[SFS] 5-16 To Catch a King (Inactive)

Game Master Kludde

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Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Sorry, Halloween craziness

Kat presses her attack, trying to bring the creature down.

Full attack: 1d20 + 12 + 2 - 4 ⇒ (9) + 12 + 2 - 4 = 19
Damage,E: 1d12 + 7 ⇒ (1) + 7 = 8
Full attack: 1d20 + 12 + 2 - 4 ⇒ (12) + 12 + 2 - 4 = 22
Damage,E: 1d12 + 7 ⇒ (4) + 7 = 11


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Kat5e comes through with a massive attack, and manages to kill of the scavenger slime. One the sound of fire dies down, what remains is the periodic crackling of electricity.

Alyolan still lies on the floor, unconscious.

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

Cha'mon takes out his basic medkit and tends to Alyolan.

Medicine: 1d20 + 13 ⇒ (8) + 13 = 21

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

Liftt sits on the floor. "It came, and I couldn't do anything..." he wimpers.

Jancrast puts a reassuring arm around him.

Exo-Guardians

LN embri Solarian Hellknight 8 [Cult Hunter] | sp 0/72 | hp 15/62 | rp 6/8 | EAC 24 KAC 26 | F+7 R+2 W+8 [+2 vs enchantments; immune to charm] | Perc +11 | DV60' | Darkness + | Haste 6/10, Jetpack 40/40, SAC 10/10

Don't despair, Liftt. Hell devours the idle ones.

Stamina rest?


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Oooh... owww. Alyolan says as she regain consciousness oh, that thing got me and... she starts to ramble thank you for saving me. Ooph... I think I bit off a bit more than I could chew. I'm really not sure sure this Starfinder thing is for me. These people are so rough! How can you cope with that? I just wanted to explore and be on an interstellar mission. None of this 'touching people up' business. It's really not for me...

Please don't tell Nostog, ok? I want to stay out of trouble...


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When the group emerges, Nostog looks sobered Hmpf he says that's quite a serious threat. Why don't you guys fan out and check the camp if there is anything else lurking about?

And that's a great opportunity to investigate further!

---Thirday morning---
Lifft
Ysh'yaal
K'ssatak-sul
Kat5e
Cha'mon

---

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

What is the field of view for the operating cameras?

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

Cha'mon Cha'mon will check out the least explored of the remaining areas. I'm not sure where we haven't thoroughly explored yet.


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Let me get you a list of items:
- There's the security/maintenance room where you could still investigate past footage
- The officer's quarters has more bedrooms to explore (so far you've explored the one of Tifori)
- The storage hasn't been explored
- The armory may hold more secrets

Lifft inspects the cameras for field of view. Most are pointed to observed the area close-by I'd say 90 degree field-of-view (so diagonal lines from the 'c') and about 20-30 feet give-or-take

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

Cha'mon will have a look around the armory again.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

Exo-Guardians

LN embri Solarian Hellknight 8 [Cult Hunter] | sp 0/72 | hp 15/62 | rp 6/8 | EAC 24 KAC 26 | F+7 R+2 W+8 [+2 vs enchantments; immune to charm] | Perc +11 | DV60' | Darkness + | Haste 6/10, Jetpack 40/40, SAC 10/10

K'ssatak-Sul will join Cha'mon.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29


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Cha'mon and K'ssatak-Sul make it back to the armory. K'ssatak-sul spots something peculiar: among the mundane pistols and zappers, there are some parts of a more sophisticated weapon dicretely hidden.

These are the disassembled parts to an assassin rifle made by Ichihara Holdings, along with adamantine alloy sniper rounds. Definitely not a beginner's weapon!

DC 22 Culture:
chihara Holdings commonly does business with the Golden League. The Golden League in turn partners with a handful of Absalom Station gangs, specifically the Bluebacks, the Botscrap Brigade, the Downside Kings, and Little Liavara. A rifle with ammo like this was also recently used in a high-profile assassination of a feared Vent Crawler enforcer named Clutch, which most Station residents know about.

