GM Nomadical's Data Purge (Inactive)

Game Master Nomadical

Maps, slides, and handouts 


51 to 100 of 238 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Fort 1d20 + 4 ⇒ (17) + 4 = 21

Roquefort shakes it off to stay in the game, and snaps off a shot in reply.

Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (12) + 13 = 25 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (1, 4) + 4 + (2, 6, 1, 8, 1) = 27
+Bleeding Shot = 9 Bleed.

Uncanny shooter - can shoot in melee without triggering AoO if it is relevant!

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Honestly....the whole What DC is it for what makes no sense...it goes from DC24 to not have weapon pulled, then Backup and Azara having a DC 34 and 36?? Ehh....I will roll and let you decide. But a DC 36 is crazy high!

Athletics because Shenanigans ;-), with the -2 for Being in Power armor added in the roll: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28

Also....only one weapon is in my hand....the utility welder...all others are mounted on the armor, or is a punch.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Athletics: 1d20 + 13 ⇒ (5) + 13 = 18

Azara is ready to slash at the oversized mouse again when there is a faint hum that nonetheless cuts through the sounds of battle.

Before he knows what's happening, the familiar bonds of gravity are overcome and he finds himself floating up, faster and faster until he slams into the magnet above.

He releases his stellar mote and it comes to float between his antennae again, such ineffable energy unconcerned by such crude forms of energy as magnetism.

He reaches for his pistol but then thinks better of it and instead just focuses on the energy flowing into him.

Photon Attuned 2

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Athletics: 1d20 + 1 ⇒ (4) + 1 = 5

I think for Powered armor DC is 29+2-5=26

The magnet field surely distabilise Spellcaster Aegis. Back'Up goes to flying although he was not ready for this. If it is possible Shaman become Starlight , forming not only light but more ontrolled way to fly.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Carlos wraps himself in a cloud of darkness, after which he shoots again (blue).

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (10) + 14 = 243d10 + 12 ⇒ (2, 1, 10) + 12 = 25 - Slashing dmg vs EAC | Force effect

Shadow Shroud (Su):
As a move action, you can spend 1 Resolve Point to shroud yourself in dim light for 1 minute. Darkvision provides no benefit against this gloom, and nonmagical light can’t change this light level. Magical light can change this light level only if from a source with a CR or level higher than yours. You can dismiss this dim light as a move action, and it ends automatically if you lose consciousness.

Grand Lodge

Enough is Enough slides

Roquefort’s enhanced immune system flushes out the ratspawn poison, and he shoots his new-found cousin in the face, leaving a bleeding gash above the ratspawn’s right eye. It retaliates right back with another poisoned spitball

Poison spit: 1d20 + 20 ⇒ (8) + 20 = 28
Damage, A: 3d6 + 9 ⇒ (1, 3, 6) + 9 = 19
This is the Blue ratspawn’s attack that got skipped.

The spit glob just barely hits the Detective, exposing him to another dose of burning, acidic poison.
Another DC 17 Fort save, please.

Compucast reaches the control computer and starts trying to get it booted up, but he gets distracted looking over his shoulder to make sure the nearby rat doesn’t come after him. He can tell that it’ll take about a minute to boot this industrial control unit. However, he’s confident that with luck on his side, he can force a quick boot into a limited function shell. That won’t allow him full access, but he’ll have a small modicum of control of the magnet at that point. A better roll than a 2 on a Computers check would likely succeed.

Azzirm’s welder gets pulled from his grasp and flies up to the magnet, but he manages to keep his footing on the pile of garbage.

Azara feels himself lifted from his feet and stuck to the magnet, hanging uselessly above the fray. He doesn’t have long to consider his options before moments later he’s joined by Back’Up.

@Back’Up: Flying wouldn’t help mechanically at this point, but you could have it going for when or if you get released from the magnet’s grasp. However, wouldn’t that mean that Azara (who is also currently stuck to the magnet) would need to make checks or be blinded?

Round 2
Roquefort may act!
Map: Garbage+ROUS’=Ewwwww!

