GM Nomadical's Data Purge (Inactive)

Game Master Nomadical

Maps, slides, and handouts 


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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 is Yes: 1d100 ⇒ 66

"I am an ARTIST madame! I don't do it for the fame or fortune!" Azara declares, though his voice quavers a bit.

He steps past one of the constructs to get next to two of them before releasing his pent up photonic energy in one big burst.

Supernova (DC18 Refl for Half Fire Damage): 10d6 + 2 ⇒ (5, 2, 5, 1, 5, 5, 6, 3, 1, 2) + 2 = 37

Unattuned

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 a little, and then tries to strike at Guidance.

Welding Touch overcharged: 1d20 + 12 ⇒ (2) + 12 = 14
Damage (E and F): 1d4 + 13 + 1d6 ⇒ (4) + 13 + (2) = 19

....grr...using shirt reroll....+5 novas...
Welding Touch overcharged: 1d20 + 12 + 5 ⇒ (15) + 12 + 5 = 32

Grand Lodge

Tome of Righteous Repose slides

Roquefort calls on Grandmother Rat, who he might just have gotten more familiar with recently on the Shadow Plane, and boy does She deliver. But the results aren’t exactly what the Detective expected, as Datch simply splits into two identical copies of herself! The two Datch’s smirk evilly and give Roquefort a wink. ”Remember, Cousin, this is just code. I can literally do this all day long,” she taunts him with a laugh.

Then as if to prove the point, both of them split when engulfed by Azara’s solar blast. Now there’s 4 of them!
Datch Reflex Saves not actually needed, for “reasons.”
Reflex save, Yellow: 1d20 + 6 ⇒ (12) + 6 = 18
Yellow must have seen it coming, and dodges just at the last second, his incorporeal form taking only a singe from the blast.

But wait, she’s not done. Azzirm punches one with a welder, splitting that one into 2 forms also, the newest one getting pushed off the server, but still floating in mid air. Look, we’re up to 5!

Meanwhile, Carlos pops Blue who just tried to swipe at Back’Up
Hardlight Slam AO: 1d20 + 20 ⇒ (4) + 20 = 24
Miss. Dang it.

Perception, Engineering, or Computers check to see if you can tell what’s going on with the Datch Swarm

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

Round 6 & 7
BACK’UP may act!
Map: Purging Guidance

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

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

Blue Living Hologram (-34)
Yellow Living Hologram (-9)

Datch Guidances (1 thru 5) (HP N/A, wisp ally on #1: harrying, All slowed, All FF)

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

computers: 1d20 + 24 ⇒ (17) + 24 = 41
Compucast looks on with concern as the Datch image continues to multiply with every hit. "It must have a vulnerability... like the fabled hydra who grew two heads everytime one was destroyed..." he says.

Grand Lodge

Tome of Righteous Repose slides

Compucast quickly analyzes the code-base-structure of the Datch Swarm. He can see progressive quantum degradation spreading with each duplicate, making each splitting weaker than the previous generation. When the original split, it and its clone had the same code-base integrity. But when those two split in Azara’s burst, each of the remaining Datch’s only had about half of the code base. Then after Azzirm punched #4, its code and #5’s code each ended up with only half of the stability that #4 had before Azzirm’s torch seared #4’s apple.

The computer guru reflects on similar virus propagation schemes that he’s seen before and realizes that there’s an end-state stability threshold for the rapidly degenerating program. In fact, it looks like 4 and 5 might have just reached that point making it possible to take them out.

When they split, each of them gets half the HP. Once they’re below a certain point, that one can no longer split, but it still has to take enough damage to reduce it to 0 before it disappears.

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

Round 6 & 7
BACK’UP may act!
Map: Purging Guidance

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

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

Blue Living Hologram (-34)
Yellow Living Hologram (-9)

Datch Guidances (1 thru 5) (HP N/A, wisp ally on #1: harrying, All slowed, All FF)

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

Shaman expected more cunning spells, but Guidance went another way. This -AI adopts quickly. Although it can not be hydra - it is not even corporeal! .

Kish observe battlefield from above...

