| Game Master S |
Eselar is standing next to undifferentiated nanites. The only foes are the junsul.
| Game Master S |
Eselar rushes forward to engage the Jinsul. Real or fake, they still have the merciless ferocity that the Society has learned to expect:
A leg blade across Trylara's face:
ATK: 1d20 + 13 ⇒ (6) + 13 = 19 MISS
Iseph gets a flamethrower to the face:
ATK: 1d20 + 10 ⇒ (3) + 10 = 13 MISS!
ROUND 2:
Endre (SP: 56/56): Go
Tanila (SP: 36/36): Go
Ohmarc (SP: 48/56): Go
Eselar (SP: 3/45): Go
Trylara (SP: 64/64): Go
Iseph (SP: 56/56): Go
Jinsuls: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal
Red:
Black:
Blue:
R2-D2
|
Grimly weathering the flames, Iseph adjusts their position, and continues to try and disable the stasis cube.
Engineering: 1d20 + 16 ⇒ (20) + 16 = 36.
Trylara Bahtinov
|
Trylara attacks the jinsul next to her twice!
solarian weapon attack: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
solarian weapon damage, photon attuned: 2d6 + 17 + 1 ⇒ (2, 4) + 17 + 1 = 24 + electric: 1d4 ⇒ 4
solarian weapon attack: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
solarian weapon damage, photon attuned: 2d6 + 17 + 1 ⇒ (6, 5) + 17 + 1 = 29 + electric: 1d4 ⇒ 1
"I prefer fighting things that look like our enemies to things that look like our leaders."
Endre Snakk
|
You were holding Endre's post from above for this round. I'm hoping that since he's at the top of the initiative, the Get 'Em bonus (+2 attack/damage) will apply to Trylara's attack above as well.
| Game Master S |
Endre connects with a solid shot and some inspiration that gives Trylara JUST what she needed to connect with her follow up swing. She drops a second Jinsul, leaving only two in your way.
Meanwhile Iseph finishes what he started, freeing the android from his prison. He drops to the ground, and is clearly trying to figure out what is going on. He manages to get a single hand up as if to acknowledge that he'll be okay.
ROUND 2:
Endre (SP: 56/56): Hit + Get'em
Tanila (SP: 36/36): Go
Ohmarc (SP: 48/56): Go
Eselar (SP: 3/45): Go
Trylara (SP: 64/64): Kill
Iseph (SP: 56/56): Success
Jinsuls: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal
Red:
Black:
Ohmarc Lightwalker
|
Ohmarc moves up and casts a Level 3 Mind Thrust at the Black Jinsul.
Ohmarc strikes at the vulnerable portion of the jinsul's mind and overloads it with a glut of psychic information.
The target can attempt a DC 19 Will saving throw to halve the damage dealt by this spell.
Damage: 7d10 ⇒ (4, 8, 1, 2, 1, 2, 4) = 22
| Game Master S |
Tanila squeezes the trigger a little too quickly and misses. Ohmarc targets the alien mind and Will: 1d20 + 5 ⇒ (12) + 5 = 17 scrambles its mind!
ROUND 2:
Endre (SP: 56/56): Hit + Get'em
Tanila (SP: 36/36): Miss
Ohmarc (SP: 48/56): MT
Eselar (or bot) (SP: 3/45): Go
Trylara (SP: 64/64): Kill
Iseph (SP: 56/56): Success
Jinsuls: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal
Red:
Black: 22
| Game Master S |
Updated to include Get'em
Eselar nearly drops another, but they keep coming!
Black Bite v. Endre: 1d20 + 13 ⇒ (2) + 13 = 15 Miss
Red Bite v. Iseph: 1d20 + 13 ⇒ (14) + 13 = 27 for DMG: 1d4 + 9 ⇒ (2) + 9 = 11
ROUND 3:
Endre (SP: 56/56): Go
Tanila (SP: 36/36): Go
Ohmarc (SP: 48/56): Go
Eselar (or bot) (SP: 3/45): Go
Trylara (SP: 64/64): Go
Iseph (SP: 45/56): Go
Jinsuls: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal
Red:
Black: 46
Endre Snakk
|
"We're making progress!" Endre says as he steps back and fires at the black-tinted jinsul.
