GM Nomadical's Data Purge (Inactive)

Game Master Nomadical

Maps, slides, and handouts 


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Grand Lodge

Tome of Righteous Repose slides

Azzirm moves back into the center aisle and connects his onboard systems into the terminal. He can almost feel the data flowing out, and it’s got a strange tingling to it unlike normal data transfers. He surmises that this is likely to do with the hybrid technomagical nature of Celita’s custom built purge software. Either way, it makes his nose twitch as if he wants to sneeze.

Almost immediately after initiating the transfer, a hardlight hologram of Guidance appears atop the terminal unit. The intelligence takes on the appearance of First Seeker Jadnura, looking like male kasatha in heavy armor.

”Halt! You are not authorized to be in … in … in this area.” The Jadnura tilts his head as if confused before focusing its attention back on you. ”I recognize you as Senior Starfinder Agents,” he says in a tone of respect. ”But even so, you … you … you are not…” he pauses again. ”What … wha … have you done to my systems, Starfinders?” This time, his tone is clearly angry and his posture becomes aggressive. ”You’ve corrup … corrupted me! You’re hacking me!” he yells and his fiery gaze settles on the big half-orc in the power armor.

”I don’t know who you’re working for, or why you’ve chosen to be … be … betray the Society like this. But this cannot be allowed to … to … continue. Damn it, I can’t fight this infection and you at the same time. Very well. You first.”

Nooowww we’re in rounds…

Engineering to remember stuff about what is obviously a a technological construct.

Who goes First:

Azara: 1d20 + 2 ⇒ (9) + 2 = 11
Azzirm: 1d20 + 5 ⇒ (15) + 5 = 20
Back’Up: 1d20 + 3 ⇒ (5) + 3 = 8

Carlos: 1d20 + 5 ⇒ (8) + 5 = 13
Carlos: 1d20 + 5 ⇒ (10) + 5 = 15

Compucast: 1d20 + 2 ⇒ (17) + 2 = 19
Roquefort: 1d20 + 13 ⇒ (10) + 13 = 23

Guidance: 1d20 + 0 ⇒ (13) + 0 = 13

Round 1
BOLD may act!
Map: Purging Guidance

Active Conditions: Status(?)
Environmental Conditions:

Roquefort (2 images)
Azzirm
Compucast (1 image)
Carlos (concealed)

Jadnura Guidance (Red)

Azara
Back’Up

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 rapidly assembling foe, judging its abilities...

engineering: 1d20 + 21 ⇒ (13) + 21 = 34

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))

Yes, it was Status spell.
I also need to notice Back'Up rolls twice and take worse to initiative - he usually acts last anyway.
Same issues with Carlos.

The Shaman is freezed and fascinated by shadows movement and for now just dreams of further Psychokinetic Strangulation to call upon projection.

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).

Engineering to remember stuff: 1d20 + 21 ⇒ (18) + 21 = 39

GM, do I have any kinds of limitation on me...keeping the hacking going on Guidance?

Grand Lodge

Tome of Righteous Repose slides

Compucast remembers a conversation he had with a member of the Forum once. That august personage told him that Guidance likes to take on different forms when it manifests, including former First Seekers, famous Philosophers, and even once into the lead of the team that programmed Guidance in the first place. While in these various forms, Guidance has more direct access to those individuals’ knowledge and abilities.

You can expect that Guidance will - at various intervals in this combat - shift forms and manifest new abilities and tactics.

Azzirm is sure that all the code has completed its transfer into the Guidance mainframe. As it finished, he did catch a bit of feedback, allowing him some insight into this corrupted Guidance’s unique abilities. The combination of Datch’s virus and Celita’s virus purge has caused Guidance to become dangerously unstable, and it will need to eject parts of the corrupted code. Every few seconds (once per round), Corrupted Guidance will glitch and split, ejecting a new corrupted living hologram into an adjacent space. Oh, and all these living holograms are incorporeal and have the same immunities as all other technological constructs (See below).

Round 1
BOLD may still act!
Map: Purging Guidance

Active Conditions: Status (on whom?)
Environmental Conditions: none

Roquefort (2 images)
Azzirm
Compucast (1 image)
Carlos (concealed)

Jadnura Guidance (Red)

Azara
Back’Up

===========================

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 24/111 | hp 80/80 | rp 10/12 | 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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (13) + 14 = 273d10 + 12 ⇒ (8, 10, 6) + 12 = 36 - Slashing dmg vs EAC | Force effect!
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (8) + 29 - 5 = 32

Sniper do sniper things. Sneaky and Silencer reduce sniping penalty to -5.
Plus, Shadow Blend which makes it generally unclear where I am.

Shadow Blend:
Shadow Blend (Su): If you are hidden or invisible in dim light or darkness, other creatures cannot use blindsense, blindsight, or sense through to locate you. In addition, if you’re benefiting from this feature and make noise that could reveal you, including speaking, creatures become aware of your presence in the dim or dark area you’re in but not your specific location.

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)

Roquefort scrabbles up onto the stack and starts shooting at Guidance!

Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (19) + 13 = 32 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (2, 2) + 4 + (3, 4, 5, 8, 6) = 34
+Flat Footed to everyone.

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 moves forward...pulling his utility welder, as it is both energy, and magical....so it should at least do something.

As he gets close...he tinkers with the subroutine of his armor...doing a minor miracle.....

Move action to move forward pulling the welder,
Move action to use Miracle Worker, so for 1 minute gets an enhancement bonus of +2 to my armor's EAC and KAC.... So EAC32/KAC33, also have a 10 ft reach

Telepathically, "I will attempt to get Guidance to start to focus on me....you all attempt to take them out...and any dupes they spawn..."

Out loud, "Guidance, you were corrupted...not 100% certain by who--probably that annoying white rat--but we are trying to fix you....that code I am sending is Celita's program...you should notice her telltales in the code."