Perception / whats happening to Datch: 1d20 + 23 ⇒ (17) + 23 = 40

Back'Up flying skills are enough to hold at place and produce call more force to bomb the 5-th Datch copy out of material reality
Magic Missles at #5: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11

Grand Lodge

Tome of Righteous Repose slides

Back’Up comes to the same realization that Compucast did - the clones each get progressively weaker. Eventually they’re not that hard to kill, as he proves when his magic missiles hit the newest Datch clone. #5 erupts in a spray of holographic light particles and disappears.

”Hmmm, well, maybe I can’t do this all day,” #1 comments wryly.

”But I can do this until then,” she says as it throws her apple at Roquefort.

Hardlight Apple: 1d20 + 22 ⇒ (11) + 22 = 33
Real 1, Image 2: 1d2 ⇒ 2
His hologram disappears, just like #5 did.

”FOOD FIGHT!” screams #2 as she tosses her Apple at Roquefort also when she sees his image destroyed.

Hardlight Apple: 1d20 + 22 ⇒ (13) + 22 = 35
Damage, B: 2d10 + 12 ⇒ (7, 3) + 12 = 22
The fruit doesn’t go {splat}, but it certainly hurts.

#3 tells Yellow to shift position and waits until it does to attack.

#4 joins the Food Fight, but elects to try bopping Azzirm in the head with her apple

Hardlight Apple - melee: 1d20 + 24 ⇒ (6) + 24 = 30
Damage, B: 2d12 + 16 ⇒ (10, 5) + 16 = 31
The holo-fruit just bounces off the powered armor with a {thud}.

Yellow does as its told and carefully shifts into a flanking position. As it does, #3 swings her apple by the stem trying to conk Azara on his pretty head.

Hardlight Apple - melee, flanking: 1d20 + 24 ⇒ (3) + 24 = 27
Damage, B: 2d12 + 16 ⇒ (1, 9) + 16 = 26

Then Yellow joins the fight
Hardlight Slam, flanking: 1d20 + 20 ⇒ (16) + 20 = 36
Damage, B: 2d10 + 9 ⇒ (2, 10) + 9 = 21

The Artist is barely standing, bloody and bruised!
Azara can take an AO on either #1 or #2 for their ranged attacks

Blue has 3 nearby targets to choose from, and opts N to S: 1d3 ⇒ 1 to stick with its original opponent, carefully moving in to avoid the reach of the Shaman’s staff before trying to slam Back’Up
Hardlight Slam, flanking: 1d20 + 20 ⇒ (7) + 20 = 27
Miss chance, low misses: 1d100 ⇒ 11

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

Round 7 & 8
EVERYONE may act!
Map: Purging Guidance

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

Roquefort (-22)
Azzirm (-13 SP)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Blue Living Hologram (-34)
Yellow Living Hologram (-9)

Datch Guidances (1 thru 5) (HP N/A, wisp ally on #1: harrying, All slowed, All FF)

Azara (0 SP / -65 HP, Cursed)
Back’Up (-35 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)

Compucast eyes up the crowd and then takes a risk.

Summoning his powers, three missiles hurtle out from his hands, striking three different hardlight-Datch.

MM vs #2: 1d4 + 1 + 5 ⇒ (2) + 1 + 5 = 8
MM vs #3: 1d4 + 1 ⇒ (4) + 1 = 5
MM vs #4: 1d4 + 1 ⇒ (2) + 1 = 3

"They don't have much power left..." he notes dryly.

What is the giant red Datch figure?

Grand Lodge

Tome of Righteous Repose slides
Compucast wrote:
What is the giant red Datch figure?

Just a representation, in lieu of trying to fit her picture AND a number on each token. “Ignore the giant red Datch behind the curtain.”

Compucast skewers three of the Datch’s. #2 and #3 clone themselves, the new ones shifting away but still floating in midair by virtue of being incorporeal holograms.

”Hey, more apples for the food fight,” #2 cheers even as a new apple appears in her hand. (They are holographic, after all, not real ammo.)

”We need to focus fire. The “artiste” is done for,” #1 says with a sneer at poor Azara.

”but that damn vesk keeps pumping out force bolts.” #3 smoothly finishes the sentence.

Meanwhile #4 takes the damage, but neither disappears nor doubles.

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

Round 7 & 8
BOLD may act!
Map: Purging Guidance

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

Roquefort (-22)
Azzirm (-13 SP)

Compucast (1 image, displacement)
Carlos (Shadow Blend)

Blue Living Hologram (-34)
Yellow Living Hologram (-9)

Datch Guidances (HP N/A, wisp ally on #1: harrying, All slowed, All FF)

Azara (0 SP / -65 HP, Cursed)
Back’Up (-35 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).

