GM Computerpro82 Outpost VI SFS 1-99 The Scoured Stars Invasion (Inactive)

Game Master Eric Parker 82

Outpost IV SFS Scoured Stars Invasion Special
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Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 holds back his instinct to immolate the three of them as the purpose of this combat is to retrieve them alive. He shifts into low gear and tendrils of electricity snake out from his hands towards red. He then legs it to a safer distance.

Energy Ray vs Red: 1d20 + 4 ⇒ (9) + 4 = 13

Damage,Electricity, Harmful Spells: 1d3 + 1 ⇒ (2) + 1 = 3

What happened to our Mystic?

Exo-Guardians

F Damai Bureaucrat operative 4 (explorer) KAC 16, EAC 15; SP 28, HP 26, RP 5 | Fort +2, Ref +7, Will +3; +2 Fort saves vs. poison and disease | Init +5 | Perc. +7 (+2 bonus to notice traps)

"They are dominated to attack by someone. We just don't have choice, but knock em out so they could be returned home alive!" she shouts

Survival to trick: 1d20 + 15 ⇒ (9) + 15 = 24
Knife v red: 1d20 + 6 ⇒ (18) + 6 = 24
nonlethal damage: 1d4 + 2 + 1d8 ⇒ (3) + 2 + (5) = 10

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

Krzysztofli can't get their sights lined up on Yellow

Mincey continues to devastate the enemies, dropping Yellow to the ground

George 09-23 hits Red with a small amount of electricity as he backs away

Chrissy manages to trick and hit Red, dropping them to the ground as well.

Keskochu Ordox still hasn't acted from Round 1. I will bot tonight (my time, about 5 hours from now) if they haven't acted.

Starship Graveyard- Bring'em back alive: Round 1 and 2

Bold may act

Chrissy 34/54 HP
George 09-23 37/37 HP
Mincey 38/38 HP
Starfinder Black Recruit -18 HP, 12 NL, Unconscious
Krzysztofli 46/58 HP
Starfinder Green Recruit -6 HP, 6 NL
Starfinder Red Guard -26 HP, 10 NL, Unconscious
Starfinder Yellow Scholar -38 HP, 25 NL, Unconscious
Keskochu Ordox 58/58 HP


Keskochu Ordox moves into the corridor and tries to shoot green

pistol, non-lethal: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
damage: 1d8 + 2 ⇒ (6) + 2 = 8

And Keskochu hits again! Knocking out the last Starfinder

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

After battling the mind-controlled Starfinders, you continue searching the starship graveyard and make a terrifying discovery: dozens of Starfinders are currently comatose and held in secure stasis chambers.

Life Science or Medicine DC14:

You realize that attempting to remove the bodies might kill the Starfinders or leave them permanently damaged

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 comes out of the corner looking pleased that his Dragon Breath worked out so well this time.

"It looks like they are all knocked and ready to be brought back once we tie them up and take away their weapons of course."

"I wonder if we can find a way to break them out of their fugue state."

George 09-23 casts Detect Magic in an attempt to determine if there is any sort of mystical explanation for their behaviour.

(Assuming that we moved on from that scene to the next one)

Life Science: 1d20 + 11 ⇒ (5) + 11 = 16

"Yes, we are going to have to leave them in here for the time being. Perhaps a future medical team will be able to free them in a safe manner."

The android checks around looking for a terminal to hack into find out more information about what has happened here.

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

Historia-7 agrees with your assessment when you report your discovery. She assigns Starfinder medical experts to start analyzing their condition so that the Society can determine how to evacuate them.

You get picked up and have another opportunity to pick a mission. I am also putting in a slide with a snapshot of the current progress report.


Venture-Agent, Play-by-Post

Our agents explored a starship graveyard on Agillae-5, where they found many more of our comrades kept comatose in stasis chambers. Our scientists are studying the strange technology so we can decide how to safely release them.

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

Exploring an ancient civilisation seems like an interesting change of pace for George 09-23.

How about City of the Ancients?

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

I will second the vote for whatever mission another PC suggests!

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

I will accept your vote. City of the Ancients it is then. :)

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

The imposing vesk Radaszam, leader of the Acquisitives, stands near a large screen that displays a tidally locked planet labeled as Callion-2. “Starfinders,” He greets, in his pleasantly low voice, “I’m sure you’ll find this mission interesting. Our sensors have detected numerous communication signals broadcast from Callion-2. Because one side of the planet is always facing the sun, only a narrow habitable zone exists, but here’s the interesting part: the entire habitable area is covered in one big, technologically advanced megacity. Finding survivors, or at least useful information in the city, seems likely. I’ll upload mission data on your ship’s computer. Good luck and come back safely!”

