3) + 4 + (7, 7, 7, 8, 2) = 42
+Bleeding Shot = 9 Bleed.
Eww nope

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Ceolor recognizes that the enemies are likely to explode in supernovas of their own very shortly and decides to try a tactic to keep them away from the VIP and hei guard.
He first takes a shot at the free falling commander.
Solar Flare, Heat drain: 1d20 + 13 ⇒ (13) + 13 = 26
Plasma Sheath, Photon, Fire damage: 2d4 + 1d4 + 12 ⇒ (2, 3) + (2) + 12 = 19
He then releases the weapon and bends over taking a sprinters stance before releasing the magnets on his boots and 'racing' ahead with his hands, as he does he leaves a trail of flames behind him as he goes.
"If you want to go super nova, you'll have to brave the fires first!"
2d6 fire damage to anyone who moves through the flames and they catch fire (1d6)

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Croaker dismisses the spell that one of the jinsuls had cast and it screeches in fury. Seeing an opening, Roquefort fires at the same one. Just as he does the ship lurches from an internal explosion and throws his aim off.
Ceolor fires at the approaching Commander and hits, then scrambles across the hull leaving a trail of fire in his wake. He realizes as he does so that these jinsul Commanders, Solarians though they are, are also protected against flames and fire.
Blue and Yellow confer and decide to focus fire on N to S: 1d3 ⇒ 1 Back’Up as his brightly glowing form leads them to think that maybe he’s a solarian, too.
Pistol vs Back’Up EAC: 1d20 + 12 ⇒ (13) + 12 = 25
Miss Chance, low misses: 1d100 ⇒ 59
Damage, C: 1d6 + 5 ⇒ (6) + 5 = 11
Pistol vs Back’Up EAC: 1d20 + 12 ⇒ (17) + 12 = 29
Miss Chance, low misses: 1d100 ⇒ 36
Damage, C: 1d6 + 5 ⇒ (4) + 5 = 9
Both shots hit even through the haze of the glowing star light.
Meanwhile their Commander finds itself surrounded by the same glowing light.
Fort Save DC 20: 1d20 + 9 ⇒ (13) + 9 = 22
It blinks rapidly against the pulsing brightness and then wreathes its legs and mandibles in bright orange flames. Ceolor glances over and recognizes this as a plasma sheath revelation, then realizes in horror that the Commander is about to go Nova! A flash like a miniture sun goes off, engulfing Back’Up and Azzirm in flames.
Fire, Reflex DC 15 for Half: 7d6 ⇒ (2, 2, 4, 3, 3, 3, 4) = 21
Round 2
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (Confused)
Brown Commander (-14, free fall)
Ceolor ( -9 SP NL)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader
Yellow Crusader (Reflecting armor)
Green Commander (-13)
Croaker ( -9 SP NL)
Azzirm (Pending Reflex save)
Carlos ( -9 SP NL, shadow shroud, shaken)
Back’Up ( -29 SP, starlighting, Pending Reflex save)
The Black bordered group is Impassable Terrain, and will only move on Initiative Count 0 if someone tells them to.

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Carlos will become invisible and quietly move away along the wing of the starship away from the enemy scaring him so much, pulling out his sniper rifle on the move.
(Shadow Weaver - invis; move - move)

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"Why am I surrounded with flames?" Croaker yells wondering how does vacuum sustain fire. His education clearly was subpar.
He turn towards the commander and strikes them with his mind
Mind thrust, lvl 3: 7d10 ⇒ (9, 4, 4, 4, 8, 8, 2) = 39 Will save DC19 for half

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Reflex DC 15 save: 1d20 + 10 ⇒ (6) + 10 = 16
So...half is 10 damage, -5 for Resist fire 5...5 Pts.
The fire washes over Azzirm, but their armor deflects most of it.
"That all you have in you Daddy-Long-legs....", Azzirm says, hoping that it understands common....
Power Armor Punch: 1d20 + 11 ⇒ (16) + 11 = 27 Should be flanked....not added in
Damage (Bludgeoning): 1d10 + 12 ⇒ (3) + 12 = 15
And Azzirm directs the armor to put up its defense against the green banded jinsul. So +1 to EAC/KAC vs its first attack
"Hey, who is going to direct the VIPS?? They need to be HUSTLING before we get over ran here...."
Just thought to remind people...we need to direct them to get them moving.

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Imma thinking we wait til the other one goes supernovae before moving them into a line of fire.

