[YFF/SFS/DMK] 6-13 Beginning of the End (Inactive)

Game Master Kludde

RPG Chronicles
Maps And Handouts
HIGH tier


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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 eyes up the room and starts to wonder if there is a plug that could be pulled to cut Datch off from the InfoGrid. Or, given Datch's obvious control over all the machines, just a master power switch.

"We can get the information later. We should just hit the power here, and then come back for Datch later. I doubt, given the state of the city, there will really be more thugs coming to check on her."

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Blinky simply steps over and removes the cuffs, "You can talk and type at the same time, make sure that information gets to Celita, you can backbrief us as we fly. I have an enercopter to catch" Blinky is clearly 'in a mood' over the charred fur and looking for some more Dawning Fate to take it out on.

Blinky and his Medic-Bot head for the roof and the 'free' enercopter.


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“I was abducted by the Order of Dawning Fate last year. They plucked me out of the Adamantine Bastille—right out from under your noses. I’m here because you failed to keep me safe. I’m here because your bosses failed to send anyone to rescue me. Yes, I’m resentful about it. But don’t worry, I’m sure you can make it up to me.”

Datch breaks a wide grin. “Thet Order made me go what I’m good at—manipulate the masses without them catching on. Incite panic, spark an evacuation, doomsaying—you get the picture. Once the city’s been destroyed, the message will change to ‘stay away.’ We’ll spread rumors about radiation or toxic gas or land instability, and the Order will secure the clean-up contract. Then: bam! The city belongs to the Order and no one’s the wiser.”[/b] Datch frowns. “Of course, I’m here against my will. That’s why I called for you.”

The Order of Dawning Fate are a bunch of fanatics. They abducted me, kept me prisoner for a year, and forced me to work for them without compensation. Furthermore, they had me training my replacements! The audacity! The second Kebzec believes his lackeys could do half as good a job as I can, that’s it! I’m just another dead rat. Obviously, I’m not amenable to that outcome. That’s why I helped you.” Datch grins. “Who else could I trust to run headlong into trouble, heedless of system borders and planetary jurisdiction? Who else could I trust to get the job done? The heroic Starfinder Society, of course! Plus, you owe me. I was in the custody of the Starfinder Society when I was abducted. My safety was your responsibility. That makes my rescue your responsibility. I’ve been sending the Society encrypted messages all year, whenever I could. Kebzec kept a close eye on me, but even he’s got to blink. I did what I could.

Datch lets out a cackle to Chryssi. “You don't want to free me, but you should know, I have more information that have time to learn right now. Not if you want to save this city. Besides, I’m not giving up my leverage. Everything I know and more will be in the data packet. Let me prepare it, and you’ll have everything you need. Like I said, it's quicker without these handcuffs...[/b]

“The data packet has everything you need to expose the Order’s operations. I’m talking finances, shell corporations, blackmail victims, stooges, traitors, spies—literally everything. With the data packet, you can force the Stewards and the Veskarium, and countless others, to move against the Order’s operations within their jurisdictions. The rest will be for you— everything you need to find Zhaneni and destroy her damned divination machine. I’m offering you the keys to everything. You really should take me up on my offer.”

Let me know what you want to do with Datch.

Blinky is ready to dig in his heels and head for the roof.

If you go to the roof:

As promised, an enercopter is parked right on the roof of the building. The ignition key is missing, though, which is nothing that a good Pilot, Engineer or Hacker couldn't fix.

Piloting, Engineering or Computers to activate!

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Piloting 1d20 + 18 ⇒ (16) + 18 = 34

Blinky saw some deleted scenes of an episode of Jim's Jams where Big Jim had to rewire the ignition system of Big Jim One(tm), and with that in mind he knows which spots to go for to get this thing airborne.

"Get to the chopper"

Second Seekers (Jadnura)

? Early Stage Barathu Mercenary Operative 7 (SP 56/56) (HP 48/48) (EAC 22, KAC 20) (Fort +5, Ref +11, Will +9) (Init +13) (Perception +19)

The enemy of my enemy is my friend... For the time being, at least. This hardly makes you even with the Society, but this one can see their way to doing you a solid, on this occasion.

Betray that trust, however, and there is a protein reclamation vat on Liavara that you will become intimately acquainted with.

Blasto unshackles Datch, but makes a point of noting what will happen if she proves... unreliable.

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 looks doubtfully at Datch. "And if we were to let you go. Would you lay off your manipulation of, and with respect to, the Starfinders?" he asks.

Jancrast looks at least relieved that the rat has been released. Liftt less enthused. However the pair head up to the roof with Blinky.