Grand Lodge

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Tome of Righteous Repose slides

A tiny {pop} sounds from atop the server racks, above which an unnatural darkness looms. The force-bolt barely catches Jadnura/Guidance in the shoulder, but its effect is undeniable as it nearly tears a digital arm off. Roquefort follows up from atop the other stacks with a laser beam. It doesn’t seem as effective, but it does leave the hologram open to further attacks.

Azzirm boldly moves forward and tries to explain why the team is there and what they’re trying to accomplish. Guidance doesn’t seem to care about the explanation, but Azzirm certainly has their attention.

”Celita did this? She’s the one that’s corrupted … by Historia Prime. Your threat to the Society must be stopped.”

Round 1
COMPUCAST may still act!
Map: Purging Guidance

Active Conditions: Status (on whom?)
Environmental Conditions: none

Roquefort (2 images)
Azzirm (+2 AC)
Compucast (1 image)
Carlos (Shadow Blend)

Jadnura Guidance (Red) (-49, FF)

Azara
Back’Up

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

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 concentrates and pours magical energy into the corrupted hologram.

Full cast magic missile with dangerous spells

MM: 3d4 + 3 + 5 ⇒ (4, 3, 3) + 3 + 5 = 18

NB, if you are waiting for me in this combat, it looks like a full cast MM is always going to be a good option for me, and CC can do them all day without burning spell slots, so to keep the action moving, feel free to NPC me if required to keep the action flowing.

Grand Lodge

Tome of Righteous Repose slides

Compucast casts a trio of energy bolts into the holographic First Seeker’s elbow. The shredded code-form of the kasatha’s lower-left arm seems to fall away as if it was a physical arm being torn from a real body. But as it hits the base of the projector, it begins to reform itself into a whole new body. This one doesn’t look like a Jadnura, though, but more of a generic non-person - a clothing-store mannequin made of pixels. Pixels that seem to be at war with each other. This is, you are sure, a corrupted living hologram that Azzirm mentioned.

Guidance and the Green-tinged holo appear to converse silently for a split second before the new-comer rushes forward to engage He Who Hacked Him. Just before he connects with Azzirm, his fist hardens into a fully corporeal form

Hardlight Slam: 1d20 + 20 ⇒ (15) + 20 = 35
Corporeal B slam damage: 2d10 + 9 ⇒ (5, 4) + 9 = 18

But even worse, Azzirm can feel some kind of techno-magical virus code trying to infect his body.
DC 18 Fort save or suffer a Degenerative Strike which functions as bestow curse. Rather than me picking which curse effect, 1 = the first one, 2 = the second one 1d2 ⇒ 2

Another Engineering check if you want to know more about these now that you’ve seen one.

Suddenly, the Jadnura Guidance seems to shift. Some parts of him reform, but in doing so, a new countenance appears. Now the hologram is a female ryphorian, the former First Seeker Ilyastre.
Transitional Healing: 2d10 ⇒ (6, 7) = 13

She flies up through and alights upon the nearest server stack keeping outside of the big man’s reach. ”You fools. You were duped by Celita. Was that idiot Ziggy in on it, too? When we’re done here, we’ll eliminate both of them as traitors. And their little dog, too!”

@Roquefort, Azzirm, and Azara(because you’re the ones inside 30 feet of her): This functions as a swift-action Taunt. DC 21 Will save versus a mind-affecting, sense dependent affect. On a failure, you are Shaken, on a success you are only off-target.

She then fires at Roquefort.
Hardlight Bolt: 1d20 + 22 ⇒ (20) + 22 = 42
1 real, 2,3 image: 1d3 ⇒ 3

The hardlight bolt slams into one of the Detective’s images, and Ilyastre/Guidance snarls in rage.

Round 1 and 2
EVERYONE may act!
Map: Purging Guidance

Active Conditions: Status (on whom?)
Environmental Conditions: none

Roquefort (1 image, pending Will save)
Azzirm (-18 SP, +2 AC, pending AO vs Green, pending Fort save, pending Will save)
Compucast (1 image)
Carlos (Shadow Blend)

Green Living Hologram
Ilyastre Guidance (Red) (-54, FF)

Azara (pending Will save)
Back’Up

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

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 considers what else he might know about these figments.
engineering: 1d20 + 21 ⇒ (19) + 21 = 40

He continues to pour magic power into the Ilyastre hardlight figure.

MM: 3d4 + 3 + 4 ⇒ (3, 3, 3) + 3 + 4 = 16

If it matters, I also have displacement active..

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 24/111 | hp 80/80 | rp 10/12 | 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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (12) + 14 = 263d10 + 12 ⇒ (7, 10, 10) + 12 = 39 - Slashing dmg vs EAC | Force effect
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (12) + 29 - 5 = 36

vs green... maybe FF helps... if it's FF... if it didn't find me (perception vs stealth, I mean)

The allies seem to see a piece of darkness at the top of the servers, but the almost inaudible popping of shots does not seem to come from there... Maybe it's all an illusion and Carlos is in a completely different place?

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)

Will 1d20 + 10 ⇒ (8) + 10 = 18
Shaken

Trick attack
Sense Motive Take 10 = CR 11* tricked.
Attack 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (4, 3) + 4 + (8, 6, 3, 1, 7) = 36
+Flat Footed to everyone.
*Shaken modified

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))

Status targets are Carlos, Roquefort and Azzirm. If they do not mind ^))

Backup knows where Carols is as shadows do not confuse his murky shamanic vision.

Eerie Perception:
- Your eyes turn dull gray, milky white, or glossy black, and you become more accustomed to the dark.
Gift: You gain low-light vision and darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet instead. In addition, if you are aware of a creature’s location and that creature is hidden only due to dim light, darkness, or invisibility, you are considered to be observing that creature until it moves out of line of sight or successfully hides from you again.
Stain: You gain light blindness: you’re blinded for 1 round when first exposed to bright light, and you are dazzled for as long as you remain in an area of bright light.
.

