
PREGEN - SFS |

Happy to help! says Nako in echoes of her comrades
Once they returned she says, agreeing with Dakoyo Yes, best vacation ever!

AbadarCorp Entertainment |

Chronicles are up! Let me know if everything is okay!
I hope to be able to do something cool with photocards down the line, but I'm facing some delays.
Thanks a lot for playing! I'll set up Skitter Warp later today or tomorrow, so stay tuned!

AbadarCorp Entertainment |

I've set up a new RPG Chronicles link. Can you all:
[ ] Sign in on the RPG Chronicles
[ ] Update your character to level 5
[ ] Make sure your init and perception modifiers are updated on the slides
(Please give me a little response once your ready, and we'll start Skitter Warp!)

AbadarCorp Entertainment |

Nako? Gaz? You guys ready to move on?

AbadarCorp Entertainment |

It's always nice to take the Clutch for a spin, and it is no different for this little haul to Varkulon 4, where the group was sent to pick up planar debris after that last Drift cyclone hit.
With salvage from Varkulon 4 secured in the Clutch’s cargo hold, it’ll soon be time to return to the markets of the Pact Worlds and turn the various reclaimed treasures into credits. Once Nako finishes helping your friend Ponatia return that chunk of rock he found so interesting to the Helix Lyceum, the Clutch can be on its way.
Suddenly, alerts sound throughout the ship. The computers indicate something is wrong with... everything! Temperatures outside the hull fluctuate rapidly, while shields deflect several types of unusual radiation. The Clutch’s artificial gravity goes haywire for a few seconds, and the mass and density of the planet below undergoes impossible shifts. Clouds of purple and green gas coalesce outside every viewport, as if the ship just passed into a nebula, but the computers don’t register they exist. The power flickers momentarily, and when the lights come back on, they have a slight bluish tinge.
A static-filled message comes over the ship’s comms. “Nakonechkin Salvage, this is Headteacher Kiodea of the Helix Lyceum. Something strange is happening all across Varkulon 4, like a Drift cyclone but much worse. Energy is bombarding the planet at an incredible rate. I don’t know if the Lyceum can—” The voice is cut off with a loud snap.

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Ahhh .... this looks bad She hits the comms. Helix Lycelium. This is Nakonechkin Salvage. Please respond.
mysticism: 1d20 + 10 ⇒ (11) + 10 = 21 to figure out what just happened.

AbadarCorp Entertainment |

Krrrkkkktt... rrghhhhhrrrrr... krrrrkkkkktttt wwwwiiiioooooouuuuwww...
Communication seems to be completely impossible in this cloud of particles, the sensors don't work, and steering is very hard. Even worse, the energy fluctuations of the particles are wreaking havoc on the shields, and rapidly depleting them.
Each of you can attempt two check to help you get out this nasty cloud:
Athletics: A PC can rush to the Clutch’s engineering deck to tighten power couplings with a spanner or heft heavy bundles of cables through access ports to reach power junctions.
Computers: A PC can reroute power from other systems to sustain the shields or use limited astrogation data to plot the fastest way through the miasma.
Diplomacy: A PC can rally the others with a passionate speech or offer kudos to a single crew member for a job well done.
Engineering: A PC can coax more energy from the ship’s power core or adjust the shield emitters to temporarily increase their regeneration rate.
Mysticism: A PC can divine a quick route through the miasma or recall knowledge about planar energy to help their crewmates better understand what’s going on.
Piloting: A PC can steer around concentrated pockets of miasma, or engage thrusters and blast through the cloud.
I'll count Ayoka's roll as a Mysticism success :-)

Gaz-i-Gaz |

Gaz-i-Gaz attempts to inspire the others.
"We've got this, everyone! There are people down there who need our help!"
Diplomacy: 1d20 + 13 + 1d6 ⇒ (8) + 13 + (2) = 23.
Diplomacy: 1d20 + 13 + 1d6 ⇒ (16) + 13 + (2) = 31.

cmlobue's pregen β |

Dakoyo stretches his senses to find a way through the gas.
Mysticism: 1d20 + 16 ⇒ (1) + 16 = 17
He then starts lecturing the crew on planar energies.
Mysticism: 1d20 + 16 ⇒ (11) + 16 = 27

AbadarCorp Entertainment |

Gazigaz attempts to rally the crew, but his first words fall flat, and only once he tries again, he manages to spur up enough enthousiasm to work on getting out of the cloud safely. Ayoka modulates the shield, which helps protect them a bit from the particles, while Dakoyo magically tries to minimize the damage from the planar energies - he also needs a few tries before he is succesful.
I need one more roll from Ayoka, and two from Nako
---
Ayoka
Nako
Nako
---