---Thirday morning---
Lifft
Ysh'yaal

K'ssatak-sul
Kat5e
Cha'mon
---

Exo-Guardians

LN embri Solarian Hellknight 8 [Cult Hunter] | sp 0/72 | hp 15/62 | rp 6/8 | EAC 24 KAC 26 | F+7 R+2 W+8 [+2 vs enchantments; immune to charm] | Perc +11 | DV60' | Darkness + | Haste 6/10, Jetpack 40/40, SAC 10/10

Culture: 1d20 + 10 ⇒ (14) + 10 = 24

Ichihara Holdings commonly does business with the Golden League. The Golden League in turn partners with a handful of Absalom Station gangs, specifically the Bluebacks, the Botscrap Brigade, the Downside Kings, and Little Liavara. A rifle with ammo like this was also recently used in a high-profile assassination of a feared Vent Crawler enforcer named Clutch... Downside Kings again. The Hellknight turns to Cha'mon and perhaps there could be a questioning look under the mask, but it is impossible to understand from this overhanging clam-like carcass in an intimidating heavy armor what its thoughts are.

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

Still rattled, Liftt seems a little unaware of his surroundings. He opens a door and looks around for a bed... or maybe something to drink.

"The bro's would know what to do.... " he says, almost to himself.

And hunts around in A7 which it looks like be can do without being seen by a camera.

perception: 1d20 + 3 ⇒ (19) + 3 = 22


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Lifft has a look around the bunks of the other initiates. Zizenzi’s room is clean and tidy. On the bed is an outdated datapad packed full of books on archaeology, Pact Worlds’ history, xenoanthropology, and outlandish adventure novels.

Munrusu’s room is spartan and unadorned. The trunk contains four pairs of binders restraints, two batteries, and an intricately decorated mask.

Vilthrattle’s room is messy and lived in. His trunk is locked

DC 20 Engineering:
His trunk contains an antique hook knife with
a concave inside edge perfect for climbing

[spoiler=Above check and DC 21 Culture]The tool is a good example of phentomite craftsmanship (Note that Alyolan is the phentomite, Vilthrattle is a gnome)

Alyolan’s room is a complete mess, as if it's been turned completely upside down searching for something. Her trunk contains 50 feet of
titanium alloy cable line and a grappler.

---Thirday morning---
Lifft
Ysh'yaal
K'ssatak-sul
Kat5e
Cha'mon
---

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

After dispatching the slug creature, Kat disappears back to the gym. Between lifting heavy things and putting them down again she pokes around for anything of interest.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

After finding an unoccupied bed to lie down in for a few minutes, Liftt sighs, and seems to realize that this is not actually his room.

Returning to the others he relays what he has found out. "Zizenzi may be a genuine prospect. I think Munrusu... may not be. Take a look at this." He shows a photo of the mask. "And he had several sets of restraints too.."

Second Seekers (Jadnura)

Pirate 5 EAC21 - KAC23 | SP30/35 HP 29/29 RP6/6 | Init +2 | Perc +0 SM +0| F +2, R +3, W +4 | Speed 25ft.

Ysh'yaal follows Liftt and help them take a look at the stuff there. Engineering: 1d20 + 10 ⇒ (8) + 10 = 18 +4 with tools

With the help of her tools she's able to open the trunk and find interesting exemple of phentomine craftmanship.

Culture: 1d20 + 9 ⇒ (17) + 9 = 26 +4 to recall knowledge or take 20 for 29

All seems legit to me, nothing out of place.

She closes back the trunk.


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Kat5e
Kat5e goes to the gym. Now that she's back there, it's the first time she notices something peculiar: most of the combat dummies are shaped like vesk, while the target practice projections are almost all early stage barathus.

DC 24 Culture check:
Maybe it's just a coincidence, but the Bluebacks gang are mostly Vesk, and the Little Liavara gang are mostly Barathy.