"There is a no-keyignition sequence that a lot these enercopters have for factory testing..." he notes.

pilot: 1d20 + 22 ⇒ (16) + 22 = 38

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 09/35, HP 39/39, RP 6/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:1/6; 2:3/4 3:0/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Does she come with us? Chryssi asks. Cause she did raise a couple of valid points.

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Blinky has already started the Enercopter and awaiting the party to get there so he can go and crush the enemy and drink tea, and he's all out of tea


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Hello chase rules, my old nemesis.

The rooftop has a dinky news enercopter, which is easily 'coerced' into functioning even before Lifft can point out the the no-key function of the aircraft.

I've assumed you're not forcing Datch to come along, from your responses so far.

With the enercopter blades making the whoop-whoop-whoop sound made famous by Jim Jams, the sluggish machine takes off, immediately followed by a second set of whoop-whooop sounds giving away an enemy combatant!

You probably either want to destroy that enercopter or escape it!

init:

Pilot init: 1d20 + 7 ⇒ (1) + 7 = 8
Chrysalis: 1d20 + 3 ⇒ (17) + 3 = 20
Blinky: 1d20 + 11 ⇒ (9) + 11 = 20
Shari Misraria: 1d20 + 6 ⇒ (20) + 6 = 26
HK: 1d20 + 8 ⇒ (4) + 8 = 12
Blasto: 1d20 + 13 ⇒ (14) + 13 = 27
Lifft: 1d20 + 5 ⇒ (10) + 5 = 15

Phase 1 is pilot actions. Anyone not the pilot can roll their actions (to the best of your predictive abilities - spoiler when needed)

---
Starfinders: Zone 1
Enemy: Zone 1
---
Zone 1: Helipad.
- Altered Movement: tall buildings (+2 Piloting to evade or trick);
- New Tricks: kick up debris cloud (Piloting; create concealment)
---

---
Pilot Actions
---
Blasto
Shari
Blinky
Chryssi
Lifft
HK
---
Enemy
---

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Blinky turns on some theme music

Blinky opts to fly evasively whilst punching the enercopter forward to the maximum speed.

Double maneuver
-2 Piloting from the Enercopter - L7
Evasive Piloting 1d20 + 18 + 2 - 2 - 4 ⇒ (4) + 18 + 2 - 2 - 4 = 18 vs DC 17
Speed-up Piloting 1d20 + 18 - 2 - 4 ⇒ (18) + 18 - 2 - 4 = 30 vs DC 24

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 09/35, HP 39/39, RP 6/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:1/6; 2:3/4 3:0/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Has this thing got any weapons in it Chryssi asks.

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

"Either open that side door and engage with your sidearms, or grab the gunnery console and have at it with the Corona artilley laser"

Theres some stats in the slide deck :)


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Indeed, stats for the enercopter are on the handouts. The enemy is flying the exact same thing, by the way

Blinky punches the throttle and the enercopter shoots forward, narrowly avoiding incoming air traffic as he does so, and moving into a construction zone, where a poorly lighted crane is just swinging in, and only narrowly misses the rotor blades.

Crane coming in!: 1d20 + 12 ⇒ (8) + 12 = 20

Speed up DC 24, talented pilot (roll twice)
Enemy pilot: 1d20 + 5 ⇒ (14) + 5 = 19
Enemy pilot: 1d20 + 5 ⇒ (10) + 5 = 15

The enemy enercopter seems to sputter and banks in the wrong direction as it makes a wild maneuver. It looks like they need to make another pass to even get into the city center!

[ooc]Enemy out of range for attacks, so starting next round. Starfinders go first!

---
Starfinders: Zone 3
Enemy: Zone 1
---
Zone 1: Helipad.
- Altered Movement: tall buildings (+2 Piloting to evade or trick);
- New Tricks: kick up debris cloud (Piloting; create concealment)
Zone 2: City Center
- Active Hazard: oncoming air traffic (must evade or vehicle takes 6d10 B );
- Altered Movement: crowded skyline (can’t speed up)
Zone 3: Construction Site
- Active Hazard: swinging crane attacks first vehicle to enter zone
- Altered Attacks: obscuring scaffolding (cover);
- Altered Movement: scaffolding (–2 Piloting)
---

---
Pilot Actions
---
Blasto
Shari
Blinky
Chryssi
Lifft
HK
---
Enemy
---

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Blinky breathes a sigh of relief as the crane whizzes by but keeps the copter moving as quickly as possible to shake the pursuer as he whizzes between the buildings of the construction site.

