SFS 1-16 - Dreaming of the Future - Take 2 (KS) (Inactive)

Game Master phaeton_nz

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Tags: Repeatable, Starship, Quests
Tier 1-4
Subtier 1-2
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Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

We can indeed

Wayfinders

Male Elf Priestly Soldier 2 Init +3 Percept +2 SenseMotive +0 // F 3 R 3 W 3 // low light vision // EAC 15 KAC 17 ; Stamina 14/14 HP 18/18 Resolve 4/4

"Excellent, we have a slight edge in armament, if we can avoid their rock-based weapons."

Sovellis, starts checking the weapons' power subsystems. If anyone has better than +5 in engineering, feel free to displace the elf.

STARFINDER SOCIETY PEGASUS TIER 2:
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1 AC 12; TL 12
HP 55; DT —; CT 11 Shields basic 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4) Attack (Starboard) light laser cannon (2d4) Attack (Turret) coilgun (4d4)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters
(good), mk 1 duonode computer, mk 2 armor, mk 2 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
Modifiers +1 to any two checks per round, +2
Computers, +1 Piloting; Complement 4–7

Advocates

Female gnome dream prophet mystic 2 | SP 14/14 HP 16/16 | RP 3/4 | EAC 15; KAC 15 | Fort +1; Ref +3; Will +6; +2 vs. fear and illusion spells/effects | Init: +3 | Perc: +9, SM: +9 | Speed 30ft | Darkvision 60', Low-Light vision | Active conditions: None.

@GM -- Please cue me when Nip can do another scan for more info. :)

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

I can't see any reason why you can't at the moment. Make your roll

Advocates

Female gnome dream prophet mystic 2 | SP 14/14 HP 16/16 | RP 3/4 | EAC 15; KAC 15 | Fort +1; Ref +3; Will +6; +2 vs. fear and illusion spells/effects | Init: +3 | Perc: +9, SM: +9 | Speed 30ft | Darkvision 60', Low-Light vision | Active conditions: None.

Nip touches her comms. “Lash, Beta, keep him talking as long as you can. We need to know what we’re up against.”

Her hands return to their position over the science console, and she closes her eyes. Another giggle turns into a laugh, but this time with an eerie edge.

Play time's over, little toy. Show me what you’re hiding underneath that skin...

Mysticism for Scrying: 1d20 + 9 ⇒ (11) + 9 = 20

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

More information appears on Nippostia's screen.

Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 10
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Turret) coilgun
Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic;
Systems basic computer, budget short-range sensors, good
crew quarters, mk 1 armor, mk 1 defenses; Expansion Bays
cargo hold (2), sealed environment chamber, smuggler
compartment

Now ... a fair warning ... I got no quarrel with you ... yet ... but I'd like you to leave now ... or be destroyed.

Acquisitives

CN Pahtra Starwalker Precog 1 (she/they) | 5 SP 9 HP 4 RP | EAC 15 KAC 16 | Fort +0 Ref +5 Will +0 (+1 vs. radiation) | Perception +4 Sense Motive +4 Darkvision 60 ft | Stealth +9 Speed 30 ft | Spells: 1st 3/3, Paradox: 10, 18 | Laser Rifle: 20/20, Acid Dart: 10/10 | Active Conditions: None

Grimalki, one hand hovering over the accelerator button, chimes in. "Well, we'd be happy to, if you could provide us with some documentation claiming this space as yours, or with whatever reason you're out here."

Bluff, she has no intention of leaving, and I would assume no one else does: 1d20 + 5 ⇒ (4) + 5 = 9

Acquisitives

Male Drow Operative 1 SP 7 HP 10 RP 4 EAC 13; KAC 14 Fort +1; Ref +5; Will +2; Int +7; Perception +9 Operative 1

Balok chimes in.

Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7

"Yes please provide some documentation"

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

Documentation? DOCUMENTATION???? How DARE you. I don't need no Fraking documentation.

From offscreen ... Captain. We're being scanned

Prepare to be SPACE DUST Starfinders. Red Alert, Shields up ... Arm ... *click*

intimidate your pilot: 1d20 + 10 ⇒ (18) + 10 = 28

*** Starship Combat Initiated. ***

Engineering Phase and Pilot Initiatives please.