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 returns the favour, reading #1 Apple thrower and then loosing a shot.

Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (19) + 13 = 32 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (4, 3) + 4 + (7, 6, 3, 4, 8) = 39
+Flat Footed to everyone.

Grand Lodge

Tome of Righteous Repose slides

"Awww, thanks for that,” #1 croons to Roquefort as she twins into yet another copy, ”COUSIN,” all the Datches finish in unison.

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

Round 7 & 8
BOLD may act!
Map: Purging Guidance

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

Roquefort (-22)
Azzirm (-13 SP)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Blue Living Hologram (-34)
Yellow Living Hologram (-9)

Datch Guidances (HP N/A, wisp ally on #1: harrying, All slowed, #1 & #8 FF)

Azara (0 SP / -65 HP, Cursed)
Back’Up (-35 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).

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)

Hoping we can now hose them all up...!

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 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 ⇒ (1) + 14 = 153d10 + 12 ⇒ (8, 7, 1) + 12 = 28 - Slashing dmg vs EAC | Force effect
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (9) + 29 - 5 = 33

Carlos can't choose which of the Datches to shoot at and just shoots at random without hitting any of them.

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 |

This Can't be the Real World! High, it is: 1d100 ⇒ 80

Azara finds himself almost surrounded.

As #2 tosses her apple, he flicks out his solar weapon as she leaves herself open.

Solar Weapon: 1d20 + 12 ⇒ (16) + 12 = 28
Slashing: 3d6 + 1d6 + 16 + 2 ⇒ (4, 5, 3) + (1) + 16 + 2 = 31

He then flashes the weapon toward #2 again and at #8 before stepping back.

Solar Weapon: 1d20 + 12 - 3 ⇒ (17) + 12 - 3 = 26
Slashing: 3d6 + 1d6 + 16 + 2 ⇒ (6, 3, 4) + (5) + 16 + 2 = 36

Solar Weapon: 1d20 + 12 - 3 ⇒ (11) + 12 - 3 = 20
Slashing: 3d6 + 1d6 + 16 + 2 ⇒ (1, 5, 3) + (2) + 16 + 2 = 29

Photon Attuned 1

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))

Shaman sees that Azara injured but continue fighting, so he flies closer to the solarion and heal up with a solar symbol:
Mystic Cure 2: 3d8 + 7 ⇒ (3, 3, 5) + 7 = 18

Unfortunately that means that Azara might be exposed to blindness if stay close with Back'Up. Likely he may retreat under flying shiny powered armor.
Shaman hopes to apples game participation...

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 sees the 'Datch swarm' appear...and immediately thinks to bring his Aeon Guard assault rifle up to spray the area...then his mind immediately goes to the fact they are hardlight projections....and his Aeon Guard rifle doesn't have a fusion on it.

Growling to himself, "Always problems that need fixing...need to remember that."
With that, He raises his welding torch and attacks #4.

Welding Torch (EAC): 1d20 + 12 ⇒ (20) + 12 = 32
Damage (E and F)): 1d4 + 13 + 1d6 ⇒ (2) + 13 + (1) = 16
Finally a great number!
extra crit damage: 1d4 + 13 + 1d6 ⇒ (3) + 13 + (1) = 17

With that he does his best to menace the people he can reach.

Just remember that you get +1 to hit if I am threatening the enemy

Grand Lodge

Tome of Righteous Repose slides

Carlos picks a Datch at random, but there’s too many of them and his indecision costs him the shot.

Azara’s still in the fight! He flicks his solar weapon up into #2’s knees and cuts her down. She dissolves in a shower of scintillating pixels.

@Azara: #2 is now down, so I’ll retarget that first regular attack to #1 to avail you of the benefit of Wisp Ally and FF.

”Damn,” #1 begins as another clone disappears. ”Looks like I’m going to have to rethin….” Her musing is cut off by Azara’s vengence, and she too goes {poof} in a spray of pixel-dust.

He continues the swing, but #8 dodges the blow having seen what happened to her clones.
@Azara: Did I miss something? You did a Full Attack with Flashing Strike, but then how did you also move?

Back’Up joins the fray and heals the Solarian Back Up a little.

