GM S's "Ridgerock Rescue" [1-4] (Inactive)

Game Master Chris Marsh

HANDOUTS | Tactical Map

Quickposts:

INITIATIVE
[dice=Hostiles]d20[/dice]

[dice=Zynn]d20+1[/dice]
[dice=Gorf]d20[/dice]
[dice=Skiratrisk]d20+7[/dice]
[dice=Jupitus]d20+2[/dice]
GM Tracker


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Exo-Guardians

Lashunta Solarian (Scholar) 4 SP 26/32 HP 32/32RP 6/6 | EAC 15 KAC 15 | F+4 R+1 W+3 | Init+1 | Perc+8, Diplomacy +13 + 1d6, SM+3

”I can captain this vessel, but in truth, you all look like you know what you are doing. Let me take the guns and let’s blast them to pieces!”


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Everyone jumps into their seats, with Ongie on Science for the moment.

ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt

********************************************
STARSHIP COMBAT
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 12 + ? TL: 12 +?
HP: 170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Systems Status: All Normal
Shields:

  • Forward 15
  • Port 15
  • Starboard 15
  • Aft 15

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 ⇒ 8
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP:
    Systems Status:
    Shields:
    Forward
    Port
    Starboard
    Aft

  • Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    I believe we have no Engineer at present, so - up to the pursuers!


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Technically speaking the Captain can act now. I pinged him, but let's assume he saves his action.

    The coms immediately burst to life, "Ongie you should have quit when you had the chance. Now you'll cause the death of your friends too! We're going to blow your gunners out of the sky so we can play with you like the rat you are!" Targeting gunners Intimidate: 1d20 + 5 ⇒ (16) + 5 = 21 Duration: 1d4 ⇒ 3 Gunnery checks are at -2 for the next three turns!
    Enemy Engineering: 1d20 + 5 ⇒ (14) + 5 = 19 Power to guns!

    HELM PHASE (Initiative):
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (5) + 12 = 17
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    ********************************************
    STARSHIP COMBAT
    Round 1
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 12 + ? TL: 12 +?
    HP: 170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 15
  • Port 15
  • Starboard 15
  • Aft 15

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 ⇒ 14
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP:
    Systems Status:
    Shields:
    Forward
    Port
    Starboard
    Aft

  • Exo-Guardians

    Lashunta Solarian (Scholar) 4 SP 26/32 HP 32/32RP 6/6 | EAC 15 KAC 15 | F+4 R+1 W+3 | Init+1 | Perc+8, Diplomacy +13 + 1d6, SM+3

    Zynn Megavoom feebly attempts to taunt the enemy. ”I am Mr. Megavoom, you are going to lose, and I really really mean it!”

    Taunt (Intimidation): 1d20 + 8 ⇒ (1) + 8 = 9

    Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    I misunderstood where we were in SSC phases, so I rolled already - 22. Can I keep that roll?


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    May bad for missing it. Keep the roll, take the canoli.

    Jupitus is ready for a fight!
    Piloting: 1d20 + 12 ⇒ (2) + 12 = 14 The enemy ship makes a weak attempt at fancy flying, but in the end, just closes distance.

    Enemy Science:

    1d20 ⇒ 3

    HELM PHASE:

    Science Officer (Ongie): Computers: 1d20 + 10 ⇒ (7) + 10 = 17

    "Okay listen up! Here's what we're up against:"

  • "It's a medium explorer with a crew of 6. Speed is rated at 6 with good maneuverability."
  • "Armor rating of 14, Target Lock at 12, Hull rating of 55, and level 5 shields in everyone quadrant. We got this!"
  • "They've got a high explosive missile launcher on that turret though!"