Active Conditions: Haste
Environmental Conditions: Difficult Terrain on the garbage, Magnet Pulling!

Red Ratspawn (-43, Slowed)
Roquefort (-44 SP, Pending another DC 17 Fort save vs Poison)

Blue Ratspawn (slowed, Bleed 9, -61)

Back’Up (Stuck to magnet)
Azara (Stuck to magnet)
Azzirm (-14 SP)
Carlos (shadow shroud)
Compucast
The Magnet

Clambering down from the top of the mound to the floor of the room is simply double distance (difficult terrain.)

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Fort 1d20 + 4 ⇒ (5) + 4 = 9
"I don't feel so good...!"

Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (15) + 13 = 28 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (2, 2) + 4 + (3, 4, 3, 8, 6) = 32
+Bleeding Shot = 9 Bleed.

"Get off me you freak!"

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Seeing his welder go up to the magnet Azzirm sighs quietly....hoping that once it comes back down that he can find it in this pile of trash. But the magnets field isn't powerful enough to get ahold of his armor...or maybe the field was more pointed towards Backup....as he sees their armor get snatched up by the field.

Quietly to himself, "I wonder if there is any way to make my armor completely non-magnetic."....then he sees pieces of carbon polymers and other obviously non-magnetic items get picked up "....Nevermind...."

Seeing that the obviously ROUS are not affected...he decides to see if he can feed the one next to him a knuckle sandwich... and put his armor into a more advantageous setting vs this creature.

Power Armor Punch (KAC): 1d20 + 12 ⇒ (14) + 12 = 26
Damage (Bludgeoning): 1d10 + 13 ⇒ (9) + 13 = 22

+2 shield bonus to AC for the next attack from this Red collared rat

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Feeling that magic interferience is not so overwhelming, Back'ups bravery returns and Force glows trough all 3 eyes to create respectively 3 Magic Missles to burn away blue retspawn

fullround Magic Missles: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8

Grand Lodge

Enough is Enough slides

Azzirm finds that he don’t need no stinkin’ welder to get the job done and bashes the nearby rat in the face, then configures his armor to provide a bit more protection.

Even hanging ingloriously from a magnet, Back’Up can still cast spells and sends a trio of missiles into the farther rat.

Back’Up and Azara: As a standard action, you can attempt a DC 29 Athletics check to wrest yourself or an item within reach away from the magnet, dropping to the floor below. The same -2 penalty for heavy or powered armor applies.

The magnet moves again, stopping over the southeastern garbage pile. It sends out a pulse of energy once more, tugging at Azzirm’s armor.

@Azzirm: Normally I wouldn’t roll a check or save for you, but I kind of needed to know if you were still in the space or not to know what Red would do. Since you’ve already lost your weapon you’re only trying to not fail by 5 or more to resist being pulled up to join the others.

Azzirm Athletics check, powered armor: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26

Azzirm resists the pull of the magnet from the far pile. So with its target still standing in front of it, Red tries to bite the big man again
Bite: 1d20 + 23 ⇒ (2) + 23 = 25
But misses!

Blue’s poison overcomes poor Roquefort’s immune system, but that doesn’t stop the Detective from shooting at his disgusting cousin.

@Roquefort, since Bleed doesn’t stack and you already Bleeded Blue, do you want to apply a different Debilitating Trick?

Sensing that its prey has been weakened by the poison, the Blue ratspawn moves in for the kill, a trail of blood dripping onto the floor in its wake. But it can’t do anything more than close on Roquefort, thanks to Back’Up’s magic that slowed it down.

Round 3
Bold may act!
Map: Garbage+ROUS’=Ewwwww!

Active Conditions: Haste
Environmental Conditions: Difficult Terrain on the garbage, Magnet Pulling!

Red Ratspawn (-65, Slowed)
Roquefort (-44 SP, Weakened on Charisma track, DC 17 Fort save each round to halt progression)

Blue Ratspawn (slowed, Bleed 9, -110)

Back’Up (Stuck to magnet)
Azara (Stuck to magnet)
Azzirm (-14 SP)
Carlos (shadow shroud)
Compucast

The Magnet

Clambering down from the top of the mound to the floor of the room is simply double distance (difficult terrain.)