PREGEN - SFS |

Question, can I use my own Skittermander level 6 to play this scenario?
Nakonechkin says Crew, Lets salvage something from this wreck! Lets HELP!
He rushes to the Clutch’s engineering deck to tighten power couplings with a spanner.
Athletics: 1d20 + 11 ⇒ (20) + 11 = 31
Then he hefts heavy bundles of cables through access ports to reach power junctions.
Athletics: 1d20 + 11 ⇒ (2) + 11 = 13

AbadarCorp Entertainment |

Question, can I use my own Skittermander level 6 to play this scenario?
Technically speaking we're outside of society play, just applying chronicles to characters, which means we can do whatever we want. I'll accept own (Skittermander) characters, but they'd have to be level 5 for balance.
The Clutch finally makes it out of the black cloud, with its shields drained slightly by the onslaught of particles.
You have 10 sp in every quadrant
Outside of the cloud, the surface of Vorkulon-4 becomes visible. What was once a world of swamps and other waterways has been completely transformed. Massive fires rage under clouds of black smoke, the ocean glows with patches of purplish light, and geometrically perfect spires rise into the atmosphere. Something strange has happened to Varkulon 4.
Straight ahead a ghostly starship appears; the ship’s hull has been breached many times, and an asteroid juts from its bridge.
Starship combat! Stats for the clutch are on the slides, the Clutch is the green ship on the map
Piloting Init, Round 1: 1d20 + 1 ⇒ (18) + 1 = 19
Piloting Init, Round 2: 1d20 + 1 ⇒ (12) + 1 = 13
Everyone can act, and I'll piece together what happens. Pilot must beat 19 initiative or move first
---
Engineering
Helm
Gunnery
--
Ayoka
Nakonechkin
Gazigaz
Dakoyo
---

Gaz-i-Gaz |

Grabbing the forward laser cannon (since I assume I should leave the turret gun for the 'main' shooter), Gaz-i-Gaz opens fire...
Heavy Laser Cannon: 1d20 + 8 ⇒ (2) + 8 = 10, for 4d8 ⇒ (7, 5, 4, 5) = 21 damage.
...and misses.

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Ayoka boosts power to the weapons.
I'm sorta hoping we've flown into an alternate dimension as that planet below is really badly messed up
engineering: 1d20 + 16 ⇒ (12) + 16 = 28

cmlobue's pregen β |

Dakoyo briefly enters a trance to try to learn more about the enemy.
Mysticism, Scrying: 1d20 + 16 ⇒ (4) + 16 = 20
He should not be either pilot or gunner if he can avoid it.

AbadarCorp Entertainment |

And it looks like Ayoko will have to put those piloting lessons to use then
In that case, can I get a piloting check?

AbadarCorp Entertainment |

Ayoka makes a good effort in trying to fly the ship, but is outmaneuvered by the enemy.
Starfinders move first! Ship stats are on slide 2
Dkoyo scries the enemy ship, and immediately gets a reading of extreme torment - this is not a true ship, but rather an undead clump or tormented souls
Still has ship's stats though: functions as if it has five crew, AC 19, TL 16, HP 90, 15 shields in each quadrant, guns in the forward, aft and turret. The forward gun consists of howling souls, 3d4
---
Engineering
Helm
Gunnery
--
Ayoka (move the ship first...)
Nakonechkin
Gazigaz
Dakoyo
---

AbadarCorp Entertainment |

The enemy ship flies right up to the starboard bow, and the ethereal sound of a thousand nightmares runs through the ship. The first blast is stopped by the ship's shields, but when a cloud of soul fragments howls at the shield, they buckle and expose the hull. Rattled, Nanonechkin fires a shot into space.
Howling souls: 1d20 + 9 ⇒ (18) + 9 = 273d4 ⇒ (1, 4, 4) = 9
Soul fragments: 1d20 + 9 ⇒ (11) + 9 = 203d4 ⇒ (3, 4, 2) = 9
Init, Round 2: 1d20 + 10 ⇒ (11) + 10 = 21
---
Ayoka
Nakonechkin
Gazigaz
Dakoyo
---
Clutch:
F/S/P/A shields 15/0/15/15; HP 82/85
---
Enemy:
No damage

cmlobue's pregen β |

Aah! Scary ship! Scary ship!" Dakoyo is not interested in scanning it any further. He instead inspires Ayoka (or whoever happens to be piloting).
"You got this one, allsix! This baby will go wherever you take it!"
Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

PREGEN - SFS |

Nakonechkin fires again.
Gunnery: 1d20 + 6 ⇒ (4) + 6 = 10
But with the same result!
It's a ghost ship! All my weapon goes through, I can't hit it.