    Pilot (Jupitus): Go Audacious Gambit, Full Power, Fly, Maneuver, Stunt

    ********************************************
    STARSHIP COMBAT
    Round 1
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 12 + ? TL: 12 +?
    HP: 170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 15
  • Port 15
  • Starboard 15
  • Aft 15

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (13) + 12 = 25
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP:
    Systems Status:
    Shields:
    Forward
    Port
    Starboard
    Aft

  • Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    Jupitus turns the weapons-laden shopping cart that is the Gorgon around to face the interlopers. "All hands, prepare for battle! Gorf, Skiratrisk - give 'em the business!"
    We are now 12 hexes away, so I'll Turn In Place to bring us about, and put our strongest facing forwards. (The alternative would be the Flip & Burn, but that would put us even further away, and could fail on a bad roll, so it's not a better option.) So the Heavy Laser Cannon will be 1 range increment out, but the Twin Lasers and Tactical Nuke Launcher are within range.

    Like I said in that other post, too, since there's usually one way to orient the Gorgon (towards its problems :D) our initial shield loadout would be as forwards-facing as possible: Fore 42 Star 6 Port 6 Aft 6.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Jupitus turns to fight, which gets an audible gulp from Ongie...

    Your pursuers open with missiles and lasers:

    high explosive missile launcher: 1d20 + 5 ⇒ (18) + 5 = 23 for DMG: 4d8 ⇒ (3, 4, 4, 6) = 17
    light laser cannon: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14 MISS

    The missile blasts through your forward shields and lightly scorches the hull!

    GUNNERY PHASE:
    don't forget, gunners are at -2
    Gunner 1 (Gorf): Go!Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Go! Fire At Will, Shoot, Broadside, Precise Targeting

    ********************************************
    STARSHIP COMBAT
    Round 1
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 16 TL: 16
    HP: 168/170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 10
  • Port 15
  • Starboard 15
  • Aft 15

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 ⇒ 15
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP:
    Systems Status:
    Shields:
    Forward
    Port
    Starboard
    Aft

  • Wayfinders

    Female NG shirren wild warden soldier 3 | SP 24/24 HP 27/27 | RP 5/5 | EAC 18; KAC 18 | Fort +3; Ref +5; Will +5 | Init: +7 | Perc:+2, SM: +2 | Speed 30ft | Active conditions: None.

    "What do you say, Gorf? I'll take the nukes and you take the lasers?"

    pew! vs TL: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13

    The nuke has a speed of 10, so it will have to keep going next turn.

    Second Seekers (Ehu Hadif)

    He/HIm | CG Grippli Mechanic (Experimental Weapon) 4 | SP 24/24, HP 26/26, RP 5/5 | EAC 19, KAC 20 | F+4, R+8, W+2 | Loaded double battery: 34/40, Spare 1: 20/20, Spare 2: 20/20, Spare 3: 20/20 | Conditions:

    "I'm jus' gon' pull this trigger and see what's hooked up!"

    Gunnery (Twin Laser), taunted: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
    Damage: 5d8 ⇒ (4, 5, 7, 8, 3) = 27


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    The taunting gets into Gorf's head and it causes his shot to miss. Skiratrisk gets a lock and the nuke streaks towards the enemy!

    ENGINEERING PHASE:
    Captain (Zynn): Go Demand, Encourage, Moving Speech, Orders, Taunt
    Engineer (Ongie): Go Divert, Hold It Together, Patch, Overpower, Quick Fix

    ********************************************
    STARSHIP COMBAT
    Round 2
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 16 TL: 16
    HP: 168/170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 10
  • Port 15
  • Starboard 15
  • Aft 15

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 ⇒ 11
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP:
    Systems Status:
    Shields:
    Forward
    Port
    Starboard
    Aft

  • Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    "Ongie, see if you can lock down forwards shields!"
    Assume it's ok to bot Ongie? Gonna guess she's got the same Engineering check she has with Computers: +7?
    Ongie Divert Power to Shields, DC 16: 1d20 + 7 ⇒ (4) + 7 = 11

    The shield rules for SSC say that "at the start of combat, when the starship’s crew takes up battle stations and the shields are activated, the Shield Points must be divided up between the four quadrants of the ship. No quadrant can be assigned less than 10% of the total number of Shield Points available at the start of combat," so, given the forwards-facing nature of the Gorgon, would've started off with Fore 42, and 6 in the other three. So shields should be Fore 25, Port 6, Star 6, Aft 6, and nothing's punched through to hull yet?