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Good point, Off Target (-2 to attack rolls) would probably be the go!

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

"Release... release..RELEASE!" chants the mighty vesk as he taps away at the keyboard.

computers: 1d20 + 24 ⇒ (12) + 24 = 36

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Even though this tech thing disables shaman, his magic remains. And he surely has backup plan, but prefer to contemplate and wait.

If he gonna fall - it would be perfect to bash down anu Lau Shu Po

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm digs the feet of the power armor into the trash some more, hopefully finding a metal rebar or something to hook the toe under.

Athletics: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32

With that...he decides to pile drive both fists into the rat.

Power Armor Punch (KAC) Full Attack: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
Damage (Bludgeoning): 1d10 + 13 ⇒ (7) + 13 = 20
Power Armor Punch (KAC) Full Attack: 1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 23
Damage (Bludgeoning): 1d10 + 13 ⇒ (1) + 13 = 14

Just FYI...I do have coordinated shot, so as long as I don't give it any cover bonus, you get a +1 to hit the creature I threaten.

Grand Lodge

Enough is Enough slides

Compucast gets access to the magnet’s control subroutine, causing it to release Azara and Back’Up! The two Starfinders - along with Azzirm’s welder - fall awkwardly atop the southwestern pile of trash. The Vesk can tell that he has two options for controlling the magnet. He can reverse the magnet’s direction of travel, or he can briefly depower it for a short time. Once the system completes its 1-minute boot sequence, he’ll then be able to lower the ladder that they need to leave this room.

Compucast:

A DC 33 Computers check will disable the magnet’s power for 1 round causing it to release anything held at the time and to not move and not pulse that round. Alternatively, a DC 28 check would allow you to reverse the route.

No check will be required to lower the ladder, it only requires waiting for the full 1-minute boot up.
=====================

Meanwhile, Azzirm tries punching his rodent nemesis, but misses both times.

Round 3
Bold may act!
Map: Garbage+ROUS’=Ewwwww!

Active Conditions: Haste
Environmental Conditions: Difficult Terrain on the garbage

Red Ratspawn (-65, Slowed)
Roquefort (-44 SP, Weakened on Charisma track, DC 17 Fort save each round to halt progression)

Blue Ratspawn (slowed, Bleed 9, -110, off-target)

Back’Up
Azara

Azzirm (-14 SP)
Carlos (shadow shroud)
Compucast
The Magnet (Deactivated for this round)

Clambering down from the top of the mound to the floor of the room is simply double distance (difficult terrain.)

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast continues to tap away, depowering the magnet for a while.

Any idea about how long?

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Buck'up sends bow to Compucast and moves out from pile unleashing Battlestaff to gain reach and finish off foes quicker

Full round move

Grand Lodge

Enough is Enough slides
Compucast wrote:

Compucast continues to tap away, depowering the magnet for a while.

Any idea about how long?

A check (see the Compucast spoiler above for the options and details) affects the magnet for 1 round.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Azara gets to his feet but this place is too tight for him to release the photonic energy he's built up without damaging his allies as well.

For the moment, he simply fires his pistol at the closest rat thing (blue.)

Corona Laser Pistol: 1d20 + 11 ⇒ (1) + 11 = 12
Fire Damage (Burn Crit): 2d4 + 4 ⇒ (3, 3) + 4 = 10

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Carlos takes another shot at the strange rat mutant (blue).

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (14) + 14 = 283d10 + 12 ⇒ (8, 3, 10) + 12 = 33 - Slashing dmg vs EAC | Force effect

Grand Lodge

1 person marked this as a favorite.
Enough is Enough slides

Back’Up moves down the garbage pile into a fine tactical position - assuming the rats don’t notice him!

Azara fires at the rat at the bottom of the pile - no, not Roquefort, the ratspawn - but he might as well have been aiming for his ysoki ally with that shot. Carlos, however, aims a bit better than the warrior-poet and tears a chunk of flesh from the ratspawn’s leg. The Blue ratspawn - burned, slashed and bleeding - looks at the nearby piles of garbage as if considering how to escape.

