Constellations of Attelan

Game Master Me'mori

A traditional journey to Absalom Station begins on the arrival of Docking Bay 94...


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Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

With its companions in position, 15-0-10 darts forward to bash the creature with its shield to start the hostilities.

Bash: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


MAPS • SF Map •

15-0-10 engaging with the creature sees it react faster than the other two before, the creature being hit and sinuously rolling with the hit before biting at the source of the damage and connecting with its shielded assailant(3 dmg). In the full light of the ship, this blue-skinned creature is clearly something "other".

__________________________________
Party Up!
Zephyr's position still shows at the airlock, please adjust.

? (2)

Rolls:
1d4 ⇒ 2
Bite: 1d20 + 8 ⇒ (18) + 8 = 26, Dmg: 1d6 + 2 ⇒ (1) + 2 = 3


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Dirk suddenly has the urge to glance outside to actually see if the Sun is out.....

The electric pulse begins to slide across the Solarian's person.

Resistance Mode:

When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.

Seeing brave, brave Sir 15-0-10 rush into the waiting teeth of the slightly different alien creature than the previous fought alien creature, the Espionage Specialist decides that a threesome is indeed on the menu!

His right hand aims at the alien creature while his Lunar weapon forms in his left!
Ranged Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 1 P Category (Analog Projectile)
Ammo 30/30

The Holistic Detective seems both pleased and pouty for some reason.....


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Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

I brought Zephyr's token closer, but feel free to adjust.

Sparks fires his pistol and starts the atunement process, bringing his electrical mode up.

Truth-Sequence Ember Pistol vs KAC: 1d20 + 2 ⇒ (17) + 2 = 19 (range 30 ft.)
Damage, P: 1d6 ⇒ 6


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

15-0-10 twists as the creature strikes it, getting only a scratch on its casing from the attack. It strikes back with its shield as it starts cautiously working its way around its target.

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d3 + 1 ⇒ (3) + 1 = 4


KAC 12, EAC 11 HP 17 (hp: 11, stamina: 6, resolve: 5) | Fort +1, Ref +1, Will +3 | LLV, PERC +7 Elf (Asanan / Forlorn) - Solarian 1 [Graviton]

Zephyr snaps to attention, attacking something that needs attacking.
Skipshot Pistol: 1d20 + 2 ⇒ (11) + 2 = 131d4 ⇒ 3


MAPS • SF Map •

Attunement Point +1
The shield bash misses the figure, writhing out of the way of a solid impact as it moves more into proximity with 15-0-10, attempting another bite with its disturbingly wide jaws(6 dmg). The creature is not weathering the hits all that well, and another few seconds of damage might see it as dead as the others.

From down the hallway, coming from the southern corridor of the cross-section, one more emerges, running towards the group. Zephyr manages to get a shot off, having a direct line-of-sight to it, but Sparks is the first one it encounters and attempts to sink its teeth into the Brenneri, just barely missing, likely not having anticipated getting immediately shot.
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Party up, +1 Blue thing!

? (9)
?? (3)

Rolls:

? Bite@10: 1d20 + 8 ⇒ (19) + 8 = 27, Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
?? Bite@Sp: 1d20 + 8 ⇒ (5) + 8 = 13, Dmg: 1d6 + 2 ⇒ (1) + 2 = 3


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

Sparks steps back from the newcomer, and fires off a shot, trying to keep calm, but pressing the trigger before the gun is pointing at it.

Truth-Sequence Ember Pistol vs KAC: 1d20 + 2 ⇒ (7) + 2 = 9 (range 30 ft.)
Damage, P: 1d6 ⇒ 2

He raises the level of his Solarian powers another step.


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Resistance Mode:

When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.

The lightning seems to be streaming faster along the Solarian's person!
2 points

Dirk's blue eyes widen at the appearance of yet another strange alien creature while not exactly similar to the previously mentioned alien species.
Are we XP farming?

The Holistic Detective seems a bit perplexed as to direction, routes available, obstacles, or even if the floor is painted a color or not. Probably due to the fact that Maps are difficult to process some times....