Wayfinders

Male Elf Priestly Soldier 2 Init +3 Percept +2 SenseMotive +0 // F 3 R 3 W 3 // low light vision // EAC 15 KAC 17 ; Stamina 14/14 HP 18/18 Resolve 4/4

Nice, phaeton. I was thinking of the same response.

Sovellis bleeds a little power off the core and diverts it to the guns.

Engineering v DC 13: 1d20 + 5 ⇒ (5) + 5 = 10 Or not.

Core Spaceship Crew Actions:

Starship Combat - Crew Actions
Source Starfinder Core Rulebook pg. 322
As starship combat progresses, the various crew members aboard each vessel can take the actions their roles allow.
Actions
Source Starfinder Core Rulebook pg. 322
You can take one action (usually defined by your role) per round of starship combat. Certain actions require a minimum character level or number of ranks in a certain skill. NPC crew members are assumed to have a number of ranks in the appropriate skill equal to the starship’s tier. If a starship’s tier is less than 1, treat it as 1 for this purpose. Class features or items that grant bonuses to or allow rerolls of the relevant skills can be used in starship combat.
Push
Push actions (indicated in an action’s heading) are difficult to perform but can yield greater results. You can’t perform a push action if the necessary system is malfunctioning or wrecked (as noted in Critical Damage Conditions on page 321).
Changing Roles
Source Starfinder Core Rulebook pg. 322
You can switch between roles (or assume a role if you don’t already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions).
Starship Combat Resolve
Source Starfinder Core Rulebook pg. 322
As your combat expertise grows, you gain extra resolve that can help with high-level crew actions. At 8th level and again at 16th level, you gain 1 Resolve Point at the start of any starship combat encounter. These points can exceed your normal pool of RP; unspent points gained this way are lost at the end of the encounter. NPC starships have RP equal to their tier divided by 5, plus 3.
Captain Actions
Source Starfinder Core Rulebook pg. 322
As a captain, you can take any of the following actions, depending on your character level, during any phase of combat.
Demand (Any Phase)
You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.
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.
Taunt (Any Phase, Push)
You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.
Orders (Any Phase, Push)
At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 15 + 1-1/2 × your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders.
Moving Speech (Any Phase)
At 12th level, you can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful Diplomacy check (DC = 20 + 1-1/2 × your starship’s tier). For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions.
Engineer Actions
Source Starfinder Core Rulebook pg. 323
As an engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many engineers are on a starship.
Divert (Engineering Phase)
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296), up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit.
Hold It Together (Engineering Phase)
You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.
Patch (Engineering Phase)
You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core.