The magnet obeys the last command that Compucast sent it, remaining in place and not picking up any Starfinders recyclables.

Red wishes it could eat more of that tasty half-orc meat and tries again to bite Azzirm
bite KAC: 1d20 + 23 ⇒ (3) + 23 = 26
But misses, his bite deflected by the impressive power armor.

Round 4
Roquefort may act!
Map: Garbage+ROUS’=Ewwwww!

Active Conditions: Haste
Environmental Conditions: Difficult Terrain on the garbage

Red Ratspawn (-65, Slowed)

Roquefort (-44 SP, Weakened on Charisma track, DC 17 Fort save each round to halt progression)

Blue Ratspawn (slowed, Bleed 9, -143, off-target)

Back’Up
Azara
Azzirm (-14 SP)
Carlos (shadow shroud)
Compucast
The Magnet

Clambering down from the top of the mound to the floor of the room is simply double distance (difficult terrain.)

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Fort 1d20 + 4 ⇒ (10) + 4 = 14

"Urgh"

Roquefort draws a single-use injector from his Starfinder pack and jabs himself.

Antitoxin for a +4 bonus to Fort saves

Grand Lodge

Enough is Enough slides

Roquefort’s not looking good, so he tries to suppress the poison.

Blue’s looking a lot worse (if you can believe that), and darts into the southern pile of scrap, burrowing away to lick its wounds.

Provokes from Back’Up, and would also from Roquefort if he has a melee attack available, but I don’t think he does.

Round 4
Bold may act!
Map: Garbage+ROUS’=Ewwwww!

Active Conditions: Haste
Environmental Conditions: Difficult Terrain on the garbage

Red Ratspawn (-65, Slowed)

Roquefort (-44 SP, Impaired on Charisma track, DC 17 Fort save each round to halt progression)

Blue Ratspawn (slowed, Bleed 9, -152)

Back’Up (AoO on Blue)
Azara
Azzirm (-14 SP)
Carlos (shadow shroud)
Compucast

The Magnet

Clambering down from the top of the mound to the floor of the room is simply double distance (difficult terrain.)

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

With one of the ratspawn out of the way, the battlefield clears out and gives Azara room to maneuver. He dashes across the junkyard to get enough space from his allies and releases his pent up photonic energy in a single supernova of heat that engulfs the red ratspawn.

Supernova (DC18 Refl for Half Fire Damage): 10d6 + 2 ⇒ (5, 4, 1, 4, 2, 2, 5, 3, 2, 5) + 2 = 35

He laments for a moment as his connection to the universe is abruptly severed and the stars are silent.

Not Attuned.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm is starting to get irritated...and while his orc blood has been diluted by Azlanti blood....he still feels that throbbing in his temple..... and throws a couple of haymakers.

Power Armor Punch (KAC) Full Attack: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Damage (Bludgeoning): 1d10 + 13 ⇒ (5) + 13 = 18
Power Armor Punch (KAC) Full Attack: 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 17
Damage (Bludgeoning): 1d10 + 13 ⇒ (10) + 13 = 23

Growling slightly, he just moves back...maybe allowing this rat to flee....thinking maybe his new armor is just not calibrated right.....

Full attack, full action. + Since we still have haste, going to do a move backward 5 ft (so a 10 ft move with difficult terrain).

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

The shadow in which Carlos is hiding slips past Roquefort and takes a shot...

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (4) + 14 = 183d10 + 12 ⇒ (4, 5, 5) + 12 = 26 - Slashing dmg vs EAC | Force effect

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

AoO attack: 1d20 + 11 ⇒ (20) + 11 = 31
dmg, bld: 1d6 + 14 ⇒ (4) + 14 = 18

Back'Up decides to use Living Staff once he unleash it and after once ratspawn down (likely from his opportunity bash) - throw kinetic energy into next combo swing to bash another

AoO attack (+Block): 1d20 + 11 ⇒ (12) + 11 = 23
dmg, bld: 1d6 + 14 ⇒ (4) + 14 = 18

Grand Lodge

Enough is Enough slides

Back’Up catches the ratspawn in the back of the head, crushing its skull. It face-plants into the southern pile, twitches once, and expires with a blast of flatulence.