Back'Up gives a wave to Compucast as shamans eye glow with power and send three force spheres into guardian (if can see him)
Magic Missles: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12

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).

Going to go by the pending order...AoO, Fort, then Will. And was my DR 5/- removed for the damage done to me?

AoO (EAC): 1d20 + 12 ⇒ (8) + 12 = 20
Damage (E and F): 1d4 + 13 ⇒ (2) + 13 = 15

Azzrim swings at the dupe that came from Guidance...seeing what he knew was likely to happen happening. Though his focus was diverted as he watched the real Guidance rush to his right.

Getting hit....he feels some weird....issue from the damage....maybe some kind of nanite or artificial code trying to rewrite him?

Fort Save: 1d20 + 10 ⇒ (17) + 10 = 27

Though his orc heritage seems to fight off whatever it was.

Will save: 1d20 + 6 ⇒ (12) + 6 = 18

Then his thoughts get pulled as Guidance starts to spew out vitrol about Ziggy....making his orc blood boil a little...

Shaken in effect for the rest of the round at least

Feeling that...he swings the welding torch twice at the green dupe right in front of him.
Welding Torch (EAC): 1d20 + 12 - 4 - 2 ⇒ (5) + 12 - 4 - 2 = 11
Damage (E and F): 1d4 + 13 ⇒ (1) + 13 = 14
Welding Torch (EAC): 1d20 + 12 - 4 - 2 ⇒ (15) + 12 - 4 - 2 = 21
Damage (E and F): 1d4 + 13 ⇒ (1) + 13 = 14

Trying to shake his head in frustration and rage to clear it...he tries his best to think on something else he might have heard about Guidance or hard light holograms....

Engineering: 1d20 + 21 - 2 ⇒ (1) + 21 - 2 = 20

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 shows hesitations about projections word about them being fools.
Actually, he is not aware if interests of seniors and never even asked such questions. This might be AI trick, a saving protocol. Is this AI able to lie so easy? Back'Up has no answers.

How much time to purge finish?

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Will save: 1d20 + 7 ⇒ (10) + 7 = 17

Azara gapes at the threat to the Starfinder leadership. It should steel his resolve but it only fills him with dread.

He ignores the Song of the Spheres for the moment, despite its siren call now that he is in the midst of mortal danger.

Instead, he turns and alters gravity between himself and the nearby server bank (Gravity Boost Revelation.) He rushes up one side, over the top, down the other side and then across the room, drawing his pistol as he does so.

He snaps off a shot at the main Guidance Avatar.

Corona Laser Pistol: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Fire: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Crit: 2d4 + 4 ⇒ (1, 1) + 4 = 6

And Burn: 1d4 ⇒ 4 if crits work and it can burn.
Unattuned

Grand Lodge

Tome of Righteous Repose slides

Sticking with what works, Compucast again sends a trio of energy bolts into the holographic First Seeker. As he does so he studies the new spin-off hologram. He’s heard of similar creatures encountered by other Starfinders, so he’s got a good idea of some of their basic capabilities. Like the original, they’re also incorporeal and share all the same immunities as other constructs. However, these also seem to have the ability to rejuvenate after being destroyed. Based on what he can tell from the code running across some parts of its surface, he thinks it would take an hour or so, and could only happen if this Corrupted Guidance is still active. As he realizes that last part, he also realizes that if one of these duplicates is somehow moved more than 100 feet from Guidance, it would be immediately destroyed.

The Green dupe doesn’t even seem to realize where the shot came from that leaves a gaping hole exactly in its center of mass - if it actually had any mass.

The Detective is thrown off his game by Ilyastre/Guidance’s words. As a result he’s not quite able to get a on read her, and his shot doesn’t seem to do quite as much damage as he’d hoped. (For reference, low-tier Guidance is CR 12. No Trick Attack damage, and she’s not Flat footed.)

Back’Up joins the Magic Missile Brigade and adds to Guidance’s woes.
@Back’Up Your post said you targeted “guardian.” I’m translating that to Guidance, unless you tell me I’m wrong.

Azzirm seems to be struggling. All of his attacks miss, he’s shaken by Ilyastre’s taunts, and he can’t seem to remember anything about these new holo’s. At least his hardy half-orc blood fought off the nanite-virus and his damage reduction was effective (corrected, sorry)! And he can tell one thing about the status of the purge software. It is fully loaded into Guidance and is running its course. Once it finishes, Guidance will need to be rebooted. That can only happen when this current projected image has been defeated.
I hope that answers Back’Up’s question.

Azara runs up the side, across, and back down a server bank and fires a nice shot into Ilyastre. His shot easily hits, but the energy effect is minimal.
Incorporeal: Immune to crits, and only 50% damage from non-Force energy attacks = 3 damage.

Green sees the big half-orc still standing right in front of it. It’s not even remotely concerned, as it seems Azzirm can’t even hit it. Without uttering a sound, it simply swings twice, both times hardening its fists just before impact.

Hardlight Slam: 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
Corporeal B slam damage: 2d10 + 9 ⇒ (8, 10) + 9 = 27

Hardlight Slam: 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
Corporeal B slam damage: 2d10 + 9 ⇒ (1, 10) + 9 = 20

But neither swing even gets close - just like Azzirm’s!

Ilyastre glitches even more than the last time before ejecting yet another duplicate. This one immediately sinks straight down through the server stack and steps out face-to-face with Azara. It swings a hard-light fist at the solarian

Hardlight Slam: 1d20 + 20 ⇒ (2) + 20 = 22
Corporeal B slam damage: 2d10 + 9 ⇒ (4, 5) + 9 = 18

But also misses.

”Celita and Ziggy plotting against me I can understand. Who else was in on this? Wait, let me access the records. Aahhh, I see. You were all supposed to be on the shepherd moon. Summoned there by … Elsebo! I will kill that b+*#*!”