AbadarCorp Entertainment |

Starfinder win initative, I have moved the enemy
Ayoka gets the upper hand, and while the ghost ship tries to move to the aft of the Clutch, Ayoka manages to shake the horror ship.
I'm going to assume you maneuver out of the front arc, so I won't fire that one
Gaz-I-Gaz scores a direct hit, stripping the shield of the ghost ship, and sending small chunk of ghostly hull flying.
Enemy Turret vs Clutch: 1d20 + 9 ⇒ (6) + 9 = 153d4 ⇒ (1, 3, 3) = 7
Init round 3: 1d20 + 10 ⇒ (2) + 10 = 12
---
Ayoka
Nakonechkin
Gazigaz
Dakoyo
---
Clutch:
F/S/P/A shields 15/0/15/15; HP 82/85
---
Enemy:
S down; 1 damage

AbadarCorp Entertainment |

Ayoka again outsmarts the enemy vessel, which sets course for the forward bow of the Clutch.
Round 2: Enemy has moved, Starfinders can move
---
Ayoka (any piloting actions?)
Nakonechkin
Gazigaz
Dakoyo
---
Clutch:
F/S/P/A shields 15/0/15/15; HP 82/85
---
Enemy:
S down; 1 damage

Gaz-i-Gaz |

Gaz-i-Gaz lines up another shot, determined to not let any ghost-ship get the better of *this* crew!
Twinlinked Coilguns, Computers Bonus: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20, for 8d4 ⇒ (1, 4, 2, 2, 4, 4, 3, 4) = 24 damage.

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Ayoka isn't going for anything fancy at the moment, just trying to keep the Clutch bow on to the enemy. ((Ship moved))
Besides, she has yet to attend Maverick's School of Combat Stunt Flying.
evade: 1d20 + 5 ⇒ (14) + 5 = 19

cmlobue's pregen β |

"Nako! Get 'em!" This get 'em not affiliated with Envoy Talents LLC, an AbadarCorp class feature.
Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29

AbadarCorp Entertainment |

Can I get an action for Nakonechkin?

PREGEN - SFS |

Sorry, was certain to have posted there... must have forgotten to push the submit button...
Nakonechkin, encouraged by his team, tries to find the way and shoots at the enemy vessel.
Gunnery (+aid): 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damages, heavy laser: 4d8 ⇒ (8, 8, 4, 7) = 27

AbadarCorp Entertainment |

As Ayoka gets on the tail of the enemy, Nako and Gaz fire with all they've got. Encouraged by Dakoyo, Nakonechkin narrowly manages to hit the enemy.
Crits: 2d100 ⇒ (98, 25) = 123
Which: 1d3 ⇒ 2
Turret: 1d20 + 9 ⇒ (11) + 9 = 203d4 ⇒ (1, 3, 4) = 8
The echoes of tormented souls howl through space, but stay clear of the Clutch.
Piloting, R3: 1d20 + 10 ⇒ (6) + 10 = 16
---
Ayoka
Nakonechkin
Gazigaz
Dakoyo
---
Clutch:
F/S/P/A shields 15/0/15/15; HP 82/85
---
Enemy:
S down; P Down; 37 damage; Core G; WA G
---

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piloting init: 1d20 + 5 ⇒ (10) + 5 = 15
Ayoka tries flying a zigzag course in order to put distance between the Clutch and the corpse ship.
Don't suppose anyone knows just what we're fighting?
evade: 1d20 + 5 ⇒ (13) + 5 = 18

Gaz-i-Gaz |

"No idea! I just that it isn't friendly!"
Gaz-i-Gaz keeps firing.
Twinlinked Coilguns, Computers: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16, for 8d4 ⇒ (4, 2, 1, 3, 2, 1, 3, 4) = 20 damage.

cmlobue's pregen β |

"Gaz-i-Gaz! Shoot shoot shoot!"
Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21

AbadarCorp Entertainment |

Ayoka moves in, but the enemy ship manages to get on the exposed starboard side. It also doesn't help that Gaz is having an off-moment, just barely missing the enemy vessel.
Nako?