George 09-23
|
George 09-23 attempts to boost the weapon systems again.
Exactly what skill is needed to do this? Is it an Engineering or Computers roll?
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Exactly what skill is needed to do this? Is it an Engineering or Computers roll?
Engineering
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 + 1.5 × 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 your starship’s ship sheet and page 296 of the Starfinder Core Rulebook), up to the shields’ maximum value. You can distribute the restored Shield Points across the shield's four quadrants as you see fit
---(Round 2)---
Engineering
Helm
Gunnery
---
George
Trober (Pilot)
Xagyg (27 for 32 at closest)
Dr A (12 for 10 at Dyad)
SEC (28 for 39)
Antethriss
---
Defrex - Blue (DESTROYED)
Defrex
Dyad - (FS 10; HP 11; F2G)
---
---(Round 2)---
Init: Beat 23 or move first
---
Trober Drof
|
Flyby: 17 + 12 = 29 Trober uses a paradox again.
During the gunnery phase we can target any qudrant on the Defrex we want with all our weapons.
Trober Drof
|
Trober flails wildly at the controls of the Drake, but somehow he maneuvers the starship onto the tail of the Defrex for just a moment long enough to line up all its weapons on it as the small fighter shoots past them at high speed.
"I didn't take the course on air combat in flight school! I took the one on how to fly safely while navigating legal space lanes!!!"
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Trober cautiously stunts past the Defrex, and Antethriss gives some encouragement to the professor, but even with it the spathinae swarm remains off-target.
Xagyg blasts the defrex upon flyby, and the single shot is enough to overload the power core, blasting the enemy to bits. With another gun trained on target, Seldszar collapses the aft shield of the Dyad, and sets fire to the engines. Moments later, this ship also blows, and the threat is gone.
Combat over.
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With the pirates detroyed, the way to asteroid Y-47 is free. Once the Thunderbolt arrives in its vicinity, a sudden hail explains exactly how welcome the starfinders are:
“Unknown starship, leave if you know what’s good for you. You’re encroaching on Riveter territory. We will shoot you down. I repeat, turn your ship around and get out of here, or we will deploy our full defenses against you
In this part, I need a series of skill checks. For the first check:
- At least one PC must attempt a Bluff check to trick the pirates, or a Diplomacy check to persuade the pirates they’re here to help, or an Intimidation check to frighten the pirates.
- The other PCs must attempt a skill check to aid in this deception, chosen from among the following: Computers to jam the Riveters’ scanners, Engineering to mimic a malfunction, Mysticism to create an illusion to fool the pirates, Physical Science to take advantage of nearby asteroid trajectories, or Piloting to fake a retreat.
Trober Drof
|
"Understood, we are turning around and never coming back."
Trober actually does begin to turn the ship around because he does want to get away from the pirates.
Piloting: 1d20 + 12 ⇒ (18) + 12 = 30
Dr. A-Prof
|
"We have come to help with the River zituazion, but if departure iz what you demand, depart we muzt."
It seems like the Collective had planned to play on the shared problem that had befallen the River of Stars, but opts to play into Trober's deft maneuvering for another possible solution.
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Alright, you were leaving. Great, off you go Xagyg creates an illusion while Dr A-Prof stalls for time. Trober starts turning, which helps convince the pirates the group is actually leaving.
If you are actually leaving, that works for me, but it would make for a very short adventure. If not, the following happens:
The quick thinking of the starfinder group allows them to move in the ship before the laser batteries are online. That means a safe experience, or at least until large hatches on the exterior of the asteroid open. Dozens
of mines and chunks of twisted metal are released into the path of the Thunderbolt...
More checks are need:
- At least one PC must attempt a Piloting check to maneuver around the incoming debris and mines.
- The other PCs must attempt either a gunnery check to blast the debris apart and detonate the mines before the ship makes impact with them, a Computers check to scan the minefield and calculate a safer flight path through the area, a Engineering check to divert power to the forward shields to absorb impacts, a Mysticism check to foresee an incoming impact and avoid it, or a Perception check to notice incoming debris that’s slipped past the other PCs.
Dr. A-Prof
|
Since Trobor is likely to just drive the T-bolt away from the conflict, Xagyg grabbing the pilot seat seems logical to me
Dr. A=Prof handles their part the best way they know how.