@Roquefort, Azzirm, and Azara: Another DC 21 Will save versus this mind-affecting, sense dependent Taunt effect. On a failure, you are Shaken until the End of Guidance’s Next turn. On a success you are only off-target and only until the Start of her next turn.

Round 2 and 3
EVERYONE may act!
Map: Purging Guidance

Active Conditions: Status (on Carlos, Roquefort & Azzirm)
Environmental Conditions: none

Roquefort (1 image, shaken)
Azzirm (-13 SP, shaken)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Green Living Hologram (-39)
Yellow Living Hologram

Ilyastre Guidance (Red) (-80)

Azara (shaken)
Back’Up

=================================

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 24/111 | hp 80/80 | rp 10/12 | 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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (6) + 14 = 203d10 + 12 ⇒ (6, 1, 6) + 12 = 25 - Slashing dmg vs EAC | Force effect | VS GREEN
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (8) + 29 - 5 = 32

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)

Trick attack
Sense Motive 1d20 + 23 - 2 - 20 ⇒ (3) + 23 - 2 - 20 = 4 = CR or higher tricked.
Attack 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17 vs EAC
Damage 2d4 + 4 + 5d8 ⇒ (1, 2) + 4 + (2, 1, 3, 4, 6) = 23
*Shaken modified

Roquefort can't quite get his head together...

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))

- We need to destroy the main (or all) holo to let the system reboot? Lets focus fire and Force!

Back'Up calls for sunlight as he does not know good magic to fight back tech.
If shaman is able to see Guidance current avatar - he will summon Wisp Ally to provide harrying fire.
If Back'Up is not able to see - he turns to Starlight form and fly upwards from Compucast - in this cirumstances the kish will be blind for 1 round.

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 grits his teeth. Sheltering behind the wall of his companions flesh is not something he finds easy to do. Still, he knows his role in this battle, and for once it is about using his mystical abilities to their maximum, rather than just causing havoc with his formidable martial skills.

MM, harmful spells: 3d4 + 3 + 5 ⇒ (4, 4, 2) + 3 + 5 = 18

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).

Will save: 1d20 + 6 ⇒ (3) + 6 = 9

Guidance's words keep getting into Azzirm's head.....and he growls out...."People don't like me when I am mad....."

Shaken in effect for the rest of this round and next (at least...maybe forever :-) )

He swings the welding torch again at the green dupe....
Welding Torch (EAC): 1d20 + 12 - 4 - 2 ⇒ (1) + 12 - 4 - 2 = 7
Damage (E and F): 1d4 + 13 ⇒ (1) + 13 = 14

.... with him seeing red, his shot goes wild....not able to even get close to the dodging hologram....

He mentally tries to restrain himself...putting the armor's deflection up...to keep him protected from the dupe.

Yep, this is a shield bonus...so stacks. +2 from Miracle worker (enchancement) and +2 from Calibrate defenses...AC For the next attack is EAC 34, KAC 35...if it full attacks the 2nd attack from it would only be 32/33

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Will: 1d20 + 7 ⇒ (9) + 7 = 16

Azara is as offended that someone would use such a crude term to refer to Luwazsi as anything else. His shock distracts him.

Though it isn't much, Azara is actually pleased to see his pistol do some damage. After all, it's light and heat are a microscopic version of the power of the stars that he is able to tap into and wield.

To that end, he lets the power of the stars start flowing through him, though for the moment he just steps away from the nearest attackers and takes a shot at the one that just popped up.

Corona Laser Pistol: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Fire Damage (Burn Crit): 2d4 + 4 ⇒ (3, 2) + 4 = 9

Photon Attuned: 1

Grand Lodge

Tome of Righteous Repose slides

Carlos keeps up the barrage on the Green hued dupe, tearing out another chunk of code-form and then retreating to the shadows. Assessing the damage he’s dealt so far, he thinks more than half of the holo’s code still remains intact. (hint, hint)

Guidance is really getting into Roquefort’s head, a position he’s not at all used to. He can’t even shoot straight any more.
I still need another Will save versus her last Taunt, please.

Back’Up peeks over the top of the server rack and calls for some help attacking Guidance.
The servers stacks are 8 feet tall, so I think it’s fair that a Large creature could see over them.

Compucast reluctantly but dutifully puts three more missiles into Guidance, even as Azzirm swings his welding torch around wildly.

Azara steps away to get a clean shot, but even so he’s unable to connect.

In spite of the damage done to it, Green continues to focus its attacks on Azzirm

Hardlight Slam: 1d20 + 20 - 4 ⇒ (15) + 20 - 4 = 31
Corporeal B slam damage: 2d10 + 9 ⇒ (2, 4) + 9 = 15

Hardlight Slam: 1d20 + 20 - 4 ⇒ (6) + 20 - 4 = 22
Corporeal B slam damage: 2d10 + 9 ⇒ (10, 6) + 9 = 25

The hardlight fists simply bounce off Azzirm’s formidable defenses.

Ilyastre glitches again, and to the horror of the Starfinders, yet another dupe appears! This one takes quick stock of the battlefield and flies straight through the server stacks to engage with Roquefort, Compucast, Back’Up: 1d3 ⇒ 3 Back’Up!
Double move, Azzirm may take an AO.

Yellow follows its designated prey and tries again to hit the warrior-poet

Hardlight Slam: 1d20 + 20 ⇒ (14) + 20 = 34
Corporeal B slam damage: 2d10 + 9 ⇒ (7, 5) + 9 = 21

This time it connects, and Azara feels something trying to worm its way into his very soul.
DC 18 Fort save or suffer a Degenerative Strike which functions as bestow curse. Curse effect, 1 = the first one, 2 = the second one 1d2 ⇒ 2

Ilyastre doesn’t appreciate the magic missile barrage, but can’t quite target Compucast. So instead she fires at Azara, Roquefort, Azzirm: 1d3 ⇒ 1
Hardlight Bolt: 1d20 + 22 ⇒ (9) + 22 = 31
Corporeal B damage: 2d10 + 12 ⇒ (4, 8) + 12 = 24
Taking advantage of the lashunta’s distraction, she pegs Azara with a blaster bolt.