Dirk Strides to the alien creature that originally came out of its slumber. He then introduces the alien creature to his Lunar weapon!
Melee Lunar Weapon, Apocalyptic Crystal Shard: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 1 ⇒ (2) + 1 = 3 S (Feint, Operative) Critical Corrode 1d4 Ref DC 10+damage


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

"Warning! Structural damage!" 15-0-10 blares as the creature again gets around its shield. A few sparks fly out of the gash left in its shoulder casing from the attack as it tries yet again to smash the creature.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5


MAPS • SF Map •

+1 Attunement

(ZephBot) A precise shot is placed by Zephyr on the newer creature(+6P! dmg), the one being buffeted by 15-0-10 a little harder to hit because of the wall.

15-0-10 manages to turn aside another bite, giving Dirk enough of a window to score a hit, another wound to to the toll on the significantly injured creature.(+3S dmg)

The creature reacts to the critical hit in eerie silence, a baleful glance given in the direction of the injury even as it limps, writhes, and attacks even as a bluish silver fluid spatters onto the floor. A daring Dirindi does garner attention by virtue of being the closest and teeth find minimal purchase, but still enough to further injure Dirk.(+3P dmg)
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Party Up!
?(12)
??(9){bleeding}

Rolls:

10Chomp: 1d20 + 8 ⇒ (3) + 8 = 11, Dmg: 1d6 + 2 ⇒ (6) + 2 = 8P
ZephBot: 1d20 + 2 ⇒ (20) + 2 = 22, Dmg: 2d4 ⇒ (2, 4) = 6P
DirBite: 1d20 + 8 ⇒ (16) + 8 = 24, Dmg: 1d6 + 2 ⇒ (1) + 2 = 3P


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

15-0-10 tries yet again to smash the creature with its solar shield, jumping to one side in spite of the slight hesitation in its foreleg and whipping said shield about on its manipulator tentacle.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Resistance Mode:

When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.

The lightning seems to be streaming faster along the Solarian's person!
3 points

Dirk's face turns into a smile!
Eeee! Something bout to happen now! Both you alien species are really in trouble now!

Dirk will position himself so that both are within 10' of his aura, please.

Energy Sink (Su):

Source Tech Revolution pg. 30
When you’re fully resistance-attuned, as a standard action, you can cause all creatures within 10 feet of you to become fatigued for 1 minute, and any creature that’s already fatigued becomes nauseated for 1 round (Fortitude negates). Creatures affected by this ability must expend twice as many charges as normal when operating items powered by batteries. After you use this revelation, you immediately become unattuned. Energy sink functions as a zenith revelation for the purposes of abilities that reference them.

DC 14


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

Sparks mote begins to spark with maximum intensity, so he directs the energy at the nearest creature.

Electrical Discharge Damage, E: 2d8 ⇒ (3, 8) = 11 Target: 1 creature within 30 ft.; DC 14 Fortitude save for half damage


KAC 12, EAC 11 HP 17 (hp: 11, stamina: 6, resolve: 5) | Fort +1, Ref +1, Will +3 | LLV, PERC +7 Elf (Asanan / Forlorn) - Solarian 1 [Graviton]

Zephyr, concerned about Dirk's racism and worried about Spark's discharge, fires again.

ATK: 1d20 + 2 ⇒ (4) + 2 = 6
DMG: 1d4 ⇒ 4

Results somewhat less impressive than GM rolling ...


MAPS • SF Map •

+1 Attunement!

Dirk drains the denim colored dire dogs— who dare dismiss his drain– though the electric discharge from Sparks removes one from consideration completely. Only the initial target remains, the former new addition collapsed and twitching on the floor, the curious scent of something cooked now in the air.

No other creatures are within easy reach, and another frustrated bite finds the SRO's shield too hard to get around.
_________________________________
Party Up!

Rolls:

SinkSave: 1d20 + 3 ⇒ (12) + 3 = 15
SinkSave: 1d20 + 3 ⇒ (17) + 3 = 20
DischargeSave: 1d20 + 3 ⇒ (9) + 3 = 12

Teeth!@15: 1d20 + 8 ⇒ (6) + 8 = 14, Dmg: 1d6 + 2 ⇒ (3) + 2 = 5P


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

15-0-10 is pleased it finally managed to block its opponent--not that its robotic body shows any sign of this. But rather than say anything it continues its attempt to also use its shield as a blunt weapon.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Dirk seems pleased.

The Solarian begins to spark again!

Resistance Mode:

When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.

Dirk then Strides up to the remaining alien creature and....
Melee Lunar Weapon, Apocalyptic Crystal Shard : 1d20 + 4 ⇒ (16) + 4 = 201d4 + 1 ⇒ (4) + 1 = 5 S (Feint, Operative) Critical Corrode 1d4 Ref DC 10+damage


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

Sparks begins to build up his solarian energy levels again. Meanwhile, he fires another round from his Ember pistol at the remaining alien.