With the guns.
shipboard gunnery: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
damage in case it matters: 4d4 ⇒ (1, 4, 4, 3) = 12
Inspector Xagyg
|
When it becomes clear that Trobar really *does* intend to fly away and never come back, Xagyg politely (but firmly) takes the helm.
"Apologies, but we do have a mission to complete..."
Piloting: 1d20 + 17 ⇒ (3) + 17 = 20.
However, the ship does not take kindly to the change of pilot.
George 09-23
|
George 09-23 scans the minefield for a safer path.
Computers, bonus from ship: 1d20 + 17 + 4 ⇒ (16) + 17 + 4 = 37
Trober Drof
|
"Wait, why can't I control the ship anymore. We are supposed to be leaving. Oh god, watch out for that flying debris!"
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
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Xagyg maneuvers around the debris while Trober cries murder and spots every chunk of danger out there. George finds a safe trajectory, and when there is a particularly dangerous mine in view, the professor blasts it with gusto.
The Thunderbolt closes in on the landing bay, and in a last ditch effort to shut out the Starfinder, the bay door begin to close. This is going to be tight!
Checks:
- At least one PC must attempt either a Computers check to remotely hack the hangar doors, or a Mysticism check to telekinetically hold them open.
- The other PCs must attempt a skill check to aid in the final race to the doors, chosen from among the following: Acrobatics or Athletics to manually optimize the engines, Engineering to divert power to the ship’s thrusters, Piloting to fly as efficiently as possible, or the previously noted Computers or Mysticism check
Inspector Xagyg
|
Xagyg taps into his telekinetic jedi powersthe underlying forces of reality, to hold the hangar doors open just long enough...
Mysticism: 1d20 + 18 ⇒ (18) + 18 = 36.
...and surprises even himself with just how effective that is!
George 09-23
|
George 09-23 attempts to find a safe flight path (assuming that the hangar doors are already hacked open by Xagyg).
Computers, Ship Bonus: 1d20 + 17 + 4 ⇒ (17) + 17 + 4 = 38
Dr. A-Prof
|
The Collective tumbles in & around various systems to optimize the T-Bolt's engines.
Acrobatic Engine Optimization - Go!: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Trober Drof
|
"Xagyg, why did you surrender control of the ship? I barely passed the parallel parking segment of training!!!
Piloting: 1d20 + 12 ⇒ (16) + 12 = 28
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Xagyg uses magical forces to keep the bay open temporarily. George computes a safe flight path in, while the Professor tries to boost the engines with Seldszar - only a little bit of extra speed sputters out, but it is enough. Trober makes sure to evade the bay doors, and slams the brakes - hard - when the opposite wall of the hangar is too close for comfort.
Smoke and a smell of burnt coating rise from the hangar platform, but the landing stuck without any other damage.
Trober cross-checks the doors, and finally allows the group to disembark, and no sooner do the starfinder set foot on the hangar deck as a welcoming party appears, armed with longsword, pistol and grenades.
Please put your token in the dashed box with the Drake in it.
Xagyg: 1d20 + 12 ⇒ (16) + 12 = 28
Trober Drof: 1d20 + 5 ⇒ (5) + 5 = 10
George 09-23: 1d20 + 7 ⇒ (20) + 7 = 27
Dr. A-Prof: 1d20 + 5 ⇒ (3) + 5 = 8
Antethriss: 1d20 + 6 ⇒ (13) + 6 = 19
SEC: 1d20 + 7 ⇒ (7) + 7 = 14
Pirates: 1d20 + 8 ⇒ (14) + 8 = 22
---
Xagyg
George
---
Pirate
Pirate
Pirate
Pirate
---
Antethriss
SEC
Trober
Dr.A-Prof
---
Inspector Xagyg
|
"See, Trober? You are a better pilot than you give yourself credit for."
Xagyg buzzes forward, and fires some highly-radioactive material at the Blue Pirate.
Trick: 1d20 + 22 ⇒ (3) + 22 = 25. Flat-Footed for 1 round on a success.
Ghost Killer Underwater Living Electromagnetic Radshot: 1d20 + 11 ⇒ (9) + 11 = 20, for 2d4 + 3 + 3d8 ⇒ (2, 1) + 3 + (4, 3, 2) = 15 Fire damage.
George 09-23
|
George 09-23 decides that he would rather be invisible than be a target.
He casts Invisibility and then moves with care to behind some cover.