    1 person marked this as a favorite.
    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Normally, I'd have said no if not called out, but you twice mentioned it's forward facing nature, so I'll allow it and fix the tracker. and YES, please bot Ongie. Zynn's player has a lot going on, so I'll assume he holds for a later phase.

    Ongie is a little too quick in switching seats...

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (13) + 12 = 25
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    ********************************************
    STARSHIP COMBAT
    Round 2
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 16 TL: 16
    HP: 170/170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 8
  • Port 6
  • Starboard 6
  • Aft 6

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (7) + 12 = 19
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP:
    Systems Status:
    Shields:
    Forward
    Port
    Starboard
    Aft

  • Exo-Guardians

    Lashunta Solarian (Scholar) 4 SP 26/32 HP 32/32RP 6/6 | EAC 15 KAC 15 | F+4 R+1 W+3 | Init+1 | Perc+8, Diplomacy +13 + 1d6, SM+3

    Encourage:
    Encourage (Any Phase)
    You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself.

    "Breath and take a moment to attune yourself. If you achieve balance, you will shoot more accurately!"

    Zynn encourages Gorf to focus and aim well.

    Diplomacy: 1d20 + 13 ⇒ (10) + 13 = 23

    Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    Piloting Init: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
    Aw yiss! I'll try and keep them in our Front Arc so we can bring the pain; will decide after they move of course, but probably a Back Off stunt.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Zynn works against the earlier threat, helping Gorf stay on target. Jupitus outflies the enemy again.

    Enemy Pilot: 1d20 + 12 ⇒ (4) + 12 = 16 Successful Evasive Maneuvers.

    HELM PHASE:

    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt

    ********************************************
    STARSHIP COMBAT
    Round 2
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 16 TL: 16
    HP: 170/170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 8
  • Port 6
  • Starboard 6
  • Aft 6

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (16) + 12 = 28
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP: Successful Evasive Maneuvers.
    Systems Status:
    Shields:
    Forward
    Port
    Starboard
    Aft

  • Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    Jupitus tries to duck & weave along their predicted targeting lines, while still keeping them in our Fore.
    Evasion to give us +2 AC.
    Piloting Evade, DC 16: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
    Ooh, nice. Too bad the Natural 20s in Starship Combat bit from SOM isn't Society legal.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Jupitus keeps his nose on the enemy as rockets and lasers fly and he flies like a bat out of hell!

    The enemy ship has only its turret, which it uses to launch another missile. Gunnery: 1d20 + 5 ⇒ (5) + 5 = 10, but fires before lock!

    GUNNERY PHASE:

    Gunner 1 (Gorf): Go Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Go + Tracking Fire At Will, Shoot, Broadside, Precise Targeting

    ********************************************
    STARSHIP COMBAT
    Round 2
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 16 TL: 16
    HP: 170/170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 8
  • Port 6
  • Starboard 6
  • Aft 6

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (4) + 12 = 16
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP: Successful Evasive Maneuvers.
    Systems Status:
    Shields:
    Forward
    Port
    Starboard
    Aft

  • Second Seekers (Ehu Hadif)

    He/HIm | CG Grippli Mechanic (Experimental Weapon) 4 | SP 24/24, HP 26/26, RP 5/5 | EAC 19, KAC 20 | F+4, R+8, W+2 | Loaded double battery: 34/40, Spare 1: 20/20, Spare 2: 20/20, Spare 3: 20/20 | Conditions:

    Gorf takes a deep breath, trying to focus on Zynn's encouraging words rather than the enemy's taunts, then squeezes the trigger.

    Gunnery (Twin Laser), taunted, encouraged: 1d20 + 7 - 2 + 2 ⇒ (4) + 7 - 2 + 2 = 11
    Damage: 5d8 ⇒ (3, 2, 1, 1, 1) = 8

    Wayfinders

    Female NG shirren wild warden soldier 3 | SP 24/24 HP 27/27 | RP 5/5 | EAC 18; KAC 18 | Fort +3; Ref +5; Will +5 | Init: +7 | Perc:+2, SM: +2 | Speed 30ft | Active conditions: None.