Critical Damage Condition Actions to Patch DC
Glitching 1 10 + 1-1/2 times your starship’s tier
Malfunctioning 2 15 + 1-1/2 times your starship’s tier
Wrecked 3 20 + 1-1/2 times your starship’s tier
Overpower (Engineering Phase, Push)
If you have at least 6 ranks in Engineering, you can spend 1 Resolve Point and attempt an Engineering check (DC = 15 + 1-1/2 × your starship’s tier) to squeeze more out of your ship’s systems. If you’re successful, this functions as the divert action, but you can send extra power to any three systems listed in that action. This action and the divert action can’t be taken in the same round.
Quick Fix (Engineering Phase)
If you have at least 12 ranks in Engineering, you can try to repair a system quickly by spending 1 Resolve Point and attempting an Engineering check (DC = 20 + 1-1/2 × your starship’s tier). If successful, you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage), after which time it must be repaired as normal.
Gunner Actions
Source Starfinder Core Rulebook pg. 324
As a gunner, you can take any of the actions below, depending on your character level. These actions can be taken only during the gunnery phase. Though each of a starship’s weapons can be fired only once per round, multiple gunners can take actions to fire different weapons in a single round. Actions that allow you to fire starship weapons use the rules for attacking on page 320.
Fire At Will (Gunnery Phase, Push)
You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.
Shoot (Gunnery Phase)
You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc.
Broadside (Gunnery Phase, Push)
At 6th level, you can expend 1 Resolve Point to fire all of the starship weapons mounted in one arc (including turret-mounted weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty.
Precise Targeting (Gunnery Phase)
At 12th level, you can perform a very precise strike by spending 1 Resolve Point and firing one starship weapon at a single target. If the attack hits and the enemy ship’s shields on that quadrant are depleted before your attack, you deal critical damage to a random system. If the attack would normally cause critical damage, the normal critical damage applies as well (meaning your attack could potentially deal critical damage multiple times; determine which system is damaged as normal each time).
Pilot Actions
Source Starfinder Core Rulebook pg. 324
As a pilot, you can take the following actions, depending on your ranks in the Piloting skill. These actions can be taken only during the helm phase.
Fly (Helm Phase)
You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.
Maneuver (Helm Phase)
You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 1-1/2 × your starship’s tier) to reduce your starship’s distance between turns by 1 (to a minimum of 0).
Stunt (Helm Phase, Push)
You can attempt any one of the stunts described on page 319. The DCs of the Piloting checks required and the results of success and failure are described in each stunt’s description.
Full Power (Helm Phase, Push)
If you have at least 6 ranks in Piloting, you can spend 1 Resolve Point to move your starship up to 1-1/2 times its speed. You can make turns during this movement, but you add 2 to your starship’s distance between turns.
Audacious Gambit (Helm Phase)
If you have at least 12 ranks in Piloting, you can spend 1 Resolve Point and attempt a Piloting check (DC = 20 + 1-1/2 × your starship’s tier) to pull off complex maneuvers. You can move your starship up to its speed, treating its distance between turns as if it were 2 lower (minimum 0). You can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship’s movement, you can rotate your starship to face in any direction. If you fail the check, you instead move as if you had taken the fly action (but still lose the Resolve Point).
Science Officer Actions
Source Starfinder Core Rulebook pg. 324
As a science officer, you can take any of the following actions, depending on your ranks in the Computers skill. These actions can be taken only during the helm phase.
Balance (Helm Phase)
You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 10 + 1-1/2 × your starship’s tier), you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.
Scan (Helm Phase)
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298). If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.

1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other: Any remaining ship statistics.
Target System (Helm Phase, Push)
You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC equals 5 + 1-1/2 × the tier of the enemy starship + its bonus from defensive countermeasures (see page 298). If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.
Lock On (Helm Phase, Push)
If you have at least 6 ranks in Computers, you can lock your starship’s targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check. The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you succeed, your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round.
Improve Countermeasures (Helm Phase)
If you have at least 12 ranks in Computers, you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you’re successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).

Engineer Actions:

Engineer Actions
Source Starfinder Core Rulebook pg. 323
As an engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many engineers are on a starship.
Divert (Engineering Phase)
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296), up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit.
Hold It Together (Engineering Phase)
You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.
Patch (Engineering Phase)
You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core.

Critical Damage Condition Actions to Patch DC
Glitching 1 10 + 1-1/2 times your starship’s tier
Malfunctioning 2 15 + 1-1/2 times your starship’s tier
Wrecked 3 20 + 1-1/2 times your starship’s tier

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

engineering: 1d20 + 6 ⇒ (12) + 6 = 18
initiative: 1d20 + 7 ⇒ (15) + 7 = 22

Advocates

Female gnome dream prophet mystic 2 | SP 14/14 HP 16/16 | RP 3/4 | EAC 15; KAC 15 | Fort +1; Ref +3; Will +6; +2 vs. fear and illusion spells/effects | Init: +3 | Perc: +9, SM: +9 | Speed 30ft | Darkvision 60', Low-Light vision | Active conditions: None.

Nip smiles wickedly when she hears the yelp from the other ship about being scanned. Took you long enough… next, I was going to download clips from your security cams and play them back for you. That would've been fun.

She closes her eyes again and tightens her awareness into a golden ball.

Let’s see what you’re planning so we can get there first.

She sends the ball zipping toward the other ship’s bridge like an invisible missile.

Mysticism for Precognition vs DC 13: 1d20 + 9 ⇒ (20) + 9 = 29

Nip calls out the the coordinates she sees without breaking concentration. “That should put us right where they don’t want us.”