Following the Radaszam’s instructions, you easily find the right location in the sprawling megacity to take their landing craft. You are able to find a suitable place to land on a rooftop. As you approach the destination, you realize the only living things in the city are plants and small insectile invertebrates.

Doing a quick scan with your equipment there are five locations you can investigate within proximity of your landing zone. Strangely enough you can hear strange alien music (akin to distorted modern elevator music) playing in the background through loudspeakers integrated into the city’s buildings and infrastructure.

  • Factory
  • Library
  • Military Base
  • Residential Area
  • Shopping Mall

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

I will second the vote for whatever location another PC suggests!

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 thinks it is time to go shopping!

"I suggest we go to the Shopping Mall. If there are survivors they will probably be there close to so many resources."

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

Shopping Mall: In the shopping mall, the weird elevator music is louder than elsewhere. Robots place useless and deteriorated products on display, but no one is around to buy anything.

DC 17 Culture, Perception, or Survival check:

You determine that the city was abandoned long ago—likely millennia ago—and the original inhabitants left the machines to take care of the city.

Cognates

CG M Shirren Operative 4 | Stamina 28 HP 30 | EAC 19 KAC 19 | CMD 27 | F: +3, R: +9, W: +6 (+2 vs mind-affecting) | Init: +7 | Perc: +11, SM: +12, Blindsense (vibration) 30 ft | Speed 40ft | Resolve 7 | Active conditions: None

Culture vs DC 17: 1d20 + 12 ⇒ (4) + 12 = 16

<<Either the robots value these items more than I would, or they do not recognize what condition they’re in. Fascinating.>>

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

Culture: 1d20 + 8 ⇒ (19) + 8 = 27

"It seems like the robots were left in charge here. I think we should look around a bit and then head to the Residential area."

@GM Computerpro82- If there is nothing of interest here then we need to move on. :)

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

The Residential area gives you the same information as the Shopping Mall

Wayfinders

Shirren Priest Mystic 4 | KAC 16, EAC 16 | HP 30/30, SP 28/28, RP 6 | F+3,R+2,W+8 | (Spells used, 2 from 2nd, 2 from 1st) Init+1, Perception +11 | Blindsense (Vibration 30') Battle Staff +3, (1d4+4 B) Thunderstrike Sonic Pistol +4, (1d8+2)

-Hmmm ... library may give us some useful information
Thanks for botting me ... I keep my fame as gunslinger!

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 agrees with the mystic.

"Sure, Why not go to the library."

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

Library: With the exception of the ever-present alien music, this enormous building remains completely silent. Digital and physical records from the planet’s past fill shelves and data archives stretching for the equivalent of city blocks.

DC 17 Computers, Culture, Engineering, Life Science, Medicine, and Physical Science check:
Each success means you learn that the ancient culture was very advanced both culturally and technologically. If any of you have a Chronicle sheet for Starfinder Society Scenario #1–13: On the Trail of History or Starfinder Society Scenario #1–17: Reclaiming the Time-Lost Tear then you recognize the information as relating to the past of the izalguun species. You also find a log entry about visitors whose description suggests the visitors were Starfinders, but the entry doesn’t reveal what happened to them.

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 tries to hack into the ancient database.

Computers: 1d20 + 12 ⇒ (14) + 12 = 26

"There is a log entry left behind by Pathfinders. I wonder what happened to them?"

Cognates

CG M Shirren Operative 4 | Stamina 28 HP 30 | EAC 19 KAC 19 | CMD 27 | F: +3, R: +9, W: +6 (+2 vs mind-affecting) | Init: +7 | Perc: +11, SM: +12, Blindsense (vibration) 30 ft | Speed 40ft | Resolve 7 | Active conditions: None

<<Perhaps there was some kind of conflict that drove the inhabitants away?>> Krzysztofli gestures towards the military complex.