@Back’Up: I presume that the second attack isn’t actually an AO, but is your action for the turn, yes?

Azara finally gets to release the pent up fire of the sun he’d been holding in
Reflex Save: 1d20 + 14 ⇒ (13) + 14 = 27
The ratspawn ducks out of the blast just a little, but there’s still a stench of burned mutant rat fur wafting through the garbage pit.

Azzirm swings twice, and misses twice, then backs away.

Like Azzirm, however, both Carlos and Back’Up also miss.

Botting Computers for Compucast: 1d20 + 24 ⇒ (19) + 24 = 43

Compucast keeps the magnet dormant for another round as the primary system continues its slow boot process.

The remaining ratspawn looks at the three meals Starfinders surrounding it and chooses Clockwise from Azzirm: 1d3 ⇒ 2

Poison spit, vs EAC: 1d20 + 20 ⇒ (1) + 20 = 21
Nat 1 for the GM!
The glob of poisoned spittle whizzes past Back’Up’s armored faceplate and splats into the garbage pile beyond, sizzling a little as it lands.

Round 5
Everyone may act!
Map: Garbage+ROUS’=Ewwwww!

Active Conditions: Haste
Environmental Conditions: Difficult Terrain on the garbage

Red Ratspawn (-82, Slowed)

Roquefort (-44 SP, Impaired on Charisma track, DC 17 Fort save each round to halt progression, antitoxin)

Back’Up
Azara
Azzirm (-14 SP)
Carlos (shadow shroud)
Compucast

The Magnet

Clambering down from the top of the mound to the floor of the room is simply double distance (difficult terrain.)

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Carlos takes another shot and immediately retreats behind the massive Back’Up armor.

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (16) + 14 = 303d10 + 12 ⇒ (6, 7, 7) + 12 = 32 - Slashing dmg vs EAC | Force effect

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Fort 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28

Roquefort breathes a sigh as the creeping fog slows to a halt.

Trick attack vs red.
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (6) + 13 = 19 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (1, 4) + 4 + (2, 8, 6, 7, 2) = 34
+Bleeding Shot = 9 Bleed.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Well, I guess we should have expected you to be tough," Azara says as the red rat remains.

He steps up to hit and slashes at it twice with his weapon even as he starts to gather photonic energy again.

Solar Weapon (Flashing Blades): 1d20 + 12 - 3 ⇒ (10) + 12 - 3 = 19
Slashing: 3d6 + 1d6 + 16 ⇒ (3, 4, 1) + (1) + 16 = 25

Solar Weapon (Flashing Blades): 1d20 + 12 - 3 ⇒ (16) + 12 - 3 = 25
Slashing: 3d6 + 1d6 + 16 ⇒ (2, 2, 2) + (2) + 16 = 24

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Having a little room away from the ROUS....Azzirm lines up the Desperation Cannon...and hopes maybe he at least got the telemetry right on this... and flips on the overcharge....

Desperation Cannon, RageBringer (EAC): 1d20 + 13 ⇒ (20) + 13 = 33
Damage (E&F): 1d12 + 9 + 1d6 ⇒ (12) + 9 + (5) = 26
Critical Damage (E&F): 1d12 + 9 + 1d6 ⇒ (6) + 9 + (4) = 19

23 Electrical and 22 Fire...finally damage!
Plus

Nuisance:
This weapon delivers targeted pops of sound and strobes of light. If you score a critical hit against a target with this weapon, the target is affected as though hit with harrying fire.
Bright:
Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
If it does anything to you....Sorry Carlos....

Seeing the attack hit his target, he smiles.....apparently the telemetry on the shoulder mounted gun is fine......

Standard action Overcharge/fire. Move action, align to the ROUS if it attacks me (so +2 to AC)

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Seeing the rest of the team laying out significant damage, Compucast continues to focus on keeping the magnet from causing problems for the team.