Precognition: You use your supernatural senses and a spark of divination magic to see opponents’ motion before it happens, giving you just a split second to shout a warning to your ship’s pilot. Attempt a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). On a success, you grant the pilot a +2 circumstance bonus to their Piloting check at the beginning of the helm phase to determine piloting order.

Acquisitives

CN Pahtra Starwalker Precog 1 (she/they) | 5 SP 9 HP 4 RP | EAC 15 KAC 16 | Fort +0 Ref +5 Will +0 (+1 vs. radiation) | Perception +4 Sense Motive +4 Darkvision 60 ft | Stealth +9 Speed 30 ft | Spells: 1st 3/3, Paradox: 10, 18 | Laser Rifle: 20/20, Acid Dart: 10/10 | Active Conditions: None

Just realized I forgot to roll new Paradoxes:
Paradox #1: 1d20 ⇒ 5
Paradox #2: 1d20 ⇒ 14

"These guys really need to clean up their act. Not even bothering fakes, honestly."
Not wasting a second, Grimalki fires up the engines.

Piloting: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

You move first.

Acquisitives

Male Drow Operative 1 SP 7 HP 10 RP 4 EAC 13; KAC 14 Fort +1; Ref +5; Will +2; Int +7; Perception +9 Operative 1

"Nice Grimalki!"

Acquisitives

CN Pahtra Starwalker Precog 1 (she/they) | 5 SP 9 HP 4 RP | EAC 15 KAC 16 | Fort +0 Ref +5 Will +0 (+1 vs. radiation) | Perception +4 Sense Motive +4 Darkvision 60 ft | Stealth +9 Speed 30 ft | Spells: 1st 3/3, Paradox: 10, 18 | Laser Rifle: 20/20, Acid Dart: 10/10 | Active Conditions: None

Grimalki pilots around to get closer to the enemy ship, hoping to use the asteroids as a bit of cover.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

That was the River Rat you moved. The Loreseeker is near the bottom of the map.

Acquisitives

CN Pahtra Starwalker Precog 1 (she/they) | 5 SP 9 HP 4 RP | EAC 15 KAC 16 | Fort +0 Ref +5 Will +0 (+1 vs. radiation) | Perception +4 Sense Motive +4 Darkvision 60 ft | Stealth +9 Speed 30 ft | Spells: 1st 3/3, Paradox: 10, 18 | Laser Rifle: 20/20, Acid Dart: 10/10 | Active Conditions: None

Oops, sorry. I think you got the icons flipped? I'm looking at the SFS guild guide and that's the picture of the pegasus they used.

Grimalki carefully maneuvers the ship in-between two asteroids, hoping to keep the River Rat where they can see them.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

Oh my giddy aunt. I did flip them. Sorry. All fixed now.

The River Rat heads towards where the Loreseeker was, goes around a bunch of asteroids and turns so their forward weapon can impact your port shields.

captain: 1d20 + 10 ⇒ (10) + 10 = 20
gunnery: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

... and that's a crit.
damage: 4d4 ⇒ (3, 1, 1, 4) = 9

Fortunately that didn't get through your shields - but only just.

You get to fire back with any weapons in the port arc.

Second Seekers (Jadnura)

N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)

Beta opens fire with the coilgun.

Coilgun: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26, for 4d4 ⇒ (4, 1, 3, 1) = 9 damage.

Exo-Guardians

Female Tiefling Vanguard 3 | SP 30/30 HP 25/25 | EP: 0 | RP 4/4 | EAC 15-1, KAC 16-1 | Fort +6, Ref +7-1, Will +1 | Resist Fire/Cold/Elec 5 | Initiative +8-1 | Perception +0 (Darkvision 60 ft.) | Current Conditions: fatigued |

Lash turns one of the ship's light laser cannons against the River Rat while leaving her comms open. "You know what's fun about the smaller guns? Slower to kill, it lets you savor the fight!"

light laser cannon: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 2d4 ⇒ (4, 4) = 8

Wayfinders

Male Elf Priestly Soldier 2 Init +3 Percept +2 SenseMotive +0 // F 3 R 3 W 3 // low light vision // EAC 15 KAC 17 ; Stamina 14/14 HP 18/18 Resolve 4/4

"Less savoring, more damage, please. Their shot nearly collapsed our shield."