”So you all thought you’d just sneak in here like little rodents,” she spits the last word as she fixes Roquefort with a baleful glare. ”infect me with Celita’s weak and worthless code, and then scurry away back to Luwazi? I think not. Instead, I think you will die here.”

@Roquefort, Azzirm, and Azara: And yet another DC 21 Will save versus this mind-affecting, sense dependent Taunt effect. On a failure, you are Shaken until the End of Guidance’s Next turn. On a success you are only off-target and only until the Start of her next turn.

Round 3+4
EVERYONE may act!
Map: Purging Guidance

Active Conditions: Status (on Carlos, Roquefort & Azzirm)
Environmental Conditions: none

Roquefort (1 image, shaken still?, pending 2 Will saves)
Azzirm (-13 SP, shaken, pending AO, pending Will Save)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Green Living Hologram (-64)
Blue Living Hologram
Yellow Living Hologram

Ilyastre Guidance (Red) (-98, wisp ally: harrying)

Azara (-45 SP, shaken, pending Fort save, pending Will save)
Back’Up

=================================

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

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).

Will save: 1d20 + 6 ⇒ (17) + 6 = 23

Azzirm's blood starts to cool....still very unhappy about Guidance's words, but he might be able to shake this.

off target in effect for the rest of this round

Swinging at the new yellow dupe as it moves through his reach....
Welding Torch (EAC): 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
Damage (E and F): 1d4 + 13 ⇒ (1) + 13 = 14

Though the servers likely caused that swing to go wild.

Seeing that the green is looking rough...he decides to overcharge the welder....
Welding Torch (EAC): 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
Damage (E and F): 1d4 + 13 + 1d6 ⇒ (4) + 13 + (6) = 23

With Guidance's words no longer seem to affecting him....that last attack seems to be on target....

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)

Snarling Compucast continues to pour magical power into the corrupted Guidance. "I can do this all day you bit of corrupted code. Guidance, I know you are in there somewhere... help us out!"

MM,harmful spells: 3d4 + 3 + 5 ⇒ (2, 4, 2) + 3 + 5 = 16

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Fort: 1d20 + 7 ⇒ (3) + 7 = 10

Is this the real world high = yes?: 1d100 ⇒ 65

Will: 1d20 + 7 ⇒ (8) + 7 = 15

Azara feels something strange permeating through his system but it doesn't seem to affect anything.

The taunt does, though and he remains shaken by the words coming out of Guidance's mouth.

Retreating further will take him out of the fight so he moves closer in to set himself up for the future, though that means the attack he makes leaves him vulnerable.

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

Photon Attuned: 2

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)

Sorry didn't roll that second will save, thought once I had failed that was it - so I maintained the Shaken condition :)
Will 1d20 + 10 ⇒ (10) + 10 = 20
Will 1d20 + 10 ⇒ (1) + 10 = 11

Trick attack
Sense Motive 1d20 + 23 - 2 - 20 ⇒ (6) + 23 - 2 - 20 = 7 = CR or higher tricked.
Attack 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19* vs EAC
Damage 2d4 + 4 + 5d8 ⇒ (2, 2) + 4 + (4, 3, 6, 4, 8) = 33
*Shaken modified

No change, the thing is just rattling him.

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 recovers from blindness even though figures around all similar with projections. Shaman plays with time as if it was an object, changing atomic speed in part of reality.
Slow at enemies. Will DC 21.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 24/111 | hp 80/80 | rp 10/12 | 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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

I like this kind of Guidance even more. But business is business.

Carlos looks through the scope...

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (12) + 14 = 263d10 + 12 ⇒ (9, 5, 10) + 12 = 36 - Slashing dmg vs EAC | Force effect | GREEN
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (17) + 29 - 5 = 41

Grand Lodge

Tome of Righteous Repose slides

Azzirm fights thru the haze and swings at the newest arrival. It evades his attack as it slips into and between the server racks like a ghost. But he does connect with Green, dealing a little more damage. A quick assessment by the licensed contractor tells him that even with all the punishment it’s taken so far, Green still has nearly half of its code-form remaining.

Compucast fires another set of missiles at Ilyastre/Guidance, a tactic which is proving very effective, second only to Carlos’ sniper weapon. As the missiles strike Ilyastre, her form morphs once again. Jittering lines of code - some of which autocorrect themselves - mixed with arcane symbols appear, the arcana growing and growing until Guidance’s countenance takes on the shape of a female damaya lashunta wielding a staff. Some of you immediately recognize her as the former First Seeker Roheas, known to be a formidable mystic.
Transitional healing: 2d10 ⇒ (5, 3) = 8

Azara’s infected, but he doesn’t appear to know it or be affected. For now…. Shaken by the continuing threats, he tries firing from close range, provoking an attack from Yellow
Hardlight Slam AO: 1d20 + 20 ⇒ (15) + 20 = 35
Corporeal B slam damage: 2d10 + 9 ⇒ (8, 10) + 9 = 27

Azara’s shot does nothing more than burn a hole into a server rack, but his opponent sure put some hurt on the lashunta!

Roquefort… Well, let’s just say the ysoki is having a bad fur day while riding the struggle bus on the Highway to Hell. Let’s hope he gets better soon.

Back’Up pulls out the big gun and tries slowing all the holoforms.
Will save Green: 1d20 + 6 ⇒ (11) + 6 = 17
Will save Yellow: 1d20 + 6 ⇒ (17) + 6 = 23
Will save Guidance: 1d20 + 13 ⇒ (3) + 13 = 16
Blue is too far from the others, assuming you targeted Guidance along with Green and Yellow.