"This may take a bit longer than I hoped..." he thinks to them all.

computers: 1d20 + 24 ⇒ (12) + 24 = 36

Grand Lodge

Enough is Enough slides

Carlos snipes at the remaining ratspawn, putting a round right through its shoulder.

Roquefort finally overcomes the poison, but it’s taken a toll on his little body, so his shot goes wide.

Azara’s first attack misses, but he quickly finds his groove. His second attack tears through the same wound that Carlos just inflicted.

Then the big gun goes off! Azzirm’s desperation cannon obliterates the ratspawn’s head. It falls to the floor in a bloody, headless heap.

COMBAT OVER!

Compucast is able to stop the magnet from activating again until the system finishes booting. At which point, he easily commands the ladder to extend from the southwestern drop tube allowing the Starfinders to escape back into the waste tunnels.

As you wait, a search of the waste piles reveals a few items of value that the magnet hadn’t been able to retrieve. These include an ultracold hailcannon, a ferromagnetic storm hammer, three mk 3 serums of healing, a credstick containing 5,000 credits, and dozens of waste canisters containing a total of 8,000 salvageable UPBs.

Status:
Roquefort: -44 SP, Impaired on Charisma track. Because the creatures had synthesized ungol dust (CRB p. 419), “At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.”
Azzirm 14 SP

Rest? Move on? Dance a jig?

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Ok - still takes a nights rest to recover back one step, but just can't get that last step sorted without a Resto - bugger. So -4 to CHA checks now, and -2 if we get a nights rest somehow (unlikely!)

Roquefort sits down and takes a breather - he secretly wonders if he smells like cheese, triggering his distant cousin to chew on him so hard.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Do you need a break? The telepathic question is heard in everyone's heads, but it is obviously addressed only to one. The eyes from under the mask look indifferently at Roquefort.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast looks at the looted equipment. That is some heavy duty equipment for trash rats to have found. I think someone might know about this route already..

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

"10 minutes, I just want to check that I have cleaned whatever poisons or diseases were present in that bite"

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Telepathically to everybody, "Yeah....I could use a quick 10 min to look over my armor...and maybe mount that hailcannon instead of my automatic rifle....that looks like it could do some damage...but first...where is my welder."

Azzirm goes over to the pile of trash that came down--along with some of his allies--when Compucast turned off the magnet to search for his welder.

10 minutes to rest....and it only takes a Full action to remove or mount a new weapon to a weapon mount, so will need 10.2 minutes.

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Back'Up is proud of teammates and agrees to take a short break.
He seems not interested in other weapon. He smells Roquefort with some hesitations but does not comment...

The kish looks at large magnet with some worries but as far as Compucast controlls situation - remains calm.

Grand Lodge

Enough is Enough slides
Compucast wrote:
Compucast looks at the looted equipment. That is some heavy duty equipment for trash rats to have found. I think someone might know about this route already..

Just to clarify, the ratspawn hadn’t found those items. They were simply deposited in the piles by the same waste reclamation system that you followed to get there. Like odd socks….

Azzirm takes a breather then roots around to find his trusty welder. He holsters it and spends a minute to reconfigure his armor to accommodate the fancy new gun. Roquefort and the others look on, and Compucast programs a locking loop into the system to keep the magnet from moving until you’ve retracted the ladder behind you.

The map directs you along a pneumatic tube which dead-ends in a steel waste hatch. Once the you open the hatch, you emerge in the corner of a richly appointed room, clearly designed for comfort, not confinement.

This large room is filled with impressive tapestries and fine wooden furniture. A warm fire dances in the opposite corner of the room, filling the area with warm light. A doorway on the wall to the right leads farther into the suite. In the center of the room, a crystalline bowl filled with water is suspended in midair like a mirror. Woven mats and silken cushions litter the floor. The outer walls of the room are lined with glowing panels in varying shapes, sizes, and patterns. At a glance, they appear somehow both random and yet somehow interconnected.

Before Carlos can even move in to scout the room, its sole occupant uses telepathy to address all of you.