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Back'Up is shining perhaps making the closest jinsul Blind DC 20 Fort .
Speelcaster Aegis bash down green jinsu commander as a sunstrike.
KAC attack with Living Staff: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
dmg bld: 1d6 + 12 ⇒ (1) + 12 = 13

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Carlos disappears from view and scurries like a spider across the wing out of the fray. Once clear, he no longer feels threatened and gets back into his scary, grim mode. (Shaken has worn off)
Croaker seems confused by the flames of a sun being manifested in space by solarian magic. But that doesn’t stop him from using his own magic to blast the Commander’s mind.
I’ll roll the save, but I need a CL check vs SR 18, please.
Will save: 1d20 + 10 ⇒ (6) + 10 = 16
Mysticism vs DC 23: 1d20 + 14 ⇒ (3) + 14 = 17
As the spell is cast, the Commander again tries to redirect some of that energy back at Croaker, but it seems distracted by trying to stop its freefall and fails.
Azzirm dodges most of the nova blast, and his armor shirks most of the rest. The big half-orc doresn’t seem impressed, and responds with a solid punch to the jinsul’s face. He does note that the many eyes of these space-bugs make it hard to take advantage of good tactical positioning. Sadly, Back’Up’s swing misses, but only barely. Seems that if they could be flanked, it might have been enough to hit. (They’re unflankable.)
Confusion: 2d100 ⇒ (12, 82) = 94
Orange shakes itself free of the babbling long enough to remember what’s going on. It sees Ceolor racing around and fires at the solarian
Pistol: 1d20 + 12 ⇒ (16) + 12 = 28
damage, C: 1d6 + 5 ⇒ (1) + 5 = 6
Red too shakes itself free of the babbling, and also sees a Starfinder target. And since this Starfinder is standing so close, it decides to move in and bite it!
Bite vs Orange: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d6 + 10 ⇒ (5) + 10 = 15
As it cntinues to float closer to Croaker, Team 1’s Commander simply lets go of its pistol and then grabs a jagged piece of hull at the edge of the hole, stopping itself before staring deeply into Croaker’s eyes.
Ceolor’s fire burns it, but it doesn’t seem to mind too much. Fire: 2d6 ⇒ (6, 2) = 8
Then it goes boom!
Fire, Reflex DC 15 for Half: 7d6 ⇒ (2, 3, 3, 5, 2, 6, 2) = 23
Brown’s solarian nova. Ceolor and Croaker make Reflex saves, please.
GM Thing: 2d3 ⇒ (1, 1) = 2
Round 3
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (-15, Confused)
Brown Commander (-17, Pending Croaker’s CL check, burning d6)
Ceolor ( -15 SP, Pending Reflex save)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader
Yellow Crusader (Reflecting armor)
Green Commander (-28)
Croaker ( -9 SP NL, Pending CL check for mind thrust, Pending Reflex save)
Azzirm (-5 SP)
Carlos ( -9 SP NL, shadow shroud, Invisible)
Back’Up ( -39 SP, starlighting)
The Black bordered group is Impassable Terrain, and will only move on Initiative Count 0 if someone tells them to.

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Roquefort takes ANOTHER shot!
vs Brown Commander
Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (5) + 13 = 18 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (2, 4) + 4 + (4, 1, 5, 3, 3) = 26
+Bleeding Shot = 9 Bleed.
Geez the solid rolls earlier have been replaced by duds!

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Ceolor tries to jump over the worst of the wave of plasma as he realizes that taking a more defensive posture for this fight might have been the better course of action.
Reflex save: 1d20 + 7 ⇒ (9) + 7 = 16
He times it well enough to release the magnets on his boots and then reapply them in time to not start floating away. After a moment to think he reignites his limbs and creates another blazing path but this time only moves a few feet, hoping to draw the ire of the commander as he does.
Moving and provoking an AoO from the commander, but Ceolor gets a +4 to AC from Mobility and Concealment from Blazing Orbit. Like I said built to take advantage of it!
After that he decides to let go his own explosion of heat catching only the commander in the blast.
Supernova: 7d6 + 2 ⇒ (6, 1, 5, 1, 4, 4, 2) + 2 = 25 DC 16 Reflex save
He then calls his solar flare with a snap. "Right, hopefully I've drawn the ire of the commander for the time being! Everyone on the VIP, get a move on towards the wing and out of the line of fire!"