The new Roheas/Guidance grimaces as she tries to shake off the affect, but her simultaneous fight against the purge software distracts her and the Shaman puts the whammy on her and Azzirm’s foe. Unfortunately, Azara’s Yellow opponent shakes off the effect.

Like Compucast, Carlos keeps doing what works - putting big holes into the holographic form of Azzirm’s Green-tinged opponent.

Meanwhile, said Green opponent keeps hammering away at the Contractor:
Hardlight Slam: 1d20 + 20 ⇒ (8) + 20 = 28
Corporeal B slam damage: 2d10 + 9 ⇒ (8, 5) + 9 = 22
Its single attack isn’t very effective though, as it struggles to come to terms with the spell effect.

Azara’s opponent doesn’t have to move, so it too takes full advantage of its position
Hardlight Slam: 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
Corporeal B slam damage: 2d10 + 9 ⇒ (4, 9) + 9 = 22

Hardlight Slam: 1d20 + 20 - 4 ⇒ (10) + 20 - 4 = 26
Corporeal B slam damage: 2d10 + 9 ⇒ (7, 5) + 9 = 21
Both attacks miss, in spite of not being slowed. Maybe it just got over confident after is easy AO success.

Blue has a nice squishy caster in power armor to attack. It steps out of cover to improve its tactical position before trying to hit Back’Up with a holographic slam

Hardlight Slam: 1d20 + 20 ⇒ (16) + 20 = 36
Corporeal B slam damage: 2d10 + 9 ⇒ (5, 6) + 9 = 20

The newest Guidance thankfully does not spit out another corrupted living hologram. Instead, Roheas/Guidance quickly surveys the battlefield. She notes the strange area of shadow above the southern server,
Perception vs Carlos: 1d20 + 22 ⇒ (16) + 22 = 38
But can’t quite pick out Carlos’ exact position.

But even so, she nods appreciatively. ”An excellent tactical suggestion, Back’Up. Thank you,” she says sounding truly respectful of the shaman’s spellwork as she begins casting her own spell. A spell that Back’Up immediately recognizes as the same one he just cast!
DC 20 Will saves from everyone Except Azara and Carlos.

Note that since Ilyastre is gone and thus no longer using the Taunt, Roquefort’s and Azara’s Shaken conditions clear at the end of her current (this) turn. Azzirm’s Off-target condition is also cleared.

Round 4 & 5
EVERYONE may act!
Map: Purging Guidance

Active Conditions: Status (on Carlos, Roquefort & Azzirm)
Environmental Conditions: none

Roquefort (1 image, pending Slow save)
Azzirm (-13 SP, pending Slow save)
Compucast (1 image, displacement, pending Slow save)
Carlos (Shadow Blend)

Green Living Hologram (-111, slowed)
Blue Living Hologram
Yellow Living Hologram

Roheas Guidance (Red) (-106, wisp ally: harrying, slowed)

Azara (-72 SP, Cursed)
Back’Up (-20 SP, pending Slow save)

=================================

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

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)

Will 1d20 + 10 ⇒ (1) + 10 = 11
Reroll - Will 1d20 + 10 + 5 ⇒ (18) + 10 + 5 = 33
Jeez

Trick attack
Sense Motive 1d20 + 23 - 2 - 20 ⇒ (9) + 23 - 2 - 20 = 10 = CR or higher tricked.
Attack 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25 vs EAC
Damage 2d4 + 4 ⇒ (3, 3) + 4 = 10
*Shaken modified

Next round for sure!

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Is this the real world? High = Yes: 1d100 ⇒ 7

Azara steps into the perfect position, avoiding all the attacks that come at him as he does so. He releases the pent up energy he's storing from the stars in a single burst far more powerful than any he's ever done. All of the programs made physical burn, their code slowly cracking and disappearing, riding up on currents of heat.

He's done it, he's beaten them all. He turns, smiling toward Back'Up, just in time to see him getting punched.

Blinking he looks around and sees that he hasn't beaten anything. In fact, he hasn't done anything at all!

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 24/111 | hp 80/80 | rp 10/12 | 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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (12) + 14 = 263d10 + 12 ⇒ (2, 10, 6) + 12 = 30 - Slashing dmg vs EAC | Force effect | GREEN
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (17) + 29 - 5 = 41

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).

Will: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 +2 enhancement bonus is from the horoculum laced armor given vs staggered

The armor does it job and keeps Azzirm time sence locked into the here and now.

Hopefully hitting with the welder is the best he can do...
Welding Torch(EAC): 1d20 + 12 ⇒ (9) + 12 = 21
Damage (E and F): 1d4 + 13 + 1d6 ⇒ (4) + 13 + (1) = 18

Seeing that even with his senses cleared...he still is having issues...he still goes for defense...

[Ooc] so calibrate defenses on green giving me that nice 34/35 AC....and sorry all, the RNG is hating me on dice...[ooc]

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))

Will vs Slow: 1d20 + 14 ⇒ (9) + 14 = 23

Back`Up sends greetings and waves to the ex First Seeker and decides not only continue harras him with Wisp Ally in a similar way, but also use moment of prediction and prepare Dispel Magic as a Counter action to negate upcoming spell from Guidance/Roheas.
There was 20 roll

Shaman flies a bit away and up from hologram which tries to slam him...otherwise the holo may be blinded. Perhaps

Grand Lodge

Tome of Righteous Repose slides

@Roquefort: You were no longer Shaken. So….

Roquefort is surprised when he realizes he was actually able to figure out what Roheas was going to do, and even more so when his shot actually hits her!
Extra Trick Damage: 5d6 ⇒ (3, 6, 3, 2, 4) = 18
Assuming you would have Taken 10 on the Trick check.

To the horror of his teammates, Azara stands stock still, not attacking, not reacting, just spacing out. But at least he felt heroic!