Wish Sovellis had succeeded diverting power to the guns. Beta's ones would be twos!

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

You were lucky they didn't either :)

Beta hits, Lash misses. The hit goes through their forward shield and scorches their hull.

Spoiler:
0 5 5 5 51

--- Round 2 --- Engineering Phase and Pilot Initiative.
engineering: 1d20 + 6 ⇒ (14) + 6 = 20
computers: 1d20 + 6 ⇒ (15) + 6 = 21
initiative: 1d20 + 7 ⇒ (10) + 7 = 17

Acquisitives

Male Drow Operative 1 SP 7 HP 10 RP 4 EAC 13; KAC 14 Fort +1; Ref +5; Will +2; Int +7; Perception +9 Operative 1

is there another gun?'

Acquisitives

CN Pahtra Starwalker Precog 1 (she/they) | 5 SP 9 HP 4 RP | EAC 15 KAC 16 | Fort +0 Ref +5 Will +0 (+1 vs. radiation) | Perception +4 Sense Motive +4 Darkvision 60 ft | Stealth +9 Speed 30 ft | Spells: 1st 3/3, Paradox: 10, 18 | Laser Rifle: 20/20, Acid Dart: 10/10 | Active Conditions: None

Initiative: 1d20 + 7 ⇒ (15) + 7 = 22

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

The River Rat moves first - and flybys.
piloting: 1d20 + 7 ⇒ (1) + 7 = 8

Well - that didn't work out too well for them.

Advocates

Female gnome dream prophet mystic 2 | SP 14/14 HP 16/16 | RP 3/4 | EAC 15; KAC 15 | Fort +1; Ref +3; Will +6; +2 vs. fear and illusion spells/effects | Init: +3 | Perc: +9, SM: +9 | Speed 30ft | Darkvision 60', Low-Light vision | Active conditions: None.

Since we already won initiative, Nip can either jump on a gun or use Eldrich Shot to extend the range of one of our weapons for this round. Any preference?

Acquisitives

CN Pahtra Starwalker Precog 1 (she/they) | 5 SP 9 HP 4 RP | EAC 15 KAC 16 | Fort +0 Ref +5 Will +0 (+1 vs. radiation) | Perception +4 Sense Motive +4 Darkvision 60 ft | Stealth +9 Speed 30 ft | Spells: 1st 3/3, Paradox: 10, 18 | Laser Rifle: 20/20, Acid Dart: 10/10 | Active Conditions: None

Grimalki, seeing the ship coming around to their port, comes to a stop, letting them fly past them, before swerving around a nearby asteroid to get them in the back.

Second Seekers (Jadnura)

N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)

Beta once again fires the turret coilgun.

Coilgun: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25, for 4d4 ⇒ (4, 4, 2, 3) = 13 damage.

Wayfinders

Male Elf Priestly Soldier 2 Init +3 Percept +2 SenseMotive +0 // F 3 R 3 W 3 // low light vision // EAC 15 KAC 17 ; Stamina 14/14 HP 18/18 Resolve 4/4

Sovellis notes Grimalki's maneuver and tries routing power to the weapons again.

Engineering v DC 13: 1d20 + 5 ⇒ (1) + 5 = 6

Advocates

Female gnome dream prophet mystic 2 | SP 14/14 HP 16/16 | RP 3/4 | EAC 15; KAC 15 | Fort +1; Ref +3; Will +6; +2 vs. fear and illusion spells/effects | Init: +3 | Perc: +9, SM: +9 | Speed 30ft | Darkvision 60', Low-Light vision | Active conditions: None.

After the failed fly-by attack, a wicked look crosses Nippostia’s face. Let’s shift to some psychological warfare…

She dials in the other ship and hits the broadcast button.

“Where did you find your crew, Mr. Smiles, in the nursery? Is it time for their bottles a nap? If your gunners shoot like your pilot flies, you should just quit now.”