Stealth (Moving half speed), Invisible: 1d20 + 10 + 20 ⇒ (8) + 10 + 20 = 38
George 09-23 is invisible
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Having six limbs is an advantage: you can just pretend you're firing with the top pair, and when the pirate flinches, shoot him in the gut with the gun that you were holding in the second pair - exactly how Xagyg douses the pirate in radiation, while George moves invisibly.
One of the pirates tosses a grenade, while two more try to suppress the advance of Xagyg as the last one moves up.
Frag grenade: 1d20 + 10 ⇒ (11) + 10 = 211d6 ⇒ 6 Vs Trober, Ante, Prof, DC 11 for half
Tactical Semi-auto, Xagyg: 1d20 + 10 ⇒ (7) + 10 = 171d6 + 2 ⇒ (5) + 2 = 7
Tactical Semi-auto, Xagyg: 1d20 + 10 ⇒ (13) + 10 = 231d6 + 2 ⇒ (2) + 2 = 4
---R1
Antethriss
SEC
Trober
Dr.A-Prof
---R2
Xagyg
George
---
Pirate (Blue 15, healthy green glow)
Pirate
Pirate
Pirate
---
Inspector Xagyg
|
"Nice try, but you will need to do better than that..."
Xagyg pops another radioactive round into Blue.
Trick: 1d20 + 22 ⇒ (10) + 22 = 32. Flat-Footed for 1 round on a success.
Ghost Killer Underwater Living Electromagnetic Radshot: 1d20 + 11 ⇒ (3) + 11 = 14, for 2d4 + 3 + 3d8 ⇒ (1, 2) + 3 + (2, 5, 4) = 17 Fire damage.
Trober Drof
|
"Don't shoot, don't shoot we come in peace."
Reflex Save: 4 + 9 = 13 I'll use Trober's last paradox to pass this check.
Trober takes some shrapnel from the pirate's grenade which scares him more than it hurts him.
He immediately runs for cover while fumbling to unsling his rifle from over his shoulder.
Without him even knowing it the air around him shimmers with mystical energy as a shield of force surrounds his body. Reflecting Armor
Antethriss
|
Ref: 1d20 + 8 ⇒ (20) + 8 = 28 evasion
The athletic drow easily and gracefully jumps away from the grenade explosion, completely avoiding damage. Newbies. He grunts and rushes in melee battle.
Stunt and Strike (Athletics): 1d20 + 12 ⇒ (7) + 12 = 19 - vs DC 20 + target’s CR
Mae Geri: 1d20 + 8 ⇒ (11) + 8 = 191d4 + 6 ⇒ (4) + 6 = 10 - Bludgeoning vs KAC; target could be FF (see check above)
Antethriss kicks the blue pirate painfully in the knee.
Do we need them alive? For any reason?
Seldszar Erelhei-Cinlu
|
Seldszar opens up on BLUE
corona laser rifle
Attack 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7 vs EAC
Damage 2d6 + 5 ⇒ (5, 2) + 5 = 12 F
Attack 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 vs EAC
Damage 2d6 + 5 ⇒ (5, 6) + 5 = 16 F
Arachne opens up with some red-hot plasma!
Red star conqueror
Attack 1d20 + 6 ⇒ (9) + 6 = 15 vs EAC
Damage 1d10 + 4 ⇒ (7) + 4 = 11 F
George 09-23
|
George 09-23 stays still and quiet. He concentrates on bringing some aid on to the battlefield.
Summon Creature II is being cast.
George 09-23 is invisible
Dr. A-Prof
|
reflex save DC11 vs grenade: 1d20 + 9 ⇒ (4) + 9 = 13
The Collective flares wide as the grenade explodes, managing to reduce the effects of the blast.
Their buzz deepens in pitch, almost to a thrum, but not quite as they fly forward & up toward the pirates hidden behind the cargo.
Spending an RP for an extra Mutation point
"We came to help, to zzee what'zz wrong with the River of ZZtarzz, but thizz is how you greet uzz?
A zzad day - zzo zzad - for you."
Adaptive Strike vs Yellow's EAC: 1d20 + 10 ⇒ (5) + 10 = 15
shock damage: 1d6 + 5 ⇒ (5) + 5 = 10
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Xagyg's radioactive shot strips the skin off the pirate, who collapses into a heap of goo. Trober enshroud himself in reflective armor, while the drow brothers go on the offensive.