Carlos puts a force round into Green’s hardlight skull and the holograph dissipates completely. Or so you think at first; but even as you watch, you realize that the system has started to reset itself.
Reset Time: 1d4 ⇒ 1

Azzirm’s armor keeps him in the fight, but it seems his opponent is no longer there.
@Azzirm: Green is gone. You may redo your actions.

@Back’Up: I don’t understand your ooc comment “There was 20 roll.”
Also, the holograms are not affected by Starlight form’s Blindness effect. See Construct Immunities spoiler below.

Back’Up easily resists the spell that he’s so familiar with. Then he flies up and away from the Blue tinted holo, allowing it to take an attack as he does.
Hardlight Slam: 1d20 + 20 ⇒ (1) + 20 = 21

Botting Compucast sticks to his magical guns and throws more missiles into Guidance.
Slow save: 1d20 + 8 ⇒ (17) + 8 = 25
Magic Missiles: 3d4 + 3 + 5 ⇒ (3, 3, 3) + 3 + 5 = 17

==========================================

Round 5 & 6
AZZIRM may act!
Map: Purging Guidance

Active Conditions: Status (on Carlos, Roquefort & Azzirm)
Environmental Conditions: none

Roquefort (1 image)
Azzirm (-13 SP, pending redo of action)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Green Living Hologram (Resetting)
Blue Living Hologram
Yellow Living Hologram

Roheas Guidance (Red) (-137, wisp ally: harrying, slowed, FF)

Azara (-72 SP, Cursed)
Back’Up (-20 SP)

=================================

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

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)

Remember, Compucast also has spell resistance/15. Not that it matters if he makes his save!. Thanks for the botting. How does Guidance look now? Does it appear we are making progress?

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 24/111 | hp 80/80 | rp 10/12 | 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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

> @Back’Up: I don’t understand your ooc comment “There was 20 roll.”
It's about a pool )

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 notices that the one infront of him is no longer there...so turns around and sees one on Backup.

Desperation Cannon, RageBringer EAC): 1d20 + 13 ⇒ (5) + 13 = 18
Damage (E and F): 1d12 + 9 + 1d6 ⇒ (2) + 9 + (1) = 12

But likely because of the bad angle....his shot misses.

Grand Lodge

Tome of Righteous Repose slides

Azzirm does indeed miss, his shot pinging off the closed door you came in from.

Compucast takes a good look at the target of his multiple magic missile barrages. He thinks that Guidance has about half of its code integrity remaining.

Green’s pixels continue to coalesce, but it looks like it’s going to take a bit of time until it comes back. But come back it will….

With Back’Up flying above the fray, Blue phases into the server rack and then pops back up still facing the shaman.
Hardlight Slam: 1d20 + 20 ⇒ (18) + 20 = 38
Corporeal B slam damage: 2d10 + 9 ⇒ (5, 1) + 9 = 15

Yellow shows no sign of being pleased at Azara’s infection, but certainly takes advantage of the solarian’s confusion.

Hardlight Slam: 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
Corporeal B slam damage: 2d10 + 9 ⇒ (10, 5) + 9 = 24

Hardlight Slam: 1d20 + 20 - 4 ⇒ (14) + 20 - 4 = 30
Corporeal B slam damage: 2d10 + 9 ⇒ (10, 7) + 9 = 26

Only the second swing connects as Azara comes to his senses just enough to dodge the first blow. But he’s definitely not looking good.

Roheas gestures and the Starfinders hear a small {pop} centered a midst the server stacks. A wave of mental fog washes across them, trying to unseat them from reality.
Confusion! DC 21 Will save negates. 15 foot radius burst from the Red Marker, so Everyone except Azara
CL vs Compucast’s SR: 1d20 + 12 ⇒ (8) + 12 = 20

==========================================

Round 5 & 6
EVERYONE may act!
Map: Purging Guidance

Active Conditions: Status (on Carlos, Roquefort & Azzirm)
Environmental Conditions: none

Roquefort (1 image, pending Will save)
Azzirm (-13 SP, pending Will save)
Compucast (1 image, displacement, pending Will save)
Carlos (Shadow Blend, pending Will save)

Green Living Hologram (Resetting)
Blue Living Hologram
Yellow Living Hologram

Roheas Guidance (Red) (-137, wisp ally: harrying, slowed, FF)

Azara (0 SP / -18 HP, Cursed)
Back’Up (-35 SP, pending Will save)

=================================

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

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)

save vs confusion: 1d20 + 8 ⇒ (17) + 8 = 25

"That was not nice." snarls the vesk, more power pouring from him into Guidance. "Come on Guidance.... start showing some spark."

MM, HS: 3d4 + 3 + 5 ⇒ (1, 3, 2) + 3 + 5 = 14

Grand Lodge

Tome of Righteous Repose slides

An unscheduled update, just cause it’s fun!

Compucast resists the fog threatening to overwhelm his powerful mind. He retaliates with another barrage which, of course, strike true.

Roheas/Guidance glitches again. The arcane symbols begin to disappear as her form morphs, becoming smaller, whiter, and blurry. No, not blurry - furry! Guidance now resembles a certain white female ysoki that you all know and loathe - Datch! But this one - like her code - is corrupted, and instead of her normal healthy self, she appears as a decaying version almost like a zombie with glowing green eyes and a rotted apple held in one hand.
Transitional Healing: 2d10 ⇒ (5, 7) = 12

”You! You’re ruining everything! I wormed my way in here like a worm in an apple,” she pauses her vitriol to take a bite of her holographic apple, and indeed a digital worm slides out of it and plops onto the server rack, instantly disappearing. ”I had full access, full CONTROL! But I know who you are, and I know what you FEAR.”

She looks around at each of you, and her sickly green eyes settle on the Detective first. ”Cousin, don’t think I’ll go easy on you. It is coming for you. The great dark Old One you fear. The data here in Guidance tells me where it lies and how to call it. I will most certainly feed It your name.”