“I see you have finally arrived. Precious hours of research have been wasted preparing for and awaiting uninvited guests. Your intrusion requires a rather good explanation. I am concerned that you have nothing to contribute to my research, in which case I will be forced to alert the guards to your undesirable presence.”

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Depends on what you're researching. There are experts in various fields of knowledge among us and they do not want violence at all. Some of you notice that Carlos telepathically said "they" and not "we".

Diplomacy: 1d20 + 17 ⇒ (13) + 17 = 30

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

"My companion makes a good point - hard for us to give you a proper answer if we don't know who you are or what you are researching" Roquefort offers, doing his best not to sound too stoned.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast bristles at the creatures assumptions.

Guests, deserve a degree of respect. And I should also note that the preparations are only wasted if no uninvited guests turn up. Or perhaps, if your preparations are wasted on us, rather than some other uninvited guests that perhaps you were expecting:?

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Geeting into the room with tapestries and wood, kish realises he is fascinated but catch breath soon and decide to remember what he could know about such creeatures with telepathy and likely connected to Law matters.

Please, roll knowledge for me. And also I am autoaiding Carlos' Diplomacy if possible.

Backup do not approach but involves into telepathy discussion...
-True. If it is about Lau Shu Po abomination - I can share some notices and possible improvements. We'd rather remain inconito and discuss things instead of calling guards and turn to havoc.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

As my friend said, we're not even sure why you're here, or if you're supposed to be here, Azara sends. We don't want violence but we are here for answers. It seems the same is true for you. Let us work together to find them.

Diplomacy: 1d20 + 18 ⇒ (1) + 18 = 19

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

As my friend puts out, we are happy to help, so long as this does not delay us too much. thinks the vesk.

And we would prefer not to disturb you, which is another unwanted interruption to your work...

Auto succeeds on aid-another in diplomacy. Yes, a Vesk diplomat!

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Zir will stand to the side, so that the people who are better at diplomacy--or outright lying--to somebody speaking in their head does the work....

...Azara....Want to roll again...and get a +5 to that roll? It could possibly help Carlos. That is if Carlos's roll isn't a success? Just offering....[

Grand Lodge

Enough is Enough slides

The entity listens to each of your comments but doesn’t seem mollified. At Roquefort’s direct question it answers, “I am Uko, a philosopher worm of the Forever Queen from Nchak, one of Liavara’s more populated moons. I believe you just came from Liavara’s reach?”

As a reminder, this is true. It was on a moon of Liavara that you got your briefing from the two faction leaders.

“As to what I am researching, my senses go far beyond your own sensory organs. I can feel the very waves of reality. My research concerns the Pact Worlds, of which you are part, so if you are skillful enough, your reality waves should prove interesting. You may examine my works on the walls of the room, if you are interested. Do you believe you can glimpse the truth of the universe?”

It looks at each of you more closely before continuing. ”Here in this place, I am free to think without … distractions. I am learning. I am exploring. I am making sense of the chaos of the universe. Ultimately, I hope to use my observations on the waves of reality in order to decipher a portion of the meaning of life. Accomplishing even a small portion of my goal will help me gain the favor of the Forever Queen. What life goals do you possess?”

Roquefort:
You can tell it is worried about being recognized and its location discovered. But not by evil-doers, or gangs, or anyone violent. More like an idol or actor worried about being mobbed by paparazzi or adoring fans.
============

Hearing Uko introduce itself as a philosopher worm, Back’Up realizes that he’s heard of them before.

Back’Up:
Philosopher worms are direct children of the Forever Queen, the mortal manifestations of great Hylax created by her hand. They are made with one purpose: to contemplate the universe and the physical and theoretical manifestations therein—the very fabric of reality. They advise the policies of her realm.
============

The worm crosses its arms and awaits your decision on whether you will help it with its research or force it to call the guards.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Perception: 1d20 + 24 ⇒ (4) + 24 = 28 Carlos carefully examines the worm's work. I don't know what he can find there, but...

1 to 50 of 238 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Nomadical's Data Purge All Messageboards

Want to post a reply? Sign in.