    The missile from last round tries to stay locked on.

    Tracking: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
    Kablooie!: 5d8 ⇒ (2, 3, 3, 6, 7) = 21

    Skiratrisk celebrates, and then sends a second one after it.

    Tracking: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7

    Boooo. 3/5 missiles remaining.


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Gorf and Skiratrisk both struggle to pile it on, but the first missile, still locked on, smashes into the aft of the ship, blowing through its shields and damaging the hull.

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Engineer (Ongie): Divert, Hold It Together, Patch, Overpower, Quick Fix You decide.[/ooc]

    ********************************************
    [b]STARSHIP COMBAT

    Round 3
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 16 TL: 16
    HP: 170/170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 8
  • Port 6
  • Starboard 6
  • Aft 6

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (8) + 12 = 20
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP: Successful Evasive Maneuvers.
    Systems Status:
    Hull damage: 16
    Shields:
    Forward 5
    Port 5
    Starboard 5
    Aft


  • | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Doh! Stepped away for dinner and didn't get back in time.

    The Starfinder missile causes sparks to erupt from the enemy ship CT System: 1d100 ⇒ 84 coolant leaks from their power core!

    Enemy Engineer: 1d20 ⇒ 3

    Exo-Guardians

    Lashunta Solarian (Scholar) 4 SP 26/32 HP 32/32RP 6/6 | EAC 15 KAC 15 | F+4 R+1 W+3 | Init+1 | Perc+8, Diplomacy +13 + 1d6, SM+3

    Zynn Megavoom encourages their pilot.

    "Jupitus, We need you now! They are coming in strong and we need your skill more than ever!"

    Diplomacy vs. DC 15: 1d20 + 13 ⇒ (8) + 13 = 21

    Taunt:
    Encourage (Any Phase)
    You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself.

    Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    "Ongie, see if you can boost gains to shields!"
    Ongie Divert Power to Shields, DC 16: 1d20 + 7 ⇒ (5) + 7 = 12
    Ongie does not seem to understand that the Gorgon is, for all practical purposes, a large single cannon with a cockpit stapled to the front :D

    Listening to his captain, Jupitus does his best to out-fly our foes...
    Piloting Init, Encouraged: 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (2) + 12 = 14
    Pilot (Jupitus): Initiative = 26


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Gorf and Skiratrisk both struggle to pile it on, but the first missile, still locked on, smashes into the aft of the ship, blowing through its shields and damaging the hull.

    The enemy tries its best to get around you:
    Piloting: 1d20 + 12 ⇒ (9) + 12 = 21
    Engineering that I missed: 1d20 + 5 ⇒ (8) + 5 = 13
    Balance Shields: 1d20 + 10 ⇒ (18) + 10 = 28

    HELM PHASE:

    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt

    GUNNERY PHASE:
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    ********************************************
    STARSHIP COMBAT
    Round 3
    Gorgon
    Tactical Map
    ----------------------------------------
    Gorgon Status
    Speed: 6 Maneuverability: Average (Turn 2)
    AC: 16 TL: 16
    HP: 170/170 DT: - CT: 34
    Computer Bonuses: -2 Computers, +1 Piloting
    Other Modifiers: Gunners taunted, -2 on rolls until Round 4
    Systems Status: All Normal
    Shields:

  • Forward 8
  • Port 6
  • Starboard 6
  • Aft 6

    Weapons Loadout:

    Forward: heavy laser cannon (4d8), twin laser (5d8)
    Port: light laser cannon (2d4)
    Starboard: light laser cannon (2d4)
    Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5

    ----------------------------------------

    Bonus Resolve: 0
    Critical Damage Table
    Options Adjusted for level: No

    Phase Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Zynn
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Gorf and Skiratrisk
    Magic Officer: Vacant
    Pilot: Jupitus
    Science Officer: Ongie

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (5) + 12 = 17
    Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Zynn): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Zynn): Available
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master:

    TRACKER
    SHIP: Successful Evasive Maneuvers.
    Systems Status:
    Hull damage: 16
    Shields:
    Forward 4
    Port 4
    Starboard 4
    Aft 3

  • Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    Jupitus is pretty happy with our current facing, so will just slalom our Gorgon in place to remain evasive.