I suppose Ante can reach red, so retargeting there
Antethriss display a well-balanced kick move, backed by a spray of fireworks from Seldszar that light up the hangar, and a well-aimed shot from Arachne that burns the pirate's shoulder.
George remains invisible while the shadows of creatures summoned foretell their arrival.
The doctor shock the bruised and burnt pirate, who collapses and starts convulsing on the floor.
From their positions further afield, the remaining two pirates open fire on Antethriss
Semi-Auto, Ante: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 141d6 + 2 ⇒ (4) + 2 = 6
Semi-Auto, Ante: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 231d6 + 2 ⇒ (1) + 2 = 3
Semi-Auto, Ante: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 111d6 + 2 ⇒ (4) + 2 = 6
Semi-Auto, Ante: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 141d6 + 2 ⇒ (3) + 2 = 5
---R1
Antethriss
SEC
Trober
Dr.A-Prof
---R2
Xagyg
George
---
Pirate (Blue DOWN - pile of radioactive goo)
Pirate (Red DOWN - bruised, burnt and jittering)
Pirate
Pirate
---
Seldszar Erelhei-Cinlu
|
The drow and his robot pepper the YELLOW pirate!
corona laser rifle
Attack 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 vs EAC
Damage 2d6 + 5 ⇒ (6, 5) + 5 = 16 F
Attack 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20 vs EAC
Damage 2d6 + 5 ⇒ (1, 2) + 5 = 8 F
Arachne opens up with some red-hot plasma!
Red star conqueror
Attack 1d20 + 6 ⇒ (17) + 6 = 23 vs EAC
Damage 1d10 + 4 ⇒ (10) + 4 = 14 F
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Seldszar turn another pirate into a burnt pile, when another pirate, a woman clearly commanding respect, arrives on the scene and bellows
“Enough! I don’t know what you think you’re doing here, but we have enough trouble on our plates right now without Starfinders meddling in our affairs. Surely there are other targets more deserving of your attention than a group of pirates keeping to themselves. We have important matters to attend to, so I’d appreciate your expedient departure from my hangar bay.”
Combat on hold...
Inspector Xagyg
|
Xagyg holds his fire, but keeps his pistol drawn, noting mildly:
"The reason why we are here is precisely because you haven't been keeping to yourselves - you've been kidnapping scientists, and the source of the recent degradation in the River Between has been traced back to your base. We are here to rescue the scientists, and put an end to whatever scheme you are cooking up!"
Trober Drof
|
"Can we leave now..."
Dr. A-Prof
|
The Collective buzzes as they shift away from their mechanized apotheosis.
We are szcientiztz. Iz it pozzible that you're collecting learned perzonagez in an effort to discover that ailz the River of Ztars?
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“Scheme? We’re trying to save the River! We may be pirates, but this is still our home. We’d be making fools of ourselves if we were out to destroy our primary source of water.”
“The containment field is failing. Water is spilling out. You might have seen it happening on your way here—any water that escapes the containment field in the vacuum of space is lost. While it might not be concerning if it was an isolated incident, it’s happening all along the river and causing a decrease in pressure and flow. And it’s not just one-way—where water trickles out, debris is falling in. The water is accumulating one speck of dust at a time across thousands, maybe tens of thousands, of points of failure, and this is soiling the entire supply. If we don’t do something, there’ll be nothing left.
To the professor, she says: “yes, you're right. We needed experts. The scientists didn’t want to come willingly, so the solution was simple. We’re pirates, after all. We may have been a bit rough when we forced their attendance, but we were careful not to hurt anyone. We needed them willing to help. They weren’t happy at first, and some of them put up quite the fight for civilians, but I assure you they’re here now of their own accord. You don’t have to be a genius to know all our homes are at risk if the River Between dries up.”
She then adds, clearly irritated by her lack of progress: “We’ve been trying to fix the arcane engine, but our guests haven’t been able to come up with any solutions.
Dr. A-Prof
|
"Can we take a look at the engine? We've got a wide range of zkillz - perhapz we might zee zomething that otherz have mizzed.""[/b]
Seldszar Erelhei-Cinlu
|
Seldszar looks at the pirate with controlled menace
"Look at me, I'm the Captain now"
"We have our weapons, you will not have yours until we leave - we will see the scientists and understand if what you say is true. If it is true then we will bring our skills to bear and work with the scientists on a solution"
"Savvy?'