Move to Guarded Step back, Standard to attack with Improved Get 'Em. Spending a resolve again to apply Improved Get 'Em to all enemies.
Static arc rifle vs. black, Get 'Em: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Electricity, Get 'Em: 1d12 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Everyone gets +2 attack/damage this round against all enemies.
R2-D2
|
Incensed that they were bitten, Iseph blasts Red (Uncanny Shooter, so it does not provoke)!
Trick - Skill Mastery = 32. Flat-Footed for 1 round.
Ghost killer thunderstrike sonic pistol: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32, for 2d6 + 4 + 2 + 4d8 ⇒ (2, 5) + 4 + 2 + (3, 2, 8, 6) = 32 Sonic damage.
Extra Crit damage: 2d6 + 4 + 2 + 4d8 ⇒ (6, 4) + 4 + 2 + (8, 7, 1, 3) = 35.
Trylara Bahtinov
|
Trylara runs toward the closest jinsul and attacks.
solarian weapon attack, get 'em: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
solarian weapon damage, photon attuned, get 'em: 2d6 + 17 + 1 + 2 ⇒ (1, 3) + 17 + 1 + 2 = 24 + electric: 1d4 ⇒ 1
| Game Master S |
Endre destroys one of the jinsuls while bolstering everyone against the remaining enem. It's enough for the others to swarm the foe. In a matter of seconds it too falls.
With an oddly cheery tone, the newly-freed android addresses you, “My name is Hope-01. I stand against Historia‑Prime. Thank you."
R2-D2
|
"Pleased to meet you. Have any recommendations as to where we should go next?"
| Game Master S |
“You’re inside Historia-Prime’s mobile fortress. The current iteration of Historia-Prime built all this out in the Vast. I never expected him to bring it here.... The only way to reach Historia‑Prime is to hack into the network and take control of the nanites for long enough to create a doorway into a more vulnerable part of the structure. It’s a monumental challenge, but I’m confident I can manage. I’m familiar with the coding here. That is where I'd likely go next if you're looking to save the day”
| Game Master S |
"Mind you, Historia‑Prime copies himself. That’s how he’s lived this long, and you’re never going to defeat him by killing him over and over again. I’m going to break the cycle for good. If you can distract him for long enough, I think I’ve figured out how to override his permissions inside the network. If I hack in and delete his personality backups, you can fight him fair and square. Once all the copies are gone, Prime won’t stand a chance. Is this equation equitable to you?”
| Game Master S |
“All right, here we go.” Hope-01 mumbles under his breath, cracking his knuckles and rolling his shoulders as if in preparation to perform a physical feat. A glimmering shield appears around him, reflecting silver in the light. “I’ll keep the passage open until everyone’s in. When we emerge into Prime’s core, be ready for anything. Prime’s going to put up a fight.” Hope-01’s eyes roll back as he connects to the network, eyelids twitching as he inputs silent commands and overrides permissions. “I’m in!” he exclaims as the nanite walls reconfigure into a new passage. “Hurry through.”
| Game Master S |
Running into a training, but the description of what you see on the other side is informed by Perception and Culture checks. Feel free to roll them now.
Endre Snakk
|
Endre is surprisingly quite, listening carefully as Hope-01 speaks, trying to get a read on whether they are a real ally or a trick from Historia.
Sense Motive, Expertise: 1d20 + 12 + 1d6 + 1 ⇒ (11) + 12 + (5) + 1 = 29
R2-D2
|
Iseph glances around...
Perception: 1d20 + 14 ⇒ (1) + 14 = 15.
Culture: 1d20 + 16 ⇒ (4) + 16 = 20.