Truth-Sequence Ember Pistol vs KAC: 1d20 + 2 ⇒ (16) + 2 = 18 (range 30 ft.)
Damage, P: 1d6 ⇒ 6


KAC 12, EAC 11 HP 17 (hp: 11, stamina: 6, resolve: 5) | Fort +1, Ref +1, Will +3 | LLV, PERC +7 Elf (Asanan / Forlorn) - Solarian 1 [Graviton]

Zeph fires!

ATK: 1d20 + 2 ⇒ (12) + 2 = 14
DMG: 1d4 ⇒ 4


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

The Holistic Detective begins to look about the blood and brains strewn corridor. He begins to whistle innocently while kicking bits of aliens species under a desk, table, counter....


MAPS • SF Map •

Combat Ended
The shot from Sparks manages to be the final hit that sees the blue, tentacled beast collapse, a few more holes in its body than it started with. No further threats turn any corner, and having weathered events rather well, the threat of harm fades.

Dirk's scattering of the aggressive species not-quite shipwide sees him coming up to the body at the intersection, that of a Space Goblin. At the most obvious between the vacuum or the damage done to it, likely one of the two did them in.

The hallway that crosses the main corridor where the fight took place has markings along the walls that indicate both a port and starboard cargo bay, whereas the hallways crossing where the body of the goblin lay have "Quarters", "Mess" and "Crew Storage" stenciled onto the walls. Markings for the Bridge lay directly ahead.


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

"Damage sustained, requesting time to effect repairs," 15-0-10 says in its most robotic tones. Looking for a 10-minute rest to recover Stamina


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

"Aye-aye," Sparks says by way of agreeing with 15-0-10. "I doubt anything else will threaten us here, but keep watch anyway. This place is officially very creepy." Sparks gets out his orrery and fiddles with it with frequent glances around the ship as he leans against a wall.


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Dirk's hesitannce in searching the recently deceased Space Goblin is quickly overcome by his curiosity!
What does it gots in its picketses, my precious.

It seemingly take the Holistic Detective roughly 10 minutes to begin his extraction....
Spending 1 Resolve for Stamina

Shaking his entire body from its recently mutinous lethargic rest, Dirk ransacks the now long deceased Space Goblin.

Perception : 1d20 + 5 ⇒ (16) + 5 = 21 Senses Low light, Blind sight (electricity) 60'


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

15-0-10 immediately lays down on the floor, reaches into its pack with a couple manipulator-tentacles, and pulls out some tools. It then begins doing some field-expedient repairs on itself.

Spending 1 resolve to recover stamina


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MAPS • SF Map •

Nothing interrupts your short amount of rest and repair that you take, there in the main corridor of the Acreon. Dirk, checking everything short of opening doors, unfortunately finds nothing of interest aside from the aforementioned unopened and abandoned meal bar. What pouches the deceased goblin has are filled with junk and what would generously be called scrap. With the power core brought up to functioning levels, the lights have warmed up enough to cast proper illumination, and the life support has warmed the circulating air from the temperatures of vacuum to its default habitable temperature.

There is a surprising dearth of AR features on the ship, what little there is only serving redundant capacities, labeling directions to bays outside of a barely enhanced display for Engineering. This ship definitely gives the air of "efficiency over enhancement". Still, it remains quiet. There are no communications over the comms of the ship, and if there is anyone left alive, they would likely have sealed themselves in one of the rooms of the ship. However, after a couple of weeks of quarantine, there ought to be some evidence... right?
___________________________________


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Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

While waiting, Sparks reloads his pistol to have a full 8 rounds.

Sparks puts his orrery away and looks at the options for exploration. He says, "I say we check the bridge next. There may be ways to see into the cargo holds and other compartments, plus we might be able to read logs and check what data remains in the system that might indicate what happened."


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M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Dirk Gently absently mimics Sparks' casually reloading his revolver. His Three blue eyes blink innocently.

Definitely determined to defy boredom, the Holistic Detective begins to step towards the direction of the bridge.....

One may notice how slowly the Holistic Detective is actually taking that step. It may then occur to one being so observant that his step would likely take him back the way you all came....