Azzirm stabs #4 right in the teeth causing her to dissolve also.

Seeing Back’Up flee, Blue reassess the battlefield in accordance with its tactical programming and decides that N to S: 1d2 ⇒ 1 Roquefort is the most logical threat to engage.

Hardlight Slam vs EAC: 1d20 + 20 ⇒ (12) + 20 = 32
damage, B: 2d10 + 9 ⇒ (8, 4) + 9 = 21
It slams the Detective ritght between his furry little shoulder blades!

Yellow was told that the Artist was done for, so redirects his efforts on the healer.
Hardlight Slam vs EAC: 1d20 + 20 - 4 ⇒ (14) + 20 - 4 = 30
Miss chance, low misses: 1d100 ⇒ 93
damage, B: 2d10 + 9 ⇒ (3, 9) + 9 = 21

Hardlight Slam vs EAC: 1d20 + 20 - 4 ⇒ (7) + 20 - 4 = 23
Miss chance, low misses: 1d100 ⇒ 29
damage, B: 2d10 + 9 ⇒ (3, 2) + 9 = 14

Not caring about the starlight glow, since its eyes aren’t actual sensors, just holographic images of eyes, it doesn’t bother to move away from Back’Up.

Since Shaman seemed to want in on the Food Fight, #3 and #7 cheerfully oblige him.
Hardlight Apple vs EAC: 1d20 + 22 ⇒ (2) + 22 = 24
Miss chance, low misses: 1d100 ⇒ 38
damage, B: 2d10 + 12 ⇒ (2, 8) + 12 = 22

Hardlight Apple vs EAC: 1d20 + 22 ⇒ (2) + 22 = 24
Miss chance, low misses: 1d100 ⇒ 53
damage, B: 2d10 + 12 ⇒ (1, 9) + 12 = 22

But neither one even gets close.
@Back’Up you may take an AO on #7
@Azara: If you didn’t actually move after the Full Attack, then you may take an AO vs #3

#6 doesn’t like that Azzirm destroyed #4 so callously, so the half-orc gets an apple, too.
Hardlight Apple vs EAC: 1d20 + 22 ⇒ (7) + 22 = 29
damage, B: 2d10 + 12 ⇒ (6, 9) + 12 = 27
And that one also misses. Seems these cut-rate late-model Datch’es can’t hit anything…

#8 isn’t so sure that Azara is out of the fight, given that he just took out two of the clones. She elects to bop him on the head with her Apple
Hardlight Apple Slam vs EAC: 1d20 + 24 ⇒ (17) + 24 = 41
damage, B: 2d12 + 16 ⇒ (7, 10) + 16 = 33

Laying the lashunta out!
Sorry, Azara. RP to stabilize, unless you have some other thing that triggers at 0 HP.
On the plus side, you don’t have to worry about being Blinded by Back’Up’s starlight form.

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

Round 8 & 9
EVERYONE may act!
Map: Purging Guidance

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

Roquefort (-43)
Azzirm (-13 SP)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Blue Living Hologram (-34)
Yellow Living Hologram (-9)

Datch Guidances (HP N/A, All slowed)

Azara (0 SP / 0HP, Cursed, Dying)
Back’Up (-56 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)

Compucast moves up a bit to better see the battle.

Growling in frustration as Azara goes down, he flicks more magical detomations at #3 and #6.

MM vs #3: 1d4 + 1 + 5 ⇒ (1) + 1 + 5 = 7
MM vs #6: 1d4 + 1 ⇒ (3) + 1 = 4

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)

Acrobatic 1d20 + 18 ⇒ (19) + 18 = 37 to avoid AoO
"No thanks" exclaims Roquefort as he slips out of contact with the nasty hardlight creature.

He let's loose once again with his las-pistol.
Against 6
Attack 1d20 + 18 ⇒ (10) + 18 = 28 vs EAC
Damage 2d4 + 4 ⇒ (1, 1) + 4 = 6

Grand Lodge

Tome of Righteous Repose slides

Compucast sends two more force bolts into a couple of the Datch’es, but neither of them splits or perishes…

Until Roquefort slips away from his attacker and puts a laser beam through #6’s ear - and out the other side of her furry white head, making her disappear in a puff of white fuzzy pixel-fur.