Intimidate for Captain Taunt action as a push vs enemy gunners: 1d20 + 5 ⇒ (15) + 5 = 20

If successful, enemy gunners will be at -4 for to hit for 1d4 rounds because I did this as a push.

Taunt DC 15 + 1.5 x starship tier -- Select an enemy vessel and phase, and then roll Bluff or Intimidate. If successful, each enemy character acting during the selected phase takes a -2 penalty to all checks for 1d4 rounds. The penalty increases to -4 if the enemy's check is a push action. Cannot target the same enemy twice in combat.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

Beta - is that your flyby free attack? If so, which quadrant are you shooting at?

They fire back - and miss
gunnery: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6 damage: 4d4 ⇒ (1, 2, 2, 3) = 8

Second Seekers (Jadnura)

N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)

It was the free attack from their failed fly-by. Targeting the quadrant that we hit last time.

Gunnery:

Beta continue to mercilessly plug away with the coilgun.

Coilgun: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25, for 4d4 ⇒ (4, 2, 4, 4) = 14 damage.

Acquisitives

Male Drow Operative 1 SP 7 HP 10 RP 4 EAC 13; KAC 14 Fort +1; Ref +5; Will +2; Int +7; Perception +9 Operative 1

Balok helps with senors.

Computers: 1d20 + 6 ⇒ (1) + 6 = 7

"I'm not just gunna sit around!"

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

They had reinforced that shield but, during the flyby, Beta's shot rips through it. Beta then annihilates their rear shield.

Spoiler:
1d100 ⇒ 361d100 ⇒ 80

Spoiler:
0 5 5 0 34 Weapons glitching; engines glitching

You also have a light laser cannons in the forward, port and starboard arcs if someone else wants to take a shot at them - and they are in your forward arc.

Advocates

Female gnome dream prophet mystic 2 | SP 14/14 HP 16/16 | RP 3/4 | EAC 15; KAC 15 | Fort +1; Ref +3; Will +6; +2 vs. fear and illusion spells/effects | Init: +3 | Perc: +9, SM: +9 | Speed 30ft | Darkvision 60', Low-Light vision | Active conditions: None.

Balok can take the front light laser cannon this round. Nip mocked them with a captain action.

Exo-Guardians

Female Tiefling Vanguard 3 | SP 30/30 HP 25/25 | EP: 0 | RP 4/4 | EAC 15-1, KAC 16-1 | Fort +6, Ref +7-1, Will +1 | Resist Fire/Cold/Elec 5 | Initiative +8-1 | Perception +0 (Darkvision 60 ft.) | Current Conditions: fatigued |

Lash will gladly take the shot!

light laser cannon: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 2d4 ⇒ (4, 2) = 6

Wayfinders

Male Elf Priestly Soldier 2 Init +3 Percept +2 SenseMotive +0 // F 3 R 3 W 3 // low light vision // EAC 15 KAC 17 ; Stamina 14/14 HP 18/18 Resolve 4/4

"Nice shooting."

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

More damage to the River Rat.

Spoiler:
1d100 ⇒ 37

Spoiler:
0 5 5 0 28 Weapons glitching; engines glitching

engineering: 1d20 + 6 ⇒ (11) + 6 = 17
computers: 1d20 + 6 ⇒ (1) + 6 = 7
pilot initiative: 1d20 + 7 ⇒ (19) + 7 = 26

Acquisitives

CN Pahtra Starwalker Precog 1 (she/they) | 5 SP 9 HP 4 RP | EAC 15 KAC 16 | Fort +0 Ref +5 Will +0 (+1 vs. radiation) | Perception +4 Sense Motive +4 Darkvision 60 ft | Stealth +9 Speed 30 ft | Spells: 1st 3/3, Paradox: 10, 18 | Laser Rifle: 20/20, Acid Dart: 10/10 | Active Conditions: None

Piloting: 1d20 + 7 ⇒ (12) + 7 = 19

Grimalki tries to swerve the ship around asteroids to gain some possible cover.