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

"That sounds quite logical," 15-0-10 says in its most monotone voice as it puts its tools away and gets back on its feet.

Then it swaps to a 'bold action hero' voice as it reactivates its shield. "I'm ready to go, cover me as I open the door!" It trots forward and reaches with an unoccupied manipulator tentacle to open the door to the bridge.


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

Sparks follows 15-0-10, waits for the others to reach the door, readies his pistol and says, "Ready!"


MAPS • SF Map •

A wide transparent aluminum window stretches across the forward wall of this control room; twinkling lights in the distance are all that can be seen of Absalom Station and the ships of the Armada surrounding it. Four stations with consoles and controls are spread out along the opposite side of the room, facing the viewscreen. From the doorway, more of the creatures are visible, these not seemingly asleep like the previous ones encountered in the hallway.
__________________________________
Party has initiative.


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

The familiar electric pulse begins to slide across the Solarian's person.

Resistance Mode:

When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.

The Lunar weapon begins to form in his hand, as he places himself in the doorway, along side 15-0-10!
Hold the doorway! They shall not pass!


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

Sparks' mote sparks beginning the attunement process. He holds his gun ready to fire at the first creature to come into his line of sight.

Ready action to fire pistol.

Attack rolls:
Truth-Sequence Ember Pistol vs KAC: 1d20 + 2 ⇒ (7) + 2 = 9 (range 30 ft.)
Damage, P: 1d6 ⇒ 6


KAC 12, EAC 11 HP 17 (hp: 11, stamina: 6, resolve: 5) | Fort +1, Ref +1, Will +3 | LLV, PERC +7 Elf (Asanan / Forlorn) - Solarian 1 [Graviton]
Dirk Gently. wrote:

The familiar electric pulse begins to slide across the Solarian's person.

** spoiler omitted **

The Lunar weapon begins to form in his hand, as he places himself in the doorway, along side 15-0-10!
Hold the doorway! They shall not pass!

"I'm not sure they're balrogs, but I still don't think they should pass."


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

15-0-10 stands in the doorway with shield deployed. It lines up a shot with its pistol with its other manipulators.

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


MAPS • SF Map •

+1 Attunement
While not quite as one— since the creatures do not seem to be acting as if they had a hive mind– the rush towards the door is still unnaturally quiet, save for the rapid clicks of claws on the deck.

This time, architecture is in your favor, as all of them cannot fit through the door, and the small entryway is both impediment and aid. Shots are fired, but no attack lands decisively. From his position at the back, Zephyr can notice the divots their claws leave on the deck, and the similarity with other divots that had been seen since they entered, on the floors, wall, and ceiling in a couple places.

As two clog the doorway on the floor, attempting attacks that are hindered by the narrow space compared to their combined width, the third almost flows around the wall and the upper corner of the door, managing to get past the impromptu blockade with some squeezing. That slight distraction does let one get its teeth briefly into 15-0-10.(6 dmg)

That does carry some risk, as it leaves itself open to the two holding the door, and escaping unscathed is unlikely.
__________________________________
15-0-10 and Dirk get AoO on the climber.
The doorway is conveying soft cover (+2 KAC/EAC) to anyone targeted by attacks from the other side. A double move from one lets it get through the doorway on the wall above and to the left of 15-0-10.

Rolls:

A1 (0)
A2 (0)
A3 (0)

A2Bite@10: 1d20 + 8 ⇒ (11) + 8 = 19, Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
A3Bite@Di: 1d20 + 8 ⇒ (5) + 8 = 13


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Dirk begins screaming bloody murder!
Melee Lunar Weapon, Apocalyptic Crystal Shard: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 1 ⇒ (1) + 1 = 2 S (Feint, Operative) Critical Corrode 1d4 Ref DC 10+damage

The cowering, eyes wide shut Holistic Detective easily carves a bit of doorway!


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

AoO: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

15-0-10 lashes out wildly with its shield in a vain attempt to bash the creature before it strikes. Its casing holds against the strike... for now. It repeats its attempt to attack the creature now on the wall.