-2 Piloting from the Enercopter/-2 From the zone/Copter L7
Speed-up Piloting 1d20 + 18 - 2 - 2 ⇒ (15) + 18 - 2 - 2 = 29 vs DC 24

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

HK is fine with letting the Meatball gets free. Worst case scenario they will have to hunt her down back.

It follows Blinky to the Enercopter.

======== Actual Round ========

Once in the Enercopter, HK lefts Lifft taking the gunner's seat while its Protocols targets the enemy's enercopter.

======== Next Round ========

HK shoots at the enemy's Enercopter.

Staccato Rifle vs EAC: 1d20 + 11 - 2 - 5 ⇒ (19) + 11 - 2 - 5 = 23
Damages, So: 1d10 + 6 + 3 ⇒ (6) + 6 + 3 = 15


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Piloting to speed up: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Piloting to speed up: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20

The enemy enercopter seems to be flown by complete doofuses, as they again miss their entry into the city center. With Blinky safely increasing the distance, Hunterkiller is ready to fire at whoever gets on the Starfinder's tail, but doesn't see a single blip appearing.

Chase over. Weird stats...

The unoversity building is a six-storey building that looks to be under construction. The windows are all boarded over, and the building’s interior is lit with dim light.

The building’s lobby is mostly complete, with a tiled floor, functioning doors, painted walls, and a sleek, built-in wooden desk and reception area. Plywood on the ground provides a path from the entrance to other areas of the building. Plastic sheeting at the south end of the room marks the transition to other incomplete areas, partially obscuring the view. (Into B4)

A pair of dirty work boots sits on the plywood in the northeast corner. A water bottle and stray food wrappers on the reception desk indicate that someone’s been eating in this room. Somebody also left their cloak here.

The boots are Boots of gliding, the cloak is a displacer cloak

Maps on the handouts

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 enters the room with his large laser held ready.

"Odd that someone would leave such valuable equipment just sitting here.." he mutters, looking around for another trap.

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 09/35, HP 39/39, RP 6/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:1/6; 2:3/4 3:0/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Chryssi had spent most of the trip on the enercoptor alternating between admiring Liftt's hand cannon, watching for other enemy copters, and imagining the things she'd like to do to Datch. She comes out of her daydream as they enter the room.

Maybe they didn't realise that they were valuable she comments quietly.

perception: 1d20 + 7 ⇒ (13) + 7 = 20

Second Seekers (Jadnura)

? Early Stage Barathu Mercenary Operative 7 (SP 56/56) (HP 48/48) (EAC 22, KAC 20) (Fort +5, Ref +11, Will +9) (Init +13) (Perception +19)

Maybe they just were not expecting anyone to come here, and were a bit messy?

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

Assertion: This place looks like a giant trap. says HK looking a the scene before scanning the area.

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

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

I love a good vehicle combat, played Car Wars for years, but Starfinder hasn't quite got vehicle combat right and I suspect it was because they tried to bolt on a system around what is still a 25mm grid melee-centric game, it was a legacy of Pathfinder people who still saw a sword as the default of combat. Then you add in mechs and it all gets messy

"That is some expensive mess!"

Blinky clambers over to investigate the room in the middle of the room.

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 09/35, HP 39/39, RP 6/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:1/6; 2:3/4 3:0/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Chryssi follows Blinky, ready to cover him with her own sidearm.

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 grabs the cloak and boots. No sense in leaving them for the disaster to claim.


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Blinky opens the door, and finds a small room with the floor removed, and a bleak spot on the wall the size of a filing cabinet. An old analog clock hanging on the wall still ticks away the time. A black leather chair is cracked and worn, and a long wooden desk is scuffed and damaged.


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Where do you want to go next?

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Complete this room, move around the other side towards B4

If nothing of interest there, will move through the northern double doors


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Assuming 'complete' means 'search'

The old desk has several serums of enhancement still tucked away in a drawer, alongside some emergency first aid supplies: one scientist serum of enhancement, one sensate serum of enhancement, one sneak serum of enhancement, one mk 2 serum of healing, an advanced medkit, two doses of
sprayflesh, and a purple nanite hypopen. It's stressful being a receptionist.

Blinky moves through the double doors, getting a good view of the area beyond. There's a room that's in the process of being turned into something that holds a lot of electronics. There's wiring and electronics - most of it looks security-related, that's plugged in but not turned on.

The other end has a corridor with incomplete walls, with sections of metal framing and plastic sheeting.