Maneuver: 1d20 + 7 ⇒ (18) + 7 = 25

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

The River Rat ducks behind a group of asteroids. Meanwhile a light laser cannon, mounted on the asteroid next to you, fires at your starboard shields.

llc: 1d20 + 6 ⇒ (8) + 6 = 14 damage: 2d4 ⇒ (4, 3) = 7

Advocates

Female gnome dream prophet mystic 2 | SP 14/14 HP 16/16 | RP 3/4 | EAC 15; KAC 15 | Fort +1; Ref +3; Will +6; +2 vs. fear and illusion spells/effects | Init: +3 | Perc: +9, SM: +9 | Speed 30ft | Darkvision 60', Low-Light vision | Active conditions: None.

Gunnery phase — encouraging Beta

Nip brings up comms. “You’re nailing it, Beta! Stay centered and keep those shots true!”

Diplomacy for Captain Encourage action vs DC 15: 1d20 + 6 ⇒ (15) + 6 = 21

Maybe I should finish that coaching certification. This feels good..

Encourage (Diplomacy DC 15 or same skill DC 10) Grant a +2 bonus to one specific check by encouraging the crew. You must use this action before the associated check is rolled.

Second Seekers (Jadnura)

N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)

As far as I can tell, the ship is behind an asteroid, which means I can't target it. If I can, then I will shoot it. If not, and I can target the asteroid-mounted gun, I will shoot it instead.

Coilgun: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26, for 4d4 ⇒ (1, 3, 2, 4) = 10 damage.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

You can shoot the asteroid mounted gun and destroy it.

The River Rat attempts to perform more repairs while hiding.

engineering: 1d20 + 6 ⇒ (20) + 6 = 26
computers: 1d20 + 6 ⇒ (8) + 6 = 14
piloting intiative: 1d20 + 7 ⇒ (3) + 7 = 10

Advocates

Female gnome dream prophet mystic 2 | SP 14/14 HP 16/16 | RP 3/4 | EAC 15; KAC 15 | Fort +1; Ref +3; Will +6; +2 vs. fear and illusion spells/effects | Init: +3 | Perc: +9, SM: +9 | Speed 30ft | Darkvision 60', Low-Light vision | Active conditions: None.

GM note:
I’m traveling Monday-Wednesday, but I should be able to keep up with the game. If I for some reason I don’t post, feel free to bot Nip. She’s getting into the Captain thing, so she’ll keep doing that since we already scanned the daylights out of their ship.

—————

Gunnery phase — encouraging Beta

Nip whoops happily into the comms. “Great hit, Beta! Keep the energy going!”

Diplomacy for Captain Encourage action vs DC 15: 1d20 + 6 ⇒ (8) + 6 = 14

Encourage (Diplomacy DC 15 or same skill DC 10) Grant a +2 bonus to one specific check by encouraging the crew. You must use this action before the associated check is rolled.

Acquisitives

CN Pahtra Starwalker Precog 1 (she/they) | 5 SP 9 HP 4 RP | EAC 15 KAC 16 | Fort +0 Ref +5 Will +0 (+1 vs. radiation) | Perception +4 Sense Motive +4 Darkvision 60 ft | Stealth +9 Speed 30 ft | Spells: 1st 3/3, Paradox: 10, 18 | Laser Rifle: 20/20, Acid Dart: 10/10 | Active Conditions: None

Initiative: 1d20 + 7 ⇒ (10) + 7 = 17

Acquisitives

Male Drow Operative 1 SP 7 HP 10 RP 4 EAC 13; KAC 14 Fort +1; Ref +5; Will +2; Int +7; Perception +9 Operative 1

when I'm up

Balok hops in the turret.

attack: 1d20 + 3 ⇒ (3) + 3 = 6

damage: 2d4 ⇒ (4, 2) = 6

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

They move first and evade
piloting: 1d20 + 7 ⇒ (20) + 7 = 27

Second Seekers (Jadnura)

N/A Hologram Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)

Beta opens fire upon the other ship again...

Coilgun: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28, for 4d4 ⇒ (3, 4, 1, 4) = 12 damage.

...scoring a devastating blow!

It's a shame crits don't double in starship combat :-/

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 4-14 | SFS1e 6-04 | PFS1e 1-46

You need to move your ship first, but that roll will be kept

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