George 09-23
|
George 09-23 stays concealed and Invisible for now. A trio of tiny robots appear but do not attack for now.
The summons only lasts 36 seconds so they will be disappearing soon if we are out of combat for a while talking to these pirates.
Antethriss
|
He's the captain. And you are obeying now! A rather similar, but more muscular drow nods in the direction of a drow with a mechanical spider. It's unpleasant to let another drow pass in front of you, but the rise of one drow is always the rise of all the drow around in the end. So...
Diplomacy/Intimidation: 1d20 + 10 ⇒ (7) + 10 = 17
Trober Drof
|
Trober continues to cower behind cover.
| AbadarCorp Entertainment |
You want to meet the scientists... good. The captain says, dropping her sidearm on the floor, I have no choice but to accept.
The living pirates, who also drops his arms, whispers are they brothers?
Captain Okwana leads the group deep into the asteroid to a weathered series of ritual chambers packed with magical devices, hybrid machinery, and panes of colorful energy that serve as control consoles.
These are the exterior chambers of the arcane engine that connects to the River Between. the captain explains. There are safety barriers and energy shielding to separate the exterior of the arcane engine from its interior.
A glance through a force panel into the interior chambers reveals a vortex of clashing magic, solar energy, and radiation that makes it clear that the safety barriers are the only thing keeping the asteroid and all the people in it alive.
Near this force panel are six civilians engaged in a heated discussion. They wear a mixture of day-to-day clothing and Riveter regalia.
Captain Okwana interrupts Hear hear everybody. points to the group ans says These are Starfinders, some new arrivals to help you. She then points to a rather exhausted looking Sarcesian with a nametag that reads 'Dr. Mirai Vox' You, bring them up to speed on what is going on here
She settles into a nearby chair, kicks her feet up onto a console, and watches the ensuing interactions.
Dr. Mirai meekly greets the group with a bow Greetings, Vox dess... uh... I am Vox
As you see, this asteroid hosts an Arcane engine. It was built by my people in the distant past. This engine powers the cylindrical containment field that allows the River Between to carry water from Nisis across the Diaspora and to flow continuously without losing water to space or risking contamination.
The arcane engine is breaking down, worn out by the test of time. In fact, it is a testament to the powerful magic that powers it that it is still functioning. We have been working round-the-clock observing and studying this engine, but we can only come to one conclusion: the arcane engine is beyond repair and headed towards catastrophic failure. It will explode very soon. Needles to say, if that happens, it will likely destroy the River Between completely.
That leave us with a single option: shutting the arcane engine down before it explodes.
Now, the engine itself has three main components. The exterior chambers, the interior chambers, and the core.
We're currently standing in the exterior, and you can think of this area as the control room for the arcane engine. Beyond these safety barriers and energy shielding is the interior, where deeper maintenance and repairs can be conducted.
It would not be advisable to enter the interior currently. Solar energy and radiation are mixing with arcane energy from the damaged engine, which causes a deadly energy to pulse around the energy. This energy pulses out around the engine and grows worse by the hour.
Finally, there is the core: the arcane engine’s beating heart, where it can be turned off. Here, the overflowing energy is at its strongest.
Dr. A-Prof
|
"Zo..." says the Collective.
"Do you believe that turning off the engine will allow it to be repaired & then zafely reztarted? And won't that be difficult with the mazter controlz found inzide the engine'z heart?"
| AbadarCorp Entertainment |
You can roll Computers or Engineering for that questions. Alternatively, you can try Mysticism or Physical Science for the river, or Engineering or Mysticism for further insights on what will happen to the engine
Dr. A-Prof
|
Dr. A-Prof calls their handy tech-assistant, Phipps, explaining the situation while offering images of the controls to the brennari.
Phipps does Engineering over the vid-phone: 1d20 + 9 ⇒ (8) + 9 = 17
The Collective ponders the ramifications of the River.
Physical Science about the River: 1d20 + 10 ⇒ (17) + 10 = 27
Inspector Xagyg
|
Despite not being a certified scholar, Xagyg does his best to grasp the gist of what is going on...
Computers: 1d20 + 13 ⇒ (14) + 13 = 27.
Mysticism(River): 1d20 + 18 ⇒ (8) + 18 = 26.
Mysticism(Engine): 1d20 + 18 ⇒ (9) + 18 = 27.