On the far side of the building something stirs - it looks like you're not alone here! Four metallic robots spring to life as soon as they detect the group!

init:

Chrysalis: 1d20 + 3 ⇒ (13) + 3 = 16
Blinky: 1d20 + 11 ⇒ (20) + 11 = 31
Shari Misraria: 1d20 + 6 ⇒ (1) + 6 = 7
HK: 1d20 + 8 ⇒ (18) + 8 = 26
Blasto: 1d20 + 13 ⇒ (8) + 13 = 21
Lifft: 1d20 + 5 ⇒ (2) + 5 = 7

Enemy: 1d20 + 5 ⇒ (11) + 5 = 16

---
Blinky
HunterKiller
Blasto

---
Robot
Robot
Robot
Robot
---
Chryssi
Shari
Lifft
---

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

HK tries to recognize the creature.

RK Engineering: 1d20 + 16 ⇒ (20) + 16 = 36


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Hunterkiller recognises this as a robot, the kind that is in widespread use by the Order! Like most robots, electricity is super-effective, and critial hits are its bane. It's got integrated plasma claws and freeze rays, and is equiped with an antibiological pulse mechanism that deals damage to all living targets surrounding it. Conveniently, the robot itself is of course not living.

Second Seekers (Jadnura)

? Early Stage Barathu Mercenary Operative 7 (SP 56/56) (HP 48/48) (EAC 22, KAC 20) (Fort +5, Ref +11, Will +9) (Init +13) (Perception +19)

Blasto floats forward to the corner, and tries to zap Red.

Trick - 'Take 10' = 31. CR 11 or less. Flat-Footed for 1 round.

Holy Static Arc Pistol: 1d20 + 11 ⇒ (5) + 11 = 16, for 1d6 + 3 + 4d8 ⇒ (2) + 3 + (4, 1, 8, 2) = 20 Electricity damage.

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Blinky dashes forward then hides behind the drape.

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

After explaining what it knows about the robots, HK's Assassin's Protocols targets the closest robot and it shoots.

Staccatto Rifle (Deadly Aim) + Overcharge vs EAC: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Damages, So: 1d10 + 6 + 3 + 1d6 ⇒ (10) + 6 + 3 + (1) = 20


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Blinky moves in, hiding behind a plastic sheet, while Hunterkiller and Blasto lay down cover fire without hitting anything.

The robot move into the corridor, and open fire with their freeze rays, shooting at Blasto and HunterKiller

Red vs Blasto: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 182d4 + 4 ⇒ (2, 2) + 4 = 8
Green vs HK: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 322d4 + 4 ⇒ (4, 1) + 4 = 9
Blue vs HK: 1d20 + 17 ⇒ (8) + 17 = 252d4 + 4 ⇒ (4, 2) + 4 = 10
Orange vs HK: 1d20 + 17 ⇒ (9) + 17 = 262d4 + 4 ⇒ (1, 1) + 4 = 6

---
Chryssi
Shari
Lifft
Blinky
HunterKiller
Blasto

---
Robot
Robot
Robot
Robot
---
---

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 gasps as the robots appear. "[b]Get back...[/]b" he calls out to Jancrast, even as he brings his laser to bare on the closest of the threats.

Not sure what sort of action it is to activate the cloak? Move?

attack vs red EAC: 1d20 + 15 ⇒ (10) + 15 = 25
F damage: 1d10 + 7 ⇒ (10) + 7 = 17 Ignores hardness 4


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You can activate the displacer cloak once per day as a move action

Lifft brings out the big laser again, and mines some chunks from the closest robot.

---
Chryssi
Shari

Lifft
Blinky
HunterKiller
Blasto

---
Robot - Red (17)
Robot
Robot
Robot
---

Second Seekers (Jadnura)

f CN drow Envoy 4 / Operative 2 [Corporate Agent] | sp 0/38 | hp 3/40 | rp 6/6 | EAC 16 KAC 17 | F+3 R+12 W+9 [+2 vs enchantment] | Evasion | Init +6 | Perc +16 | DV60'

Shari speaks as he walks, seeing the freezing rays of enemy robots hitting her robot comrade: HunterKiller 42-5, program 54-89, activation of survival protocols! (+11 SP to HK)

Move and Inspiring Boost

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Blinky steps through the plastic sheet and punches the closest robot!

vs blue
Trick attack (Take 10) DC11 or Lower tricked.
Attack 1d20 + 13 ⇒ (8) + 13 = 21 vs FF KAC
Damage 2d6 + 14 + 4d6 ⇒ (6, 1) + 14 + (3, 2, 3, 1) = 30
+Off Target, -2 to hit.

Second Seekers (Jadnura)

? Early Stage Barathu Mercenary Operative 7 (SP 56/56) (HP 48/48) (EAC 22, KAC 20) (Fort +5, Ref +11, Will +9) (Init +13) (Perception +19)

Trick - 'Take 10' = 31. CR 11 or less. Flat-Footed for 1 round.