These gangs have open conflict with the Botscrap Brigade, the Downside Kings, and Strong Absalom, and compete nonviolently with the Vent Crawlers

--
Lifft and Ysh'yaal. Next time I'll proofread and close the spoiler tag :-/

Ysh'yaal joins Lifft, and opens Vilthrattle's trunk to find the phentomine climbing tool. Any phentomine in possession of such a tool would surely cherish it.

---

Once the evening comes around, Nostog starts bossing around recruits, and send Alyolan, Munrusu and Vilthrattle off on a recon mission. Munrusu sneers at the group Later, losers! We're off to do the real stuff! Alyolan is more friendly, apologetically shrugs and even asks Lifft I'd feel safer if I had my climbing tool. You haven't seen it, haven't you? I've been looking all over the place.

Nostog closes the camp gate, and then turns to the group You lot stay here, we'll be training in the gym he says. No such thing comes to pass, though, as Nostog soon gets a call on the camp's comm unit. Hmmpf, not a moment of quiet around here he grumbles. Ok, you guys train in the solo unit. I have to dash

He runs off to discuss with Tifori in great haste, and the two can be seen in the officer's building, discussing something with quite some intensity.

---Thirday evening---
Lifft
Ysh'yaal
K'ssatak-sul
Kat5e
Cha'mon

---

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

Cha'mon heads for the storage shed.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18


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Note that it's also possible to eavesdrop on Tifori and Nostog, if you want to check what is going on there

Cha'mon makes it over to the storage room.

DC 20 Computers/Engineering to unlock door:

The storage room looks slightly dusty, and is filled with all kinds of equipment: basic tools, supplies, linens, gym equipment, and other sundries.

Above check plus DC 20 Perception:

After rummaging through the shelves, Cha'mon finds a number of art object, each carefully labelled with a sticker containing a value in credits and the name "V. Beldrin" written on it.

Above two checks plus DC 22 Culture:

Vato Beldrin is a black-market cultural objects dealer who does regular business with certain gangs, specifically the Downside Kings, Little Liavara, Strong Absalom, and the Vent Crawlers—but never the Botscrap Brigade due to accused grifting.

---Thirday evening---
Lifft
Ysh'yaal
K'ssatak-sul
Kat5e

Cha'mon
---

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

Jancrast gives Liftt a Look(tm). "Helping other people can be a good way to help yourself..." she mutters.

With a sigh, once the others are busy, Liftt will recover the stolen knife and then places it at the bottom of Alyolan's chest.

He then heads off to the solo unit to see if he can practice his marksmanship against scary blobby ooze types things.

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

Engineering: 1d20 + 8 ⇒ (4) + 8 = 12
Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Culture: 1d20 + 9 ⇒ (17) + 9 = 26

Cha'mon is once again stymied by a door.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Culture: 1d20 + 3 ⇒ (1) + 3 = 4
The significance of her observations are lost on the Android but she will share what's she's seen with the group.
Only 20 short

Later she spots Cha'mon sneaking off again and follows him to the storage area.
"I got you" she whispers to him as she reaches for the door controls.
Engineering: 1d20 + 16 ⇒ (11) + 16 = 27

Perception: 1d20 + 12 ⇒ (16) + 12 = 28


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Lifft anonymously does a good deed. Cha'mon and Kat5e make their discoveries in the storage room (Feel free to read the spoiler. I think by now it should be clear what gang you guys are dealing with...)

---Thirday evening---
Lifft
Ysh'yaal
K'ssatak-sul

Kat5e
Cha'mon
---

===

I'm going to move this on a bit, because this adventure runs quite long...

The next morning an unexpected visitor arrives: a shrouded human with pale skin and blue motes for eyes, his cowl fastened with a Starfinder insignia brooch. Nostog snaps at the recruits All of you, get ready for a big job. Get equipped and return at 10-hundred sharp!

Nostog then takes Tifori and the stranger into the officer’s lounge.

Perception to eavesdrop

The recruits hurry into the bunks to get equipped.

At 10 am, Nostog returns to the quad Good news, Starfinders. Our Venture-Captain has prepared your graduation mission! We have located a shipment of stolen artifacts, and you job is to liberate these from agents posing as AbadarCorp merchants.