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The sharp-shooting Detective fires at the Commander, only hitting because he tricked it into looking at Ceolor.
Ceolor takes advantage of the Detective’s shot to move in and draw the Commander’s attention. It takes the bait,
Leg Blase AoO: 1d20 + 18 ⇒ (15) + 18 = 33
Concealment, low misses: 1d100 ⇒ 62
damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22
Ignoring the concealment of the fire, it puts a nasty gash in Ceolor’s leg.
Then the Akitonian himself blows up, keeping Croaker out of the blast zone.
Reflex save: 1d20 + 9 ⇒ (5) + 9 = 14
But having focused on hitting Ceolor, it fails to dodge the opposing fireball.
The Captain of the Krieholm’s Hope acknowledges Ceolor’s instructions and issues orders to his team to start moving as soon as they can.
Blue and Yellow confer, and Yellow casts supercharge weapon while Blue continues to focus fire at Back’Up.
Pistol: 1d20 + 12 ⇒ (9) + 12 = 21
Concealment, low misses: 1d100 ⇒ 4
damage, C: 1d6 + 5 ⇒ (6) + 5 = 11
But it seems these Stormtroopers Crusaders can't hit anything. At least not yet…
Fortitude save vs Starlight DC 20: 1d20 + 9 ⇒ (1) + 9 = 10
The Green Commander was feeling pretty good. It had two enemies to attack, and its plasma sheath was calling for blood. Then suddenly the world went dark. Rather than flail about uselessly and hoping its sight will come back quickly, it hunkers down.
Round 3
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (-15, Confused)
Brown Commander (-68, Pending Croaker’s CL check, burning d6, bleed 9)
Ceolor (-48 SP)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader
Yellow Crusader (Reflecting armor, supercharge weapon)
Green Commander (-28, blind, Total Defense)
Croaker ( -9 SP NL, Pending CL check for mind thrust, Pending Reflex save)
Azzirm (-5 SP)
Carlos ( -9 SP NL, shadow shroud, Invisible)
Back’Up ( -39 SP, starlighting)
The Black bordered group is Impassable Terrain, and will move on Initiative Count 0.

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Spell resistancy, Mind Thrust, DC18: 1d20 + 8 ⇒ (3) + 8 = 11 What a
Reflex save: 1d20 + 7 ⇒ (8) + 7 = 15
Croaker pushes himself from brown Commander and begin to float towards Roquefort as he aims his rifle
Rifle@Brown commander vs EAC: 1d20 + 11 ⇒ (4) + 11 = 15
Damage, e&f: 2d8 + 8 ⇒ (5, 1) + 8 = 14
A festival of low rolls is here! Let me put my party hat on!

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Shaman, as a huge wisp flying to the right and roars so fiercfully and beautiful that 3 jinsul around attracted...
Song of the Cosmos, Will DC 19, SR roll: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

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A flash of light and Carlos comes out of invisibility, clutching a sniper rifle that literally sticks out slightly from the cloud of malevolent shadows that enveloped him.
Called Gamma Rifle: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 10 ⇒ (4) + 10 = 14 - Fire dmg vs FF EAC vs BROWN

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Azzirm sees the Jinsul hunker down, and figures that One good overcharged blast will drop him.
Desperation Cannon, RageBringer (EAC): 1d20 + 11 ⇒ (2) + 11 = 13
Damage (Electrical and Fire): 1d12 + 1d6 + 8 ⇒ (4) + (3) + 8 = 15
With that horrible shot--maybe the alignment is wrong in the operating system--he aligns the armor just right to take any attack from the Green Jinsul commander.

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Croaker dodges some of the Commander’s blast, even as he becomes aware that the magic of his mental attack simply fizzled out. He’s understandably frustrated at missing his rifle shot, too.
The Star Shaman moves away from the Commander and calls upon the song of the cosmos itself to try to incapacitate the jinsuls.
CC Will save: 1d20 + 10 ⇒ (15) + 10 = 25
Blue Will save: 1d20 + 6 ⇒ (10) + 6 = 16
Yellow Will save: 1d20 + 6 ⇒ (9) + 6 = 15
The Commander scoffs at his weak-willed underlings as it tries to redirect some of the Shaman’s magic back at him
Mysticism, DC 22: 1d20 + 14 ⇒ (8) + 14 = 22
And succeeds, shaking the kish’s confidence in his spellcasting abilities. Back’Up is shaken until the end of his next turn.
The assassin halfling shoots the other Commander, but some of the fire simply washes over and around it.
Azzirm whiffs at the blinded jinsul that really didn’t even have to try to keep from being hit.
The VIPs start moving towards Roquefort when Joyozalva suddenly comms to say that she’s in position. ”Let’s go Starfinders! Get everyone aboard. Not sure how long I can hold this position!” she calls out as a boarding bridge extends to link the two craft together.
Roquefort looks closely at the Honorbound and for the first time notices the two antipersonnel weapons that are mounted to the exterior hatch of the salvager ship: the Diplomat: a medium machine gun and the Negotiator: a salamander-class flamethrower. Both of the heavy weapons have been modified by the crew to double their standard ranges.
The Scenario states: “A PC adjacent to one of these weapons can direct its fire and attack with the weapon on his action using his ranged attack modifier.” The phrasing of “can direct its fire” makes me think that you don’t have to be proficient. I mean, you wouldn’t have to be proficient in a Starship Combat situation. Thoughts?
At Ceolor’s urging, the crew begins moving towards their rescue ship.
Orange and Red continue to fight each other, locked in a deadly dance and ignoring everyone else around them.
The Commander steps straight into Ceolor’s flames, ignoring them in a frenzy to kill someone that would defile the holy fire as it believes Ceolor has done. Burning: 1d6 ⇒ 2
Taps the Acrobatics check to move along the hull. The hole in the hull can’t be scrambled across, only flown over.
It laughs at the fire even as it burns the blood dripping from its leg where Roquefort shot it earlier. Orbit: 2d6 ⇒ (2, 3) = 5
It lashes out at Ceolor hoping to end one of the pesky Starfinders.
Leg Blade: 1d20 + 18 ⇒ (19) + 18 = 37
Concealment, low misses: 1d100 ⇒ 79
damage, S: 2d6 + 12 ⇒ (6, 6) + 12 = 24
The leg blade tears through Ceolor’s armor! The solarian isn’t looking good!
Round 4
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (Confused)
Brown Commander (-86, burning d6, bleed 9)
Ceolor (0 SP, 37/53 HP)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader (Fascinated)
Yellow Crusader (Fascinated, Reflecting armor, supercharge weapon)
Green Commander (-28, blind, Total Defense)
Croaker ( -20 SP)
Azzirm (-5 SP)
Carlos ( -9 SP NL, shadow shroud)
Back’Up ( -39 SP, starlighting, shaken)
The Black bordered group is Impassable Terrain. They can’t end their turn on top of anyone else. They move 20 feet on Initiative Count 0.