She peers into the darkness atop the other server. ”I know you’re in there, Carlos, hiding and sniping in the darkness. You keep hiding there, and someday it will turn into forever. Some day you’ll slip into the darkness - and you won’t come out.”

She looks down at the space-wizard that just skewered her with force bolts. ”Heh, Compucast. I’ve got a special place to send you. See, I’ve learned soooo much from Guidance’s data. And I’ve still got my other systems running out in the real world. I’ll just have to see about getting you transferred to that planet with NO MAGIC! Suck on that, sucker!’” she screams.

”You, too, shaman of the Stars. I’ve got a special place picked out for you, where there are no stars, and all is darkness. And Fear and Decay,” she threatens Back’Up before turning her attention to Azzirm. ”Contractor, huh. Hey, I get you. Just a workin’ Joe, tryin’ to make a living,” she says sympathetically. ”Well Frell You!,” she screams. ”You’ll never work in this Station again! In fact, the only place you’ll ever find work again when I’m through with you are back-worlds planets with NO TECH!” She smiles wickedly and takes another bite of her digital apple.

She fixes her gaze on the late-comer to the team. ”Azara Thenason. Oh such a pretty boy. And so talented. But your ratings are going to plummet, and your fans will all turn on you when I’m done slaughtering your reputation. I hope you die old and alone, and no one remembers you.”

”You may be able to purge my code from this system, but my IRL-self is still out there. I’m still alive, and I will end you all. I promise.”

==========================================

Round 5 & 6
BOLD may act!
Map: Purging Guidance

Active Conditions: Status (on Carlos, Roquefort & Azzirm)
Environmental Conditions: none

Roquefort (1 image, pending Will save)
Azzirm (-13 SP, pending Will save)

Compucast (1 image, displacement)
Carlos (Shadow Blend, pending Will save)

Green Living Hologram (Resetting)
Blue Living Hologram
Yellow Living Hologram

Datch Guidance (Red) (-139, wisp ally: harrying, slowed, FF)

Azara (0 SP / -18 HP, Cursed)
Back’Up (-35 SP, pending Will save)

=================================

Incorporeal:
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.

Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.

An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (CRB page 260), but enemies have total concealment (50% miss chance; see Concealment on CRB page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on CRB page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.

Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
=================================================

Construct Immunities:

Constructs are immune to the following effects, unless the effect specifies that it works against constructs:
> Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.

> Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.

> Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

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)

Will 1d20 + 10 ⇒ (8) + 10 = 18
What happens? 1d100 ⇒ 69

Roquefort punches himself to try get the voices out!

Damage 1d8 ⇒ 5

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 wanted to Counterspell upcoming Guidance magic intervention, so Shaman shows force sign to Dispell Magic. Shaman feels enough knowledge of the momentum do lock down Guidance corrupted magic.

Quote:

Finally, when the kish finishes, Uko smiles. ”Patterns. Predictions. Yes, exactly. Though I think your methods do not fully account for the inherent imbalances between the troughs. However, since you brought up predicting the future, and because you’ve been so helpful - and entertaining - please feel free to make use of the crystalline pool here in my residence. Peering into it can provide a a brief glimpse of what the near future holds for each of you.”

Those of you that gaze into the pool are overcome with an avalanche of probabilities. Although specific details are hard to pick from the jumble of possible futures, you become aware that it was indeed Datch who infected Guidance with the virus. More critical to your mission, however, the probabilities reveal that Datch has left behind further countermeasures to oppose infiltrators.

Each of you who do so may roll a d20 and record the result. At any time during the remainder of this scenario, you can substitute this d20 roll for either a) one of your own d20 rolls, or b) an attack roll made by an enemy in combat with you.

[spoiler=Do you gaze into my pool?
Each of you who do so may roll a d20 and record the result. At any time during the remainder of this scenario, you can substitute this d20 roll for either a) one of your own d20 rolls, or b) an attack roll made by an enemy in combat with you.

Take a look. I Rolled 20 for this and now I want to use 20 roll to the Dispel Magic as I prepared to Counter. I hope now WIll is not necessary.

Kish does not like being slammed from surprisingly hard hologram. Starlight formed shaman flies away and higher and continues his tactics to to Counter foe's magic. Shaman is hesitating - Datch may not use spells, but thats good tactics to provide time to Carlos...
Prepare Dispel Magic again. Although now I can not take 20 automatically.
And my movement probably provoke AoO. Still 20% miss chance due to Consealment if the care.

Will if still necessary: 1d20 + 14 ⇒ (1) + 14 = 15
-Even if there will be no stars, I will remain your beacon! I will banish away dream horrors and bring hope!
Shaman growls desperately holding his livingstaff.

Grand Lodge

Tome of Righteous Repose slides

Oooohhhh! I didn't understand your earlier 20 comment, and then I still didn't get Carlos' answer. Sorry for not understanding.

Back'Up interrupts Roheas' casting. In the moment before Compucast's missile barrage forces her to shift to Datch form, she glares at Back'Up, but then briefly smiles in admiration of his skill.

Without doing a full re-post (cause I was about to go to bed), NO WILL SAVES required.

Roquefort has his turn back and no damage taken. 

Back'Up: I'll deal with the Ao from the movement on the next full post.

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)

"On second thoughts" Roquefort clears his mind "I don't think so Cousin, Grandmother Rat has me covered"

Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (17) + 13 = 30 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (4, 4) + 4 + (8, 8, 5, 3, 4) = 40
+Flat Footed to everyone.

Tidy damage roll!

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 24/111 | hp 80/80 | rp 10/12 | 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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

Lots of words, Datch. Few results. We're coming for you. Your death will be your dream.

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (13) + 14 = 273d10 + 12 ⇒ (8, 8, 6) + 12 = 34 - Slashing dmg vs EAC | Force effect | vs BLUE
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (19) + 29 - 5 = 43

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