AOs pending vs #3 from Azara from before he dropped, and vs #7 from Back’Up

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

Round 8 & 9
BOLD may act!
Map: Purging Guidance

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

Roquefort (-43)
Azzirm (-13 SP)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Blue Living Hologram (-34)
Yellow Living Hologram (-9)

Datch Guidances (HP N/A, All slowed)

Azara (0 SP / 0HP, Cursed, Dying, pending AO vs #3)
Back’Up (-56 SP, pending AO vs #7)

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

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 (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: 1d20 + 11 ⇒ (11) + 11 = 22
Dmg, bld, Reach, Living, Block, Powered: 1d6 + 14 ⇒ (6) + 14 = 20
Shaman strikes down foes feeling buttlerush.
Althoug seeing solarion slammed down with Guidance projection, Back'up tries to find better position out of reach of foes and conjuring wave of healing by touching Azara:
Mystic Cure 4: 7d8 + 5d8 + 7 ⇒ (1, 6, 2, 2, 6, 5, 8) + (5, 7, 3, 2, 2) + 7 = 56
- we need your spark, warrior! Stand and shine! Move back, I cover!

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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

Carlos slowly crawls on his tentacles around the server. He doesn't intend to miss a second time. The darkness will devour you one by one. The voice comes from everywhere and nowhere.

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (18) + 14 = 323d10 + 12 ⇒ (5, 3, 10) + 12 = 30 - Slashing dmg vs EAC | Force effect | VS Datch #8
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (5) + 29 - 5 = 29

Grand Lodge

Tome of Righteous Repose slides

The Shaman’s staff nearly clips the furthest Datch but doesn’t quite connect. Heedless of the others, Back’Up pours forth the healing into Azara, breathing new life into the Artist!

Carlos moves forward on his … tentacles??!! (Maybe it’s a good thing no one can see him a midst the shadows anyway.) He lines up a shot on the Datch looming over Azara and blows it away. There’s not even any pixels left to scatter to the light breeze of the server fans.

”Well, this isn’t exactly…”

”going as planned.” the two remaining Datches say to each other as #8 disappears.

Azara is prone, but ALIVE!
AO pending vs #3 from Azara from before he dropped

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

Round 8 & 9
BOLD may act!
Map: Purging Guidance

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

Roquefort (-43)
Azzirm (-13 SP)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Blue Living Hologram (-34)
Yellow Living Hologram (-9)

Datch Guidances (HP N/A, All slowed)

Azara (0 SP / +56 HP, Cursed, pending AO vs #3)
Back’Up (-56 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).

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 to the blue tinged hologram, and tried to get a blast of plasma on it...

Overcharged Welding Torch (EAC): 1d20 + 12 ⇒ (12) + 12 = 24
Damage (E and F): 1d4 + 13 + 1d6 ⇒ (3) + 13 + (2) = 18

Move action to move, Standard action to overcharge and fire

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 |

Sorry, I keep forgetting you don't get a free 5' when you take a full action. Too many systems in my head.

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

Am I alive or is this Lashunta Heaven? High=Alive: 1d100 ⇒ 37

Azara finds himself performing his works before an adoring crowd of people from the past. Some of the most famous Castrovellian poets sit in the front row while members of all sorts of species fill out the group. The one thing they all have in common is that they're all dead, so he must be too.

He's a little sad, but the adoration of the crowd helps.

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))

Not sure whats the d100 from Azara is about. But I like narrative outcme of this...
Cursed to act 50%? Otherwise the solarion may act after healing. But likely have to stand from prone...

Grand Lodge

Tome of Righteous Repose slides

Rather than squeeze between the racks, Azzirm shuffles down the central corridor and stabs the Blue holo in its virtual kneecap.

I’ve adjusted Azara’s and Back’Up’s positions to reflect that Azara didn’t actually move after his Full Attack. I don’t think it affects anything else.

Azara tries to hit #3 when it throws the apple, but he only chips a server rack causing sparks to fly.

The digital curse overwhelms Azara’s mind again even as Back’Up’s healing magic repairs his body. He remains laying on the floor of the computer room. In his mind, though, he’s far far away….

Yes, Back’Up. It’s the Curse effect. Azara can’t act normally for that round, and simply did nothing. We’ll see how this round goes….

”Hey, You,” #7 yells at Yellow, ”Let’s be smart about this.” Thus, Yellow waits for #7 to carefully move into flanking with the Kish before attacking.