Shield bash: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 + 1 + 1 ⇒ (1) + 1 + 1 = 3


KAC 12, EAC 11 HP 17 (hp: 11, stamina: 6, resolve: 5) | Fort +1, Ref +1, Will +3 | LLV, PERC +7 Elf (Asanan / Forlorn) - Solarian 1 [Graviton]

Zephyr snaps to attention again, finding something that needs attacking.
Skipshot Pistol: 1d20 + 2 ⇒ (2) + 2 = 41d4 ⇒ 1


MAPS • SF Map •

+1 Attunement
The next seconds are increasingly chaotic. Impeded by the door, both of the attacks are again impeded by the lack of space, bumping into each other and failing to be able to manage a successful angle. The creature that had climbed the walls leaps off to the opposite side, disregarding 15-0-10 and landing behind Sparks, lunging to sink teeth into the Brenneri(6 dmg).
___________________________________
15-0-10 has an AoO on the wall-climber.
Party Up!

Rolls:

X1U (0)
X2B (0)
X3R (0)
AkataBDoorBite@Dirk: 1d20 + 8 ⇒ (5) + 8 = 13
AkataUDoorBite@10: 1d20 + 8 ⇒ (6) + 8 = 14
AkataRearBite@Sparks: 1d20 + 8 ⇒ (17) + 8 = 25, 1d6 + 2 ⇒ (4) + 2 = 6P


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

Sparks takes some superficial damage from the bite, giving him a surge of adrenaline. He draws his hammer and swings it as hard as he can at the creature. His attunement advances, as evidenced by his mote sparking menacingly near his head.

Assault Hammer vs KAC: 1d20 + 3 ⇒ (16) + 3 = 19
Damage, B: 1d6 + 2 ⇒ (5) + 2 = 7


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

AoO: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4

15-0-10 isn't about to complain about one foe foolishly choosing to move and spread out its attacks rather than focus. This does mean it has to choose a new target for its own attacks, however, going for one of the foes in the doorway one that's injured if possible

Shield Bash: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Also remembering to align its shield against the enemy attacking it to get +1 more to AC against it.


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Resistance Mode:

When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.

The electric pulse is pulsating!
2 points!

The three blue eyes of the dirindi seem a bit perturbed by the performances of skittering and slithering around and about his clever blockade.
Breech!

The Solarian then brings about his Lunar weapon!
Melee Lunar Weapon, Apocalyptic Crystal Shard: 1d20 + 4 ⇒ (4) + 4 = 81d4 + 1 ⇒ (3) + 1 = 4 S (Feint, Operative) Critical Corrode 1d4 Ref DC 10+damage

Perhaps I should close my eyes?


MAPS • SF Map •

+1 Attunement
Zephyr(bot), ~Total Defense~ is unprepared for the arrival of the creature so close, and rather than risk a shot, tries to make sure that it is difficult for the creature to bite him.

The melee in the doorway is a chaotic engagement full of shoves, teeth, and battering back against the creatures that are trying to get to or through what you all have set up. In the process, Dirk gets bitten twice(9 dmg) in keeping them from overrunning the doorway and into their group.

In the rear, the battered creature that took to the walls to circumvent the blockade of bodies in the doorway reels from the impact of Sparks' hammer, and lunges to bite at Zephyr, its teeth getting a hold before it has to let go.(4 dmg)
___________________________________
Party Up! Rolling randomly for bites, 1= upper, 2= lower position.

Rolls:

X1U (0)
X2B (0)
X3R (11)

1d2 ⇒ 2AkataUBite: 1d20 + 8 ⇒ (13) + 8 = 21, 1d6 + 2 ⇒ (2) + 2 = 4
1d2 ⇒ 2AkataBBite: 1d20 + 8 ⇒ (14) + 8 = 22, 1d6 + 2 ⇒ (3) + 2 = 5
1d2 ⇒ 2AkataRBite: 1d20 + 8 ⇒ (10) + 8 = 18, 1d6 + 2 ⇒ (2) + 2 = 4


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Resistance Mode:

When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.

The electric pulse is pulsating!
3 points!

Dirk panics! The Fully Attuned Solarian farts!

Energy Sink (Su):

Source Tech Revolution pg. 30
When you’re fully resistance-attuned, as a standard action, you can cause all creatures within 10 feet of you to become fatigued for 1 minute, and any creature that’s already fatigued becomes nauseated for 1 round (Fortitude negates). Creatures affected by this ability must expend twice as many charges as normal when operating items powered by batteries. After you use this revelation, you immediately become unattuned. Energy sink functions as a zenith revelation for the purposes of abilities that reference them.