...but is apparently quite distracted.
| Game Master S |
So sorry. Work was out of control yesterday. Will catch up in a couple hours.
| Game Master S |
Endre gets a good feeling from Hope-01, and with confidence the party steps through. You emerge from the passage into Prime’s core, the twisted command center at the heart of this false Lorespire Complex. Here, the main floor is a shimmering expanse of boundless nanites that mimic liquid mercury. When touched or moved through, the floor ripples and splashes like a liquid yet retains its form and functions as a solid surface. The quicksilver floor reflects images of countless humanoid figures in shades of purple and blue. Each stares forward with lifeless, empty eyes. Though the figures are distorted, you notice several recognizable faces among them, all five previous Historias (excluding Prime and Celita) are among these figures, indicating that these images represent the people Historia-Prime has subsumed or destroyed.
To the northwest, a narrow ramp leads up and curls around a massive knot of nanite tendrils that glows red, rising to an elevation of 10 feet above the blue and purple floor.
Surrounding the central floor are six silver platforms, three in the north and three in the south, ripped from inside the Lorespire Complex and clutched in the air by nanite tendrils. Each of these platforms is 15 feet above the purple and blue floor. Nestled up against the glowing red node, a seventh platform is cradled in tendrils that form an elaborate back and armrests, as if the platform were the seat of a giant’s throne. This throne is 10 feet above the floor. At the southwest corner of the room is a large platform suspended 25 feet in the air by similar nanite tendrils.
Historia-Prime stands upon his throne, backlit by a glowing knot of red nanite tendrils, and speaks. “Were you as old as I, you would thank me for everything I’ve done for the Starfinder Society. Unfortunately, that will never come to pass. You won’t cease your meddling, and so you won’t live beyond today. Know that I regret being forced to end the lives of such promising and dedicated agents.”
“Let him talk,” Hope-01 whispers. A moment later, his eyes roll up into his head, and he resumes his efforts to hack his way into Historia-Prime’s core. “I see you’ve brought the inferior duplicate,” Prime remarks dispassionately. “I learned to silence that part of myself long ago. It’s how I’ve survived this long.”
You can keep Historia-Prime talking if you succeed at a Bluff, Diplomacy, or Profession (Starfinder) check. The DC of this check increases each round after the first. One PC can lead this check each round with the other PCs aiding as desired. In order to not drag out this scene, whoever is the lead can post 10 checks with others posting Aid Anothers.
R2-D2
|
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I am going to go right ahead and assume the Envoy is our best bet here, especially when it comes to Bluff! Iseph auto-aids on Bluff checks, so have a +2 from me on those rolls.
Trylara Bahtinov
|
YEs, this seems like Endre's moment to shine! Trylara can auto-aid Diplomacy if you go that route.
Endre Snakk
|
"All you've done for the Society? An interesting statement. Perhaps it's bias on the part of our leaders and the information they share, but I haven't heard any tales of things you've done for the Society, just those you've done against. Maybe you'd better elaborate."
Diplomacy (check 1), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (16) + 18 + (6) + 1 = 41 Not including aids.
Diplomacy (check 2), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (9) + 18 + (1) + 1 = 29 Not including aids.
Diplomacy (check 3), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (15) + 18 + (5) + 1 = 39 Not including aids.
Diplomacy (check 4), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (9) + 18 + (5) + 1 = 33 Not including aids.
Diplomacy (check 5), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (18) + 18 + (5) + 1 = 42 Not including aids.
Diplomacy (check 6), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (13) + 18 + (4) + 1 = 36 Not including aids.
Diplomacy (check 7), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (7) + 18 + (1) + 1 = 27 Not including aids.
Diplomacy (check 8), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (12) + 18 + (1) + 1 = 32 Not including aids.
Diplomacy (check 9), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (13) + 18 + (2) + 1 = 34 Not including aids.
Diplomacy (check 10), Expertise: 1d20 + 18 + 1d6 + 1 ⇒ (15) + 18 + (2) + 1 = 36 Not including aids.
| Game Master S |
Endre engages with this version of Historia Prime for some time. It really does seem like the conversation is about how benevolant Prime thinks it is. There is a lot of, "only I can guide the Society" rhetoric.