Hardlight Slam vs EAC, flanking: 1d20 + 20 - 4 + 2 ⇒ (9) + 20 - 4 + 2 = 27
Miss chance, low misses: 1d100 ⇒ 30
damage, B: 2d10 + 9 ⇒ (9, 2) + 9 = 20

Hardlight Slam vs EAC, flanking: 1d20 + 20 - 4 + 2 ⇒ (8) + 20 - 4 + 2 = 26
Miss chance, low misses: 1d100 ⇒ 71
damage, B: 2d10 + 9 ⇒ (6, 8) + 9 = 23

Seeing that her distraction proved essential to the second attack hitting, Datch #7 chuckles. ”We’re not done yet. If we can take you down, big guy, the others can’t get healed, and they’ll fall eventually.”

Blue just got a new big powered armor foe!

Hardlight Slam vs EAC: 1d20 + 20 - 4 ⇒ (14) + 20 - 4 = 30
damage, B: 2d10 + 9 ⇒ (1, 5) + 9 = 15

Hardlight Slam vs EAC: 1d20 + 20 - 4 ⇒ (1) + 20 - 4 = 17
damage, B: 2d10 + 9 ⇒ (9, 7) + 9 = 25

Only the first attack hits, Blue having gotten distracted by #7’s show of absolute stupidity and bravado.

#3 is looking pretty bad, (C’mon, she’s only got 1 hp left!) glitching and making strange popping sounds. But that doesn’t prevent her from tossing an apple at her favorite Cousin.

Hardlight Apple vs EAC: 1d20 + 22 ⇒ (11) + 22 = 33
damage, B: 2d10 + 12 ⇒ (7, 2) + 12 = 21

Dang, those Apples sting. But the Detective does note that it seemed she had a bit of trouble hitting him that far away. (Range increment on the Apple is 30 feet, exactly how far Roquefort is from #3 currently.)

Back’Up may take an AO vs #3

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

Round 9 & 10
EVERYONE may act!
Map: Purging Guidance

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

Roquefort (0 SP / -10 HP)
Azzirm (-28 SP)
Compucast (1 image, displacement)
Carlos (Shadow Blend)

Blue Living Hologram (-43)
Yellow Living Hologram (-9)

Datch Guidances (HP N/A, All slowed)

Azara (0 SP / +56 HP, Cursed)
Back’Up (-99 SP, pending AO vs #3)

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

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)

The rat returns fire, spraying the enemies.

Triple-attack (Operative ability)

vs 7
Attack 1d20 + 10 ⇒ (20) + 10 = 30 vs EAC
Damage 4d4 + 8 ⇒ (2, 2, 2, 3) + 8 = 17
+1d4 ⇒ 3 Burn

vs Yellow
Attack 1d20 + 10 ⇒ (18) + 10 = 28 vs EAC
Damage 2d4 + 4 ⇒ (4, 1) + 4 = 9

vs Yellow
Attack 1d20 + 10 ⇒ (4) + 10 = 14 vs EAC
Damage 2d4 + 4 ⇒ (3, 4) + 4 = 11

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))

Staff AoO: 1d20 + 11 ⇒ (8) + 11 = 19
bld Dmg: 1d6 + 14 ⇒ (3) + 14 = 17

Back'Up feels that even powered armor might not sustain this surprising amount of kinetic energy for a long. He's wondered how Roquefort was able to burn down #7 Datch copy from this angle.
But he is happy to move a bit at the position, furher from yellow holo. Starlight form makes it easy without actual ground.

I am one with the force - whispers kish while glowing with nimbus evoking Magic missles at #3: 2d4 + 2 ⇒ (1, 1) + 2 = 4

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 rather impressively pointy teeth.

"I only regret this is just an image of you Datch."

2MM vs 7: 2d4 + 2 + 5 ⇒ (3, 1) + 2 + 5 = 11
MM vs 3: 1d4 + 1 ⇒ (2) + 1 = 3

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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

:: But what a workout! Datch has created a simulator for us where we train how to kill Datch! Thank her, ahahaha... :: - Carlos answers Compucast telepathically.

Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (12) + 14 = 263d10 + 12 ⇒ (9, 7, 2) + 12 = 30 - Slashing dmg vs EAC | Force effect | VS #3
Stealth - Sniping: 1d20 + 29 - 5 ⇒ (9) + 29 - 5 = 33

Grand Lodge

Tome of Righteous Repose slides

Whether or not Roquefort could or couldn’t target #7, the concentrated fire of star bolts, blaster fire, and the big sniper rifle finally puts the last two Datch’es down!