Exo-Guardians

F Damai Bureaucrat operative 4 (explorer) KAC 16, EAC 15; SP 28, HP 26, RP 5 | Fort +2, Ref +7, Will +3; +2 Fort saves vs. poison and disease | Init +5 | Perc. +7 (+2 bonus to notice traps)

Culture: 1d20 + 11 ⇒ (5) + 11 = 16

"Factory and Military base are left to explore, if the robots are programmed to shoot intruders, it probably will happen at the base."

Wayfinders

Shirren Priest Mystic 4 | KAC 16, EAC 16 | HP 30/30, SP 28/28, RP 6 | F+3,R+2,W+8 | (Spells used, 2 from 2nd, 2 from 1st) Init+1, Perception +11 | Blindsense (Vibration 30') Battle Staff +3, (1d4+4 B) Thunderstrike Sonic Pistol +4, (1d8+2)

- Let me see the digital records
medicine: 1d20 + 9 ⇒ (10) + 9 = 19

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 nods at Chrissy.

"All right Chrissy. We can check out the Military Base next and test your theory."

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Mincey shrugs and follows the others to the military base.

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

An androgynous human approaches you as you approach the military base.
Can I help you?

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 makes his best approximation of a smile.

"Sure, we are looking for a group that landed a while back. They called themselves Starfinders. You would not know anything about this would you?"

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

I was left in charge of this world when the original inhabitants left. I have established robots to maintain areas of this world.

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

"I see but do you know when the original inhabitants left and if any other visitors have come to your world?"

George 09-23 has doubts about the veracity of the person's claim suspecting that they might be a clone or not actually human.

Life Science: 1d20 + 11 ⇒ (7) + 11 = 18

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

George 09-23 realizes you are talking to a Hologram.

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 accepts that he is talking to a hologram but waits for it to answer his question about its knowledge of any previous visitors.

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

The Hologram does not seem inclined to answer your questions. Perhaps an Intimidate check will convince it to talk?

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

George 09-23 looks to the others for backup. Cool and logical thinking is his forte. Intimidation, not so much.

Cognates

CG M Shirren Operative 4 | Stamina 28 HP 30 | EAC 19 KAC 19 | CMD 27 | F: +3, R: +9, W: +6 (+2 vs mind-affecting) | Init: +7 | Perc: +11, SM: +12, Blindsense (vibration) 30 ft | Speed 40ft | Resolve 7 | Active conditions: None

Krzysztofli does his best to look intimidating, crossing his arms and scowling.

Intimidate to Aid vs DC 10: 1d20 + 5 ⇒ (8) + 5 = 13

Wayfinders

Shirren Priest Mystic 4 | KAC 16, EAC 16 | HP 30/30, SP 28/28, RP 6 | F+3,R+2,W+8 | (Spells used, 2 from 2nd, 2 from 1st) Init+1, Perception +11 | Blindsense (Vibration 30') Battle Staff +3, (1d4+4 B) Thunderstrike Sonic Pistol +4, (1d8+2)

Intimidate aid: 1d20 + 4 ⇒ (19) + 4 = 23

Come on machine man, dont be so negative

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

Two aids, so you are at +4 if anyone has a decent Intimidate. If not, we should move on to alternative conflict resolution.

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

I will give it a bit and then post if no one does just to move the game along. My character's Intimidate is pretty terrible. :)

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

If nothing else, I'll bot Mincey with Intimidate +8. Chrissy doesn't have skills listed in her profile, so Mincey is the best I can see.

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

Alright go for it. It is better than my -1 modifier. ;)


Mincey tries to Intimidate the figure to get more information about the Starfinders.

Intimidate with 2 Aids: 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16

Such is life. We are off to Alternative Dispute Resolution

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

Does this mean combat? :)

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Intimidate: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18

Nevermind, just saw Mincey was botted

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

The Bots in the area respond badly when you fail to Intimidate the Hologram

This encounter reuses the map on slide 5

Initiative:

Krzysztofli's Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Mincey's Initiative : 1d20 + 6 ⇒ (1) + 6 = 7
Chrissy's Initiative : 1d20 + 5 ⇒ (13) + 5 = 18
George 09-23's Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Keskochu Ordox's Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

Skirmisher Bot Blue's Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Skirmisher Bot Red's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Hunter Killer Bot Yellow's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

GM Screen:

Red Target selection: 1d5 ⇒ 4
Blue Target selection: 1d5 ⇒ 4

Red moves up and takes a shot at George 09-23
Autocannon attack: 1d20 + 9 ⇒ (1) + 9 = 10
Piercing damage: 1d8 + 1 ⇒ (3) + 1 = 4
Recoil: 1d4 ⇒ 2 squares