I will drive this truck, while you hide in the back. We'll then leap out, take the smuggler's truck, and Vilthrattle here will drive it back. I want a clean, non-violent job here, and the artifacts will catalogues and returned to their rightful owners after we're done. Gear up! Take your weapons in case the smugglers resist or if those crooked members of Station Security side with the smugglers. You've got two hours!

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

Cha'mon Cha'mon, looks as inconspicuous as he can be as he eavesdrops on the strangers discussion with Nostof and Tifori.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

When Alyolan returns, Liftt suggests "You should maybe tidy your locker. My friend Jancrast always says to tidy things up if you have lost something. It might be just hiding there waiting for you."

-=-=-=-=- later on -=-=-=-=-

Liftt looks increasingly worried when talk of firefights starts up. "Um.. ahh... arghhh."

<<How are we going to play this>> he thinks to the other members of the team. << I'm not keen on taking on station security or AbdarCorp guards.>>

"Where are we headed.." he finally asks, obviously resigned to the heist.[/b]"

<<Let us hope it is the Plenara building sting.>>


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Cha'mon has the hardest time hearing anything: ...valuable artifacts... ...AbadarCorp... ...Plan Era... Nostog sounds very excited, and Tifori seems to have some concerns, but exactly how or what is not audible.

Maybe someone else wants to try the check if they heard better?

Exo-Guardians

LN embri Solarian Hellknight 8 [Cult Hunter] | sp 0/72 | hp 15/62 | rp 6/8 | EAC 24 KAC 26 | F+7 R+2 W+8 [+2 vs enchantments; immune to charm] | Perc +11 | DV60' | Darkness + | Haste 6/10, Jetpack 40/40, SAC 10/10

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

<< I'm tired of this game. It's time to cover up this gang and bring it to the law. With the help of metal, flame and horror, as should be done with such garbage. >>

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

percep: 1d20 + 3 ⇒ (9) + 3 = 12

<<Plan Era.. that has to be the Plenara building.>> thinks back Liftt in growing excitement.

<<This is the sting.... think we can alert the real SFs? We'd need to disable the jammer to do so..>>


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There are still two hours to prepare for the mission, which is plenty of time to move about the compound.

You might also consider that there are a few recruits who might not want to be part of this, since they didn't know what they signed up for.

---Fourday morning---
Lifft
Ysh'yaal
K'ssatak-sul
Kat5e
Cha'mon

---

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat will try and tune her audio receptors to overhear the discussion.
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Liftt wrote:
<<How are we going to play this>> he thinks to the other members of the team. << I'm not keen on taking on station security or AbdarCorp guards.>>

Kat agrees with Liftt. "I can set my rifle to stun, but I don't enjoy the thought of engaging friendly targets. Ideally we can try to be covert and avoid this situation. If we can, we get in, incriminate ourselves and get out without causing any harm."

I'll see if Kat pick up on anything of value before going up to the other recruits.

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

Liftt approaches Alyolan well out of camera shot and any microphones "Look... " he says before cautiously switching to mental communication.

<<I don't think these people are really Starfinders. Your climbing knife I found in Vilthrattle's chest...>> he admits.

<<I suggest you call in sick with a headache. But I do know some real Starfinders... and if my suspicions are correct and this is some type of gang, I'll set you up with the real group once this is all over.>>


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Kat5e listen along with Cha'mon, and it turns out her ears are a lot better:

The stranger speaks We've located that shipment of valuable artifacts we've talked about. We've also found that it will be transported from AbadarCorp’s headquarters to the Plenara building. That's where we'll intercept it. If we make a big spectacle at the Plenara building, that's sure to cause a bit PR hit to the Starfinders

Nostog says Awesome! I can't wait to see the looks on their face

That sounds quite risky Tifori says with a concerned So close to the Plenara building, with these new recruits. I'm not sure they're up for it.

They better be the stranger answers you've had enough time to prep them, haven't you? But I hear you. Nostog, you'll prep the crew. For this one, me and Tifori will remain at more distance than usual, ok?