Combat Over!

As soon as #3 and #7 disappear in a cloud of digital dust, the other two living holograms also dissipate, and the entire area goes dark as the Guidance servers shut down. Strobing emergency lights illuminate the path to the three exits. Exactly one minute later, the servers reactivate and the entire area is filled once again with cerulean light. A restored hologram of Guidance, taking on its more commonly known mannequin-like avatar, appears atop the holographic projector stand.

”Starfinders. Thank you. Yes, your efforts have succeeded, and Datch’s invasive software has been purged from my system.”

Guidance is willing to engage with you, answer questions, and even allow you to probe their systems to reassure yourselves. But you don’t have long, as within moments, a host of armed Starfinders arrive, led by First Seeker Luwazi Elsebo and Celita, who independently confirm the success of your mission.

Elsebo and Celita whisk you away from the secondary server room to a hastily assembled meeting at the Hall of Discovery containing the entirety of the Forum. Luwazi personally thanks you for your heroic efforts, presenting each of you (except for Chewbacca) with a gold medallion. The medal ceremony is followed by a standing ovation from the crowd of the most senior Starfinders. The Forum votes to use Royo’s blueprints and the notes from your journey to develop new security robots designed to patrol the tunnels beneath the Lorespire Complex, ensuring that no enemies can infiltrate the facility using this route again.

Following this momentous moment with the Forum, First Seeker Luwazi Elsebo then leads you to a private office behind the Hall of Discovery. There she personally congratulates each of you on your efforts before explaining that the data retrieved clearly points to the nefarious ysoki Datch as the culprit. For some mysterious reason, Datch, a known member of AbadarCorp, has positioned herself against the Society. Luwazi believes that with the spyware removed from the Lorespire, the Starfinder Society should finally be able to take the offensive against Datch and her allies.

Fini.
But feel free to RP. I’ll post chronicles in Discussion tomorrow (Australia time.)

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)

"That was quite a mission, I thought some of us were in deep trouble there and we might be in for it this time but we all pulled through - miraculous. Some twists and turns, and there's no dirty rat like a ysoki dirty rat that's for sure"

The psychic-detective finishes the out-brief for the senior Starfinders before waving good bye to the party "Another case closed, glad you called me to help out once again - it was a real career highlight that one - can't wait to see whats next" Roquefort makes some finger pistols in the air miming shooting lasers, then waves as he heads off.

Outro music

Thanks GM, that one was wiiiiiild!

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))

After twist of events and finaly reaching private office, Back'Up shows his face from Aegis and shares thoughts:

-Didn't you feel heavy team arrived too quickly? Or how intentionally quick they removed us from a server room? I am sure things around this issue and Datch in general are not over. But now I also afraid that Society head has issues inside it. So this case might be only an episode... -
Shamans conluded Roquefort. He needs to contemplate in peace.

Ooh, that was pretty good! But I believe we were sneaky enough :))

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 the last of the Datch/swarm/virus leave....Azzirm lets out a loud breath. "I think this was actually easier than when I attempted to remove McGaffary Antivirus off of my datapad.....I swore that thing never worked right afterwards...Glad to see you back Guidance. I hope that rat didn't leave any little holes it can get back into you."

With that...Azzirm does a quick look over of his armor, and then goes to look over Back'ups....just to see of he can help, and maybe get a bit more looks at the technomagical system that it has....he really wants to incorporate magic into his next one...

Next versionwill be based on the Stag Step Suit power armor.....can't wait!

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 |

Azara is out on the street in front of the Lorespire complex with a cup of Poshkettle Tea in his hand before his senses fully return to him.

"That was the weirdest dream," he says.

Yet, he feels exhausted and battered and leans forward. There is an odd clinking noise and he looks down.

"What the...?" he exclaims as he sees the medal hanging from his chest.

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 nods, taking in the due accolades.

"I am glad." he snarls.

"That final battle was... taxing. I am NOT used to staying behind a line of others protecting me."

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 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

Carlos was not present at the award ceremony. No one understood when he disappeared, but a message came to Celita's mail to send the medal to a distant postal address "on demand"...

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