Holy Static Arc Pistol: 1d2 + 11 ⇒ (1) + 11 = 12, for 1d6 + 3 + 4d8 ⇒ (6) + 3 + (3, 5, 3, 8) = 28 Electricity damage.

Once again, Blasto lays down 'covering fire'...


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Shari keeps HunterKiller in the fight, and the cover fire of Blasto provide an extra element of surprise as Blinky pulls a good old 'here's Johhny' and deforms the robot next to him.

---
Chryssi
Shari
Lifft
Blinky
HunterKiller
Blasto
---
Robot - Red (17)
Robot - Blue (30)
Robot
Robot
---

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 09/35, HP 39/39, RP 6/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:1/6; 2:3/4 3:0/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Stay behind us Jancrast

She fires magic missiles at Red
mm: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10

Ever thought of taking Starfinder training?


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Chryssi blasts the robot with a volley of missiles, ripping up some of the armor plating

---
Chryssi
Shari
Lifft
Blinky
HunterKiller
Blasto
---
Robot - Red (27)
Robot - Blue (30)
Robot
Robot
---


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Can I get an action for HunterKiller?


VC - Sydney, Australia

HK maintains the rage, blasting away.

Staccatto Rifle (Deadly Aim) + Overcharge
vs EAC: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
Damages So: 1d10 + 6 + 3 + 1d6 ⇒ (10) + 6 + 3 + (4) = 23


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HunterKiller blows another dent into the robot, but the machine stays up.

The robots move, positioning themselves between Blinky, Hunterkiller on one side, and the rest of the team.

Blinky is facing off with a single robot

Plasma claw, Blinky: 1d20 + 14 ⇒ (2) + 14 = 161d4 + 7 ⇒ (2) + 7 = 9

---
Chryssi
Shari
Lifft
Blinky
HunterKiller
Blasto

---
Robot - Red (50)
Robot - Blue (30)
Robot
Robot
---

Second Seekers (Jadnura)

? Early Stage Barathu Mercenary Operative 7 (SP 56/56) (HP 48/48) (EAC 22, KAC 20) (Fort +5, Ref +11, Will +9) (Init +13) (Perception +19)

Trick - 'Take 10' = 31. CR 11 or less. Flat-Footed for 1 round.

Holy Static Arc Pistol: 1d20 + 11 ⇒ (15) + 11 = 26, for 1d6 + 3 + 4d8 ⇒ (4) + 3 + (6, 8, 5, 3) = 29 Electricity damage.

Blasto is almost surprised when his shot at Green actually connects.

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

sorry, my post seems to have been lost to the internet gods...

HK takes a step back and shoots at red

Staccatto Rifle (Deadly Aim) + Overcharge vs EAC: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Damages, So: 1d10 + 6 + 3 + 1d6 ⇒ (6) + 6 + 3 + (6) = 21

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 24 KAC 24| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Blinky evades the blow, then punches it with his other hand to even out the dents.

vs blue
Trick attack (Take 10) DC11 or Lower tricked.
Attack 1d20 + 13 ⇒ (14) + 13 = 27 vs FF KAC
Damage 2d6 + 14 + 4d6 ⇒ (4, 1) + 14 + (5, 5, 4, 3) = 36
+Off Target, -2 to hit.

Dataphiles

(Alias of DM Kludde) | Male Android AI Overlord 3 | SP 21/21 HP 19/19 | RP 4/5 | EAC 12; KAC 13 | Fort +3; Ref +2; Will +5 | Init: +1 | Perc: +0, SM: -2 | Speed 30ft |
HunterKiller 42-5 wrote:
sorry, my post seems to have been lost to the internet gods...

Your sacrifice has been noted


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Blasto ablates the armor plating of Green using sonication, and HunterKiller takes a careful shot, but still misses. Blinky deals another massive blow to his marked opponent.

---
Chryssi
Shari
Lifft

Blinky
HunterKiller
Blasto
---
Robot - Red (50)
Robot - Blue (66, OT)
Robot - Green (29)
Robot
---

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 takes a careful step back from the now-too-close-for-comfort pair of robots. He then brings the massive mining laser to bear once again.

attack red vs EAC: 1d20 + 15 ⇒ (7) + 15 = 22
F damage: 1d10 + 7 ⇒ (3) + 7 = 10 Ignores 4 points of hardness

"Finish off that red robot first" he suggests to the team on this side of the door.

"I think I might need a weapon upgrade" he sighs.

Jancrast looks on in horror. Whether at the death-dealing robots, or her charge's expressed desire for increased capacity for mayhem is uncertain.

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