    Not moving, but trying Evasion to give us +2 AC.
    Piloting Evade, DC 16: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27

    Dang, I've been crushing the rolls! Historically this will come crashing down around me any moment now, lol. Hopefully, they'll be Exploded by then!


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Face to face the two ships open fire!
    Enemy Gunner 1: 1d20 + 5 ⇒ (11) + 5 = 16 Miss by virtue of Jupitus and his fancy flying!
    Enemy Gunner 2: 1d20 + 5 ⇒ (1) + 5 = 6 MISS

    GUNNERY PHASE:
    Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
    Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

    Second Seekers (Ehu Hadif)

    He/HIm | CG Grippli Mechanic (Experimental Weapon) 4 | SP 24/24, HP 26/26, RP 5/5 | EAC 19, KAC 20 | F+4, R+8, W+2 | Loaded double battery: 34/40, Spare 1: 20/20, Spare 2: 20/20, Spare 3: 20/20 | Conditions:

    [smaller]"C'mon Gorf, get it together! You can do this."[/bigger] Gorf mutters to himself, firing the laser battery once more.

    Gunnery (twin laser), taunted: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
    Damage: 5d8 ⇒ (2, 7, 7, 6, 5) = 27

    Wayfinders

    Female NG shirren wild warden soldier 3 | SP 24/24 HP 27/27 | RP 5/5 | EAC 18; KAC 18 | Fort +3; Ref +5; Will +5 | Init: +7 | Perc:+2, SM: +2 | Speed 30ft | Active conditions: None.

    "Let's go, missiles!"

    pew!: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
    kaboom!: 5d8 ⇒ (2, 2, 2, 3, 7) = 16


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Two direct hits! When the smoke clears the enemy ship is adrift, clearly unable to continue pursuit!

    Ongie gives a cheer, “I, ah, seem to have been hasty in my assessment of your abilities. Please, let us get out of here and I can give you the information you want while we make our way to Absalom Station. I only have one request in return: my father Roget is a hostage of the Order on Kortus IV. Promise me that the Starfinder Society will help me rescue him, and I’ll tell you everything I know.”


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    We're not technically done yet. Ask Ongie any questions you may have, but now's a good time to roll Day Jobs and confirmed that your info on RPG Chronicles is complete!

    Exo-Guardians

    Lashunta Solarian (Scholar) 4 SP 26/32 HP 32/32RP 6/6 | EAC 15 KAC 15 | F+4 R+1 W+3 | Init+1 | Perc+8, Diplomacy +13 + 1d6, SM+3

    Professional Poet: 1d20 + 8 ⇒ (2) + 8 = 10

    20 credits downtime

    "What is a good word that rhymes with Ongie?"
    Zynn asks himself as he wrestles to find the right words to immortalize his experience of rescuing the ysoki inventor in poetry.

    --------

    "Ongie, of course we will do our part to ensure that the starfinders rescue your father on Kortus IV. If I am able, I will go myself."

    On their journey, Zynn tries to learn as much as he can about the organization.

    "So, what is the incentive of the order? Are they trying to make profit? Is this greed or simply revenge for something we may done to them? What is it that makes them tick?"

    Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    Jupitus lets loose a long exhalation as our pursuers back off, crippled. "Phew. I never doubted it for a moment! This Gorgon handles like a shopping cart, but she's got it where it counts."

    Later, Jupitus would join the conversation with Ongie and Zynn. He is curious to hear her answers about the Organization.

    After she's had a chance to answer Zynn, he would ask, "And what do you know about its characteristics? Obviously they have military capabilities and assets through the galaxy - this is a serious outfit. Your red-string board back on Vesk-7 looked fairly thorough, though. I am sure the Starfinder Society will be able to put the knowledge you've gathered to good use!"

    Profession Clergy: 1d20 + 15 ⇒ (18) + 15 = 33


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Ongie opens up, a lot...