DC 14


Genderless SRO Solarian (Augmented) 2 | SP 7/14 HP 16/16 RP 2/2 | EAC: 16 KAC: 17 | F +3 R +4 W +3 | Init +4 | Perc: +0 | Attunement: Photon 1

"If space could be cleared, we could consider using area effects," 15-0-10 comments in an oddly calm, slightly feminine voice while continuing its attempts to bash things.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Fort if needed: 1d20 + 2 ⇒ (17) + 2 = 19


Male (he/his) Brenneri Solar Disciple Solarian 1 EAC 13 KAC 14 | SP 16/16 HP 18/18 RP 2/5 | F +4 R +3 W +4 | Init +1 Perc +2 Dark Vision | Unattuned | Armor active | 8/8 Ember Pistol rounds | Energy Resistance 5 Electricity attunement 2

Since the effect does not single out enemies, I assume we are all fatigued now. Fatigued: You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls that add Strength to damage, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks.

Sparks felt immediately tired, aware of the source as he too could make that happen if he had attuned his ability toward resistance instead of energy. The fatigue he felt would not affect his solarian ability. Sparks discharged his fully attuned energy at the monster that had gone up and over the group and now was behind them. Light flared as the electricity flowed into it.

Electrical Discharge Damage, E: 2d8 ⇒ (1, 4) = 5 Target: 1 creature within 30 ft.; DC 14 Fortitude save for half damage


MAPS • SF Map •

+1 Attunement
A wave of lessened energy rolls outward from Dirk, the corridor lights dimming in a ripple centered on the dwindling Dirindi detective, lethargy and threatening exhaustion in the wake of the effect that takes an effort to shake off for everyone. The effect is most pronounced on the creatures that are attacking you, as all of them seem to be affected. Their movements are not as energetic as before, as even their eyes dim somewhat. They still remain silent, save for the sounds of their claws on the floor and the impacts of their teeth on armor, and their bodies on the doorway.

The electric effect from Sparks connects, and the creature on their side cannot take much more, severely injured at this point.

Zephyr(bot), ~Total Defense~ continues to make sure that it is difficult for the creature to bite him, succeeding in baiting the creature to an ineffective attack that still almost hit.

Finding an opportune angle, one of the creatures in the doorway lunges to land a critical hit on Dirk(6 or 10 dmg, see below), potentially resulting in a detective on death's door if doom determines it. The other fails, perhaps hampered by the other.
___________________________________
Party Up!
• Dirk can spend 2RP to negate the critical damage, taking 6 instead of 10 damage, or take the 10 damage and gain the Dying Condition, requiring 1 RP to stabilize.

Fatigued:
Fatigued: You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls that add Strength to damage, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks.

Rolls:

X1U (0)
X2B (0)
X3R (16)

Vs. Dirk's Energy Sink(@14)
SpaFort(14): 1d20 + 4 ⇒ (8) + 4 = 12 (fail)
ZepFort(14): 1d20 + 1 ⇒ (20) + 1 = 21 (pass)
AkaUFort(14): 1d20 + 3 ⇒ (5) + 3 = 8 (fail)
AkaBFort(14): 1d20 + 3 ⇒ (8) + 3 = 11 (fail)
AkaRFort(14): 1d20 + 3 ⇒ (9) + 3 = 12 (fail)

AkaRRef(14): 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9 (fail)

1d2 ⇒ 2AkaU.Bite: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27, 2d6 + 4 ⇒ (4, 2) + 4 = 10
1d2 ⇒ 2AkaB.Bite: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
1d2 ⇒ 2AkaR.Bite: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13


M Dirindi Solarian (Espionage Specialist/ Stellar Sage) 2 Stamina Points 14/14 Hit Points 16/16 Resolve Points 5/5 EAC 16, KAC 17, Fort +3, Ref +5, Will +2 Init +4, Perception +6, Senses Low light, Blind sight (electricity) 60' Mode Resistance DR 1

Dirk begins to close his blue eyes as the claws come crashing continuously causing quite collateral concussions....
I'm not feeling well....

Suddenly of its own accord, his Solarian powers return!
Spending 2 RP

Electricity begins running about the still conscious Dirindi!
1 Point!

Resistance Mode:

When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.

The Holistic Detective then reforms his Lunar weapon and Strikes!
Melee Lunar Weapon, Apocalyptic Crystal Shard : 1d20 + 4 ⇒ (6) + 4 = 101d4 + 1 ⇒ (2) + 1 = 3 S (Feint, Operative) Critical Corrode 1d4 Ref DC 10+damage

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