Yellow moves up and tries to drive a spike into Mincey
Spike attack: 1d20 + 12 ⇒ (6) + 12 = 18
Piercing damage plus trip: 1d8 + 7 ⇒ (4) + 7 = 11

Blue moves up and takes a shot at George 09-23
Autocannon attack: 1d20 + 9 ⇒ (13) + 9 = 22
Piercing damage: 1d8 + 1 ⇒ (1) + 1 = 2
Recoil: 1d4 ⇒ 2 squares

Alternative Dispute Resolution: Round 1

Bold may act

Skirmisher Bot Red - HP
Hunter Killer Bot Yellow - HP
Skirmisher Bot Blue - HP
Chrissy 54/54 HP
George 09-23 35/37 HP
Krzysztofli 58/58 HP
Mincey 27/38 HP
Keskochu Ordox 58/58 HP

Dataphiles

Male N Android Technomancer 4 (Themeless) Buffs: SP 24/24 HP 24/24 | RP 7/7 | EAC 15 KAC 16 AC 24| Fort +2* (Yeti Boon) Ref +3 Will +5 (+2 vs Mind-Affecting, Disease, Poison, Sleep)|Init: +6 | Perc: +5 SM: -1 darkvision, low-light vision|Speed 40 feet|Resist Cold,Fire 5| Endure Elements
Resources:
Jump Jets (uses) 10/10| Laser Pistol 20/20|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 1/1| Spells (Technomancer) 1st 5/5 2nd 3/3|
Conditions:

@GM ComputerPro82 - Is anyone Prone due to Trip and Recoil effects?

Grand Archive

Year of the Shadow Lodge | Star Gun Arc Table 1 | Star Gun Arc Table 2

I missed the Trip part of the attack, so here it is.
Free Trip attempt on Mincey with the Spike: 1d20 + 9 + 4 ⇒ (18) + 9 + 4 = 31

Mincey is Prone

Alternative Dispute Resolution: Round 1

Bold may act

Skirmisher Bot Red - HP
Hunter Killer Bot Yellow - HP
Skirmisher Bot Blue - HP
Chrissy 54/54 HP
George 09-23 35/37 HP
Krzysztofli 58/58 HP
Mincey 27/38 HP, Prone
Keskochu Ordox 58/58 HP

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

"Dats 'nuff outta you!" Mincey says, springing to her feet.
Swift action to stand due to moxie!
She draws her blade and strikes at the robot in front of her.
Melee (survival knife) v yellow: 1d20 + 6 ⇒ (19) + 6 = 25
Damage (S): 1d4 + 1 ⇒ (1) + 1 = 2

Cognates

CG M Shirren Operative 4 | Stamina 28 HP 30 | EAC 19 KAC 19 | CMD 27 | F: +3, R: +9, W: +6 (+2 vs mind-affecting) | Init: +7 | Perc: +11, SM: +12, Blindsense (vibration) 30 ft | Speed 40ft | Resolve 7 | Active conditions: None

Physical Science, Archive to ID Yellow: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

Krzysztofli scoots slightly to the side to get a clearer shot at the closer bot, drawing his pistol as he does so. A quick study of its movement pattern, then a pull of the trigger releases a jolt of electricity.

Sense Motive, Archive to Trick vs Yellow CR: 1d20 + 12 + 4 + 2 - 20 ⇒ (6) + 12 + 4 + 2 - 20 = 4
Arc Pistol vs Yellow EAC: 1d20 + 8 ⇒ (4) + 8 = 12 (FF EAC if Trick was successful)
Electric damage: 1d6 + 2 ⇒ (4) + 2 = 6
Possible Trick damage: 1d8 ⇒ 8

Exo-Guardians

F Damai Bureaucrat operative 4 (explorer) KAC 16, EAC 15; SP 28, HP 26, RP 5 | Fort +2, Ref +7, Will +3; +2 Fort saves vs. poison and disease | Init +5 | Perc. +7 (+2 bonus to notice traps)

Chrissy tries to surprise the red robot, but her aim doesn't find any weak spot.

Survival to trick: 1d20 + 11 ⇒ (1) + 11 = 12
Truth-sequence ember pistol: 1d20 + 6 ⇒ (13) + 6 = 19
piercing: 1d6 + 2 ⇒ (1) + 2 = 3

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