As the conversation unfolds the prmie on the throne morphs a bit into a muscular Historia-Prime, save for a silver hue that tells you it's made of nanites.
Before long though it grows tired, "No. You're part of the problem, not the solution. You must be destroyed for the good of the Society."
Hostiles: 1d20 + 5 ⇒ (7) + 5 = 12
Endre: 1d20 + 5 ⇒ (4) + 5 = 9
Eselar: 1d20 + 4 ⇒ (16) + 4 = 20
Iseph: 1d20 + 6 ⇒ (10) + 6 = 16
Ohmarc: 1d20 + 0 ⇒ (14) + 0 = 14
Tanila: 1d20 + 16 ⇒ (10) + 16 = 26
Trylara: 1d20 + 2 ⇒ (4) + 2 = 6
ROUND 1:
Tanila (SP: 36/36): Go
Eselar (or bot) (SP: 3/45): Go
Iseph (SP: 56/56): Go
Ohmarc (SP: 48/56): Go
Hostiles: TBD
Endre (SP: 56/56): TBD
Trylara (SP: 64/64): TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal
Prime 1
Ohmarc Lightwalker
|
"Nobody has ever accused me of being a party of the problem. In fact I prdie myself on being the solution!"
Ohmarc fires his Corona Laser Rifle at Historia Prime.
Corona Laser Rifle: 1d20 + 6 ⇒ (11) + 6 = 17
Fire Damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
R2-D2
|
Iseph hustles forward, and pops-off a shot at Prime!
Trick Attack - Take 10 = 32. Flat-Footed for 1 round on a success.
Thunderstrike Sonic Pistol, 2nd range increment: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25, for 1d8 + 4 + 4d8 ⇒ (6) + 4 + (1, 1, 6, 4) = 22 Sonic damage.
| Game Master S |
Both Ohmarc and Iseph connect with their shots! Just as the shots connect though, the nanites making Historia prime disperse just a bit, lessening the damage done.
Hostiles: 1d20 + 5 ⇒ (6) + 5 = 11
Endre: 1d20 + 5 ⇒ (3) + 5 = 8
Eselar: 1d20 + 4 ⇒ (8) + 4 = 12
Iseph: 1d20 + 6 ⇒ (8) + 6 = 14
Ohmarc: 1d20 + 0 ⇒ (19) + 0 = 19
Tanila: 1d20 + 16 ⇒ (10) + 16 = 26
Trylara: 1d20 + 2 ⇒ (8) + 2 = 10
ROUND 1:
Tanila (SP: 36/36): Go
Eselar (or bot) (SP: 3/45): Go
Iseph (SP: 56/56): Hit
Ohmarc (SP: 48/56): Hit
Hostiles: TBD
Endre (SP: 56/56): TBD
Trylara (SP: 64/64): TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal
Prime 1: 30 (Reaction used.)
| Game Master S |
Miss, but will update with a post or bot for Eselar.
R2-D2
|
Kicking their jetpack into overdrive, Eselar blasts forward!
(Ending up 15' above the ground.)
| Game Master S |
Eselar closes in as the party presses, numbers in their favor.
Suddenly the nanite mounds begin to churn and move. They seem to be quickly assembling additional Historia chassis to bring the fight to you.
The one on high turns on of their arms into a rail gun and levels it at Iseph, "This is the only way..." Then fires!
ATK: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25 for DMG: 1d10 + 5 ⇒ (5) + 5 = 10, then Eselar
ATK: 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23 for DMG: 1d10 + 5 ⇒ (10) + 5 = 15
ROUND 1:
Tanila (SP: 36/36): Miss
Eselar (or bot) (HP: 37/49): Miss
Iseph (SP: 46/56): Hit
Ohmarc (SP: 48/56): Hit
Hostiles: Uh-oh
Endre (SP: 56/56): Go
Trylara (SP: 64/64): Go
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal
Prime 1