---

Lifft has a word with Alyolan, who looks really surprised, but then nods at the Shirren, as if he's understood what is at stake here.

Not too long later, Alyolan can be seen trying to sneak towards a ventilation, making his way out of the camp.

---Fourday morning---
Lifft
Ysh'yaal
K'ssatak-sul

Kat5e
Cha'mon
---

Exo-Guardians

LN embri Solarian Hellknight 8 [Cult Hunter] | sp 0/72 | hp 15/62 | rp 6/8 | EAC 24 KAC 26 | F+7 R+2 W+8 [+2 vs enchantments; immune to charm] | Perc +11 | DV60' | Darkness + | Haste 6/10, Jetpack 40/40, SAC 10/10

K'ssatak-sul will go to Munrusu and explain that it should not participate in the upcoming mission. Firstly, because it is a crime. Secondly, because these are not real Starfinders. Thirdly, this Hellknight will kill every one of the bandits* who pretends to be Starfinders and Munrusu should make a choice that will cost him his life.

*Until the condition of voluntary surrender is fulfilled.

Intimidate: 1d20 + 14 ⇒ (5) + 14 = 19
-2 if it is a Diplomacy .)

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

Cha'mon decides it is time to break into the rest of the officer's quarters.


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Munrusu seems completely nonplussed by K'ssatak-sul's warning Not participate? Is this a trick? I think you're just afraid that I'll be stealing your thunder. This is my chance to show that I'm the greatest of the recruit, and only I am worthy of being a Starfinder! Hah! The whole station will fear my name. And not yours. Loser.

Cha'mon already spent an action eavesdropping

---Fourday morning---
Lifft
Ysh'yaal
K'ssatak-sul
Kat5e
Cha'mon
---


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I'm going to push this forward, since you guys have uncovered quite enough

Go! Go! Go! Nostog ushers everyone in the back trailer of a hover truck. Where is that lousy Alyolan? I never thought he was any good. If he doesn't show up now, we'll just leave without him!

Zizendi is looking nervous and unsure of himself. Munrusu, on the other hand, is eager and mutters This plan is just too benevolent. If it were up to me, I'd make sure to crush our foes, and all those who cross us! Hahaha!

What doyou think Zizendi? Vilthrattle says you think can do your job without wetting yourself?

The truck arrives at the Plenara, and Nostog signals Seize that truck. The trailer’s doors open and Munrusu and Vilthrattle head right for the front cab, waving their guns and shouting at the truck’s driver — someone you recognise as Trober Dorf, a fellow Starfinder dromada wearing a AbadarCorp guard disguise. You, get out of the truck! The dromada complies, allowing Vilthrattle to slide into the driver’s seat, with Munrusu alongside him.

Meanwhile, Nostog climbs atop his truck and shouts at the bystanders, The Starfinder Society is taking what’s owed to us! Never will you see these artifacts again.

Well, that's quite a situation. What are you doing now?

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

--- earlier on the way there ---
Liftt sits next to Zizendi.. <<Don't worry. Stick next to me...>> he thinks.

<<I think we have fallen in with a bad lot, and these might not be real Starfinders..>> he continues, hoping to get some sense of his fellow shirrens feeling about the leadership.

--- at the heist ---

<<Keep your head down. I suggest not touching your weapon at all>> he thinks to Zizendi. <<This is not right>>

Liftt climbs on top the truck to stand next to the Fearless leader, Nostog.

"Umm, excuse me" he says loudly.

"But don't the Starfinder Society put all their artefacts on display for people to see and research?" he asks in a loud voice.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat moves to Trober Dorf with her rifle close in front of her, switched to stun. She holds her hand out as if to signal for him to stop moving. For a brief instant she flashes her imbedded Society Subdermal Graft at him.

Society Subdermal Graft from 1-01:
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

"Don't move" She tells him loudly, then moves closer as if restraining him and lowers her voice. "Are there others here?"

She's looking to get a sense of there are any other Starfinders imbedded in this operation. I'm not exactly clear if we should be trying to pull this off knowing the bad PR involved with the heist.