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Ceolor reignites his eyes, causing them to burn with solar fire, as he gives a snap and reforms his rifle. He raises it up, bracing for the cut that is sure to accompany his reckless move, but sure that one good shot can take the commander down with little difficulty. "I've got this one distracted, everyone get to the ship!"
He pulls a hand off his rifle for a second to drag himself back creating a source of fire as he goes.
Same Deal as before AC 29/29 and Concealment for the move
He then fires his weapon at the jinsul insulting his fighting prowess in not taking the solarion down when he had the chance! The rifle, instead of firing a laser bolt, instead extends a weak jolt of electricity that arcs to the jinsul and once connected, seems to draw energy off the creature, visible pulses of heat traveling back to Ceolor's weapon.
Solar Flare, Heat drain: 1d20 + 13 ⇒ (7) + 13 = 20
Photon Aligned, d4+9 Cold, d4 Electric damage: 2d4 + 9 + 1d4 ⇒ (4, 2) + 9 + (4) = 19

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The Commander certainly takes the opportunity to slash once more at the heretic solarian
Leg Blade: 1d20 + 18 ⇒ (6) + 18 = 24
Concealment, low misses: 1d100 ⇒ 72
damage, S: 2d6 + 12 ⇒ (3, 2) + 12 = 17
But misses even as the blast of frigid energy slams it in the face. Its grip on the hull plating releases in death, and its body begins drifting off into the void.
Round 4
Roquefort may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (Confused)
Ceolor (0 SP, 37/53 HP)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader (Fascinated)
Yellow Crusader (Fascinated, Reflecting armor, supercharge weapon)
Green Commander (-28, blind, Total Defense)
Croaker ( -20 SP)
Azzirm (-5 SP)
Carlos ( -9 SP NL, shadow shroud)
Back’Up ( -39 SP, starlighting, shaken)
The Black bordered group is Impassable Terrain. They can’t end their turn on top of anyone else. They move 20 feet on Initiative Count 0.

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"Surely this time..."
vs Green commander
Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (2) + 13 = 15 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (3, 4) + 4 + (5, 4, 3, 6, 1) = 30
+Bleeding Shot = 9 Bleed.
Or not!

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The Detective misses yet again. The Commander shakes its head to clear its eyes of the starlight now that Back’Up has moved away. It seems angry, and what do you know, there’s a target right in front of it! It takes a moment to wrap its weapon in the blazing fire of the sun (more fire in a vacuum!) and attacks Azzirm
Solar blade vs KAC: 1d20 + 18 ⇒ (15) + 18 = 33
damage, F: 2d6 + 12 + 3 ⇒ (5, 6) + 12 + 3 = 26
The blade slices right through the powered armor which thankfully at least deflects some of the flames.
Its minions to the east of Back’Up remain where they are, fascinated by the pretty stars.
Round 4
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (Confused)
Ceolor (0 SP, 37/53 HP)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader (Fascinated)
Yellow Crusader (Fascinated, Reflecting armor)
Green Commander (-28)
Croaker ( -20 SP)
Azzirm (-26 SP)
Carlos ( -9 SP NL, shadow shroud)
Back’Up ( -39 SP, starlighting, shaken)
The Black bordered group is Impassable Terrain. They can’t end their turn on top of anyone else. They move 20 feet on Initiative Count 0.

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Backup roaring Song of the Cosmos another round with trembling voice, signaling civilians to move. He hopes to attract more attention from jinsuls...