    "The people that the folks in my hometown know as the Mongers, and what you Starfinders seem to call the Organization, are actually a group of cutthroat criminals called the Order of Dawning Fate. You can search all you want for that name, but you won’t find much information about them. As far as I can tell, most of the people who work for them don’t even know that name. They think they’re working for crime bosses, government agencies, corporations, charitable foundations—whatever cover suits the Order’s current needs. These dupes are the rank-and-file minions of the Order. The others—the ones who know what they’re a part of and who they work for—they’re the true agents of the Order of Dawning Fate. They’re fanatical. Zealous. Almost like it’s a cult or a religion or something.”

    “If someone can see into the future, they’ve already won quite a battle, haven’t they? Zhaneni has some sort of machine that the Order calls Project Dawn. It enhances her psychic powers beyond what normal precogs can manage. Her visions are far more detailed and accurate than should be possible. I’ve sketched out some theories about how Project Dawn works, but I can’t really make heads or tails of it because I don’t have what they use to run the machine: a starmetal called finitrium.”

    Advocates

    M Trox LG Priest of Hylax Operative IV | SP 26/26 HP 21/21 | RP 5/5| EAC 16 KAC 18 | Fort +2; Ref +4; Will +5 | Init: +2 | Perc: +11 | No Conditions

    "Finitrium! Of course! It was a burglary attempt at a museum earlier this year that tipped us of to the Organi-, I mean, the Order's needs for Finitrium in the first place. It's all coming together. Ongie, we'll do everything we can, for your father and Kortus IV."

    Haha, ah crap, I was all exited to use my Enemy of the Organization boon from 6-01 when we were fighting Organization stooges, and then forgot all about it until now :D Oh well. Next scenario!


    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    Ongie is extremely appreciative, and the trip passes quickly. Ongie’s information represents a huge step forward in the Starfinder Society’s attempts to understand the Organization, but Radaszam cautions that the victory may not last long.

    “If Ongie’s information is correct, and I have no reason to believe it isn’t, we’ll have only a limited time to get ahead of the Order of Dawning Fate. We finally know who they are and what they’re after, but they apparently have a machine that predicts the future, and they’re close to supercharging it with a whole new supply of finitrium. We’ll keep Ongie protected, and I’ll have her tell her story to the Dataphiles and the First Seeker so we can get cracking on some predictions of our own and figure out Zhaneni’s next move. Stay ready and stay sharp—the Society will undoubtedly need you again soon.”


    1 person marked this as a favorite.
    | Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

    And that concludes Ridgerock Rescue! Thank you so much everyone. This was a great group. I'll report the scenario today after work and get chronicles out soon after. I'm also likely to start up a new table soon.

    Exo-Guardians

    Lashunta Solarian (Scholar) 4 SP 26/32 HP 32/32RP 6/6 | EAC 15 KAC 15 | F+4 R+1 W+3 | Init+1 | Perc+8, Diplomacy +13 + 1d6, SM+3

    Thanks, Chris. I too am happy to play in another scenario.

    Second Seekers (Ehu Hadif)

    He/HIm | CG Grippli Mechanic (Experimental Weapon) 4 | SP 24/24, HP 26/26, RP 5/5 | EAC 19, KAC 20 | F+4, R+8, W+2 | Loaded double battery: 34/40, Spare 1: 20/20, Spare 2: 20/20, Spare 3: 20/20 | Conditions:

    "Dang. Nuthin' good comes from spendin' all yer time gazin' into crystal balls or whatever. Just ask them ol' Ghol-Gans! Makes a body lose their grip, it does."

    Thanks, that was fun!

    Day Job: Profession (Swamp Hunter): 1d20 + 5 ⇒ (12) + 5 = 17

    Wayfinders

    Female NG shirren wild warden soldier 3 | SP 24/24 HP 27/27 | RP 5/5 | EAC 18; KAC 18 | Fort +3; Ref +5; Will +5 | Init: +7 | Perc:+2, SM: +2 | Speed 30ft | Active conditions: None.

    "I'll be ready and waiting!"

    No day job here.

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