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Zizendi looks wide-eyed at Lifft's revelation I knew it... something was off.

Trober nods at Kat5e and whisper Careful!, and plays along with the restraining Radaszam will be here soon, everythign is going according to plan

Nostog grumbles something inaudible at Lifft, and within a minute, Nostog and the other recruits are in the vehicles and begin to drive away.

Suddenly, Station Security arrives on the scene, with sirens blaring. Radaszam exits the Plenara, alongside Philt and a swarm of newscasters with holocams recording.

Simultaneously, force barriers block off the roads, boxing in the trucks, the recruits, the group, and Nostog. Tifori and the stranger are not in sight.

From the steps of the Plenara, Radaszam denounces the gang: Look at these false Starfinders. They're nothing more but thugs in disguise. We've managed to uncover these thugs as false pretender, thanks to AbadarCorp he says, almost as if he's contractually obliged to do so and a team of brave undercover agents.

init:

Liftt: 1d20 + 5 ⇒ (18) + 5 = 23
K'ssatak-Sulr: 1d20 + 1 ⇒ (10) + 1 = 11
Ysh’yaal: 1d20 + 2 ⇒ (6) + 2 = 8
Cha’mon Cha’mon: 1d20 + 11 ⇒ (11) + 11 = 22
Kat5e: 1d20 + 8 ⇒ (5) + 8 = 13

init: 1d20 + 3 ⇒ (1) + 3 = 4

Nostog emerges from the truck, and shouts I knew it! I knew there was something off about you! Ferani was king and you killed him! Die, starfinders!

He looks as if he's serious about that threat, and Munrusu is eagerly backing him up. Bloodshed is not going to look good on camera...

---
Lifft
Cha'mon
Kat5e
K'ssatak-Sul
Ysh'yaal

---
Nostog
Munrusu
---

Advocates

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Male LN Dromada Bureaucrat Precog 4 (PC sheet) | SP 17/20 HP 22/22 | RP 7/7 | EAC 17; KAC 18 |Fort +1; Ref +9; Will +2 | Init: +5 | Perc: +8, SM: +8 | Speed 40 ft. (Land) | Active Conditions: None.

"What who, why, where??? I work in accounting!!! Why do I keep getting sent on missions like this???"

Trober seems to have totally lost it with the turn of events.

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

Cha'mon Cha'mon lets the villain monologue so he can take advantage and move behind the cover of a traffic island. The skittermander graft on his heart activates as he draws his injector pistol and fire a dart loaded with turbocurarine poison at Munrusu.

"You will first experience a dryness in the throat. Then as the poison penetrates the red blood cells the victim becomes dizzy and begins to experience a rash and itching. From there the poison works its way into the central nervous system causing severe muscle spasms, followed by the inevitable drooling. At this point, the entire digestive system is rendered useless, causing the complete collapse of the lower bowels, accompanied by uncontrollable flatulence...until finally you will be reduced to a quivering, wasted piece of jelly."

Bluff Stunt and Strike (Set Up): 1d20 + 15 ⇒ (7) + 15 = 22 If Cha'mon's stunt and attack hit, Munrusu takes a -2 penalty to saving throws until the end of Cha'mon's next turn.
Injector Pistol vs. Munrusu KAC: 1d20 + 10 ⇒ (18) + 10 = 28 DC 15 fortitude save to resist the poison.
Piercing Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Intimidate (Frightful Injection): 1d20 + 13 ⇒ (9) + 13 = 22

Frightful Injection:
When you successfully inject a creature with a substance (including a biohacker’s biohack) using a weapon that has the injection special property, you can attempt an Intimidate check to demoralize that creature as a move action before the end of your turn. A creature can be affected by this ability only once per day.

Turbocurarine:

Turbocurarine
Source Character Operations Manual pg. 127
Level 3; Price 260
Type poison (injury); Save Fortitude DC 14
Track Dexterity (special); Frequency 1/round for 4 rounds
Effect Progression track is Sluggish—Stiffened—Staggered—Immobile; no end state. Immobile victims can continue to attempt a saving throw each round as a full-round action to revert to stiffened.
Cure 1 save


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Fort: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12

Cha'mon makes sure Munrusu gets more than he signed up for, injecting him with poison that causes the Embri to be nailed to the ground, either because of fear or the poison coursing through his veins (or a combination of both).

---
Lifft
Cha'mon
Kat5e
K'ssatak-Sul
Ysh'yaal

---
Nostog
Munrusu (15, -2 to saves, shaken (-2 Atk, -2 sv), sluggish (-2 rfx, dex, atk, -2DC, FF), DC 15 Fort next round)
---

That's a low of modifiers, to putting this here for reference:

Shaken:

You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken, the duration of the shaken condition increases by the duration of the second effect.

Dex poison track:

- Sluggish The victim takes a –2 penalty to Reflex saves and Dexterity-based ability checks, attack rolls, and skill checks; the DCs of her spells and special abilities decrease by 2; and she becomes flat-footed.
- Stiffened The victim loses her Dexterity bonus to her Armor Class, and she can’t take reactions.
- Staggered The victim is staggered but can take purely mental full actions.
- Immobile The victim is helpless and can take only purely mental actions.
Dead The victim dies.

Acquisitives

Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;

Liftt, not wanting to initiate combat.

"I really s-suggest that we d-discuss this with station security and the starfinder society. Surely it is just a misunderstanding..."

bluff: 1d20 - 1 ⇒ (5) - 1 = 4

[cNot going to have Jancrast intervene on this one!

Exo-Guardians

LN embri Solarian Hellknight 8 [Cult Hunter] | sp 0/72 | hp 15/62 | rp 6/8 | EAC 24 KAC 26 | F+7 R+2 W+8 [+2 vs enchantments; immune to charm] | Perc +11 | DV60' | Darkness + | Haste 6/10, Jetpack 40/40, SAC 10/10

K'ssatak-Sul goes forward, creating in front of him by the effort of his steel will a blade of absolute darkness, edged with a crimson-red sunset glow. He stands in front of his opponents and suddenly a magical darkness envelops everything around, extinguishing absolutely any lights of lamps, monitors, flashlights and other things that could somehow glow. And in this darkness a voice is heard, the indifferent and sustained voice of the Hellknight in the eternal search for the triumph of the will and hellish perfection. Give up. Your last chance.

Create Darkness (Su): A Hellknight of the Order of the Eclipse can choose the create darkness alternate class feature. As a standard action, you can create a 20-foot-radius zone of darkness centered within 20 feet of you. The zone negates the effects of all nonmagical light sources in its area and lasts for 1 minute. You can see as normal within the zone, and you can dismiss the effect as a standard action. Unless otherwise noted, any magic source of light can increase the light level in the area as normal.

So, technically, any creature that has an ordinary darkvision can see in this darkness. But non-magical technological items cannot dispel it... And as far as I remember, in order to shoot videos in the dark, special cameras are needed. In general, my idea is this - if a massacre happens, it will be difficult to see and even more difficult to film. Which is for the best.

PS Hi, Trober! .)


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K'ssatak-sul shrouds himself in darkness, while Lifft tries a last-ditch effort to avoid a fight...

---
Lifft
Cha'mon
Kat5e
K'ssatak-Sul
Ysh'yaal
---
Nostog
Munrusu (15, -2 to saves, shaken (-2 Atk, -2 sv), sluggish (-2 rfx, dex, atk, -2DC, FF), DC 15 Fort next round)
---

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat will turn her rifle on Nostog. "The jig is up, Nostog. There's no vents to escape in this time. You're outnumbered. Lay down your arms"

Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23

Acquisitives

Male CG Damai Outlaw Operative 5 Biohacker 2 (PC sheet) | SP 49/49 HP 44/44 | RP 5/8 | EAC 22; KAC 22 | Fort +5, Ref +9, Will +5 | Init: +11 | Darkvision 60', Perc +14, SM +10 | Speed 40 ft. | Active Conditions: None.

"The poison I just injected you with is not lethal... you will becomes a wasted piece of jelly though."

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