Morlock Slave

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549 posts. Alias of Ashbourne.


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Advocates

◆◆◆◇↺♥️☘️

So it sounds like the event should be sending you the chronicles, so check your emails and ignore the chronicles I linked to.

Advocates

◆◆◆◇↺♥️☘️

Despite my internet connection constantly going out, I had fun running it. Hope everyone enjoyed the game!

The game has been reported. Let me know if your chronicles are correct.
If you have any feedback, feel free to post it here or send me a PM

1-17 Outpost IX Chronicles

Advocates

◆◆◆◇↺♥️☘️

Miri comes forward and hands Surra Vimasdottir her evidence.
"The corpse fleet was after them; they killed my dad trying to get it. Luckily for Haalum and me, these brave Starfinders rescued us."

Surra Vimasdottir, after reading some of the evidence.
"Miri and Haalum, you may stay here at the Citadel Theodrane. I don't think the Corpse Fellt will stop once they find out what happened."

Surra Vimasdottir takes a quick look at more of the data, then looks over at the Starfinder's starship. There's a look of surprise on his face.
"You took on a Corpse Fleet Destroyer in that? You'd best get back to the Lore Spire to report this to the Starfinder Society before the Corpse Fleet sends more destroyers than you can handle alone. Good day and God's speed."

With that, Surra Vimasdottir escorts Miri and Haalum away after that, saying their goodbyes to you, thanking you again for the rescue, and delivering them here. As you leave, there seem to be more guards everywhere.

______________________

The trip back to the Lore Spire goes smoothly, despite a few false alarms causing you to run to the battle station. Back at Absalom Station, Venture Captain Arvin seemed furious when he first heard that the supplies had not been delivered. But he pauses to have a look at your report.
"Forget the supplies, we've got bigger issues. Get some rest, this might not be over yet, and I need you ready to go if things heat up quickly."
Arvin hits a button under his desk as he gestures for you to leave. As you return to your quarters for rest, you notice there are more guards everywhere.

The End or is it...

Advocates

◆◆◆◇↺♥️☘️

Surra Vimasdottir's concern goes to 11, he starts to read the report that Flaxoniz gave him. Surra Vimasdottir whispers something to one of his assistants. The assistant runs over to another group of Knights of Golarion. That group splits up and runs to other sections of the Citadel's landing bays, walled off from where you are. Through their entrances, you see yellow lights start to flash, then the sound of a wing of starfights taking off.

"Do you have any idea what their intentions were for attacking a passenger transport?"

Advocates

◆◆◆◇↺♥️☘️

Surra Vimasdottir seems concerned
"We have enough problems dealing with pirates, undead in the area that's most concerning. Were these random undead created from a tragic event or more organized or controlled?"

Advocates

◆◆◆◇↺♥️☘️

Other than explaining to Surra Vimasdottir what happened, we have reached the end! Despite my internet connection constantly going out, I had fun running it. Hope everyone enjoyed the game!

1-17 Outpost IX Chronicles

The game has been reported. Let me know if your chronicles are correct.
If you have any feedback, feel free to post it here or send me a PM

Advocates

◆◆◆◇↺♥️☘️

Flaxoniz, Durt, and Zara all gang up on the last undead things, with a flurry of hammer blows and force barrage, the tiny thing explodes in a cloud of pink mist.

_________________

After defeating the last of the unead things, you are able to safely return to your ship with Miri Kor and Haalum. Haalum, having an aquatic ancestry and being nearly frozen, seems to recover faster from a hot shower than from treatment in your ship's tiny med bay.

Miri spends the whole trip to Citadel Theodrane pacing, switching between grief, wanting revenge, and a sense of purpose, needing to deliver her dad's evidence to the knight-errant Surra Vimasdottir.

_________________

Arriving at Citadel Theodrane, you find Surra Vimasdottir waiting at the landing bay.
"Greeting Starfinder, I got the message you encountered the Corpse Fleet. Can you tell me what happened?"

Advocates

◆◆◆◇↺♥️☘️

Round 6
♥️ = HP ☘️ = hero point

Corpse Fleet Captain: HP -77
Green Tiny Undead creature: HP -6
Zaza: AC 20 ♥️ 37/50 ☘️ 1 Zara DC 20 basic Fort save vs 20 HP void damage
Durt: AC 19 ♥️ 24/40 ☘️ 1 DC 15 flat to stop persistent bleed 1 damage
Flaxoniz AC 18 ♥️ 35/39 ☘️ 2
Ivan: AC 19 ♥️ 14/26 ☘️ 2

Bold May act.
Zaza DC 20 basic Fort save vs 20 HP void damage
Durt DC 15 flat to stop persistent bleed 1 damage

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Map.

Advocates

◆◆◆◇↺♥️☘️

I just checked Zara's fort save, there's no way for her to crit fail, which is the only way the Captain would have gained enough temp HP survived your attack

Ivan Telekineticly Projects a particular sharp piece of ship debris at the undead Captain, slicing her skull from her body, causing her head to float off into space.

Ivan heals Durt, leaving just the tiny undead thing to finish off.

Advocates

◆◆◆◇↺♥️☘️

Since you all go together just on different turns, I simplified the order so you're not split between turns.

Round 6
♥️ = HP ☘️ = hero point

Corpse Fleet Captain: HP -63
Green Tiny Undead creature: HP -6
Zaza: AC 20 ♥️ 37/50 ☘️ 1 immune to aura 1 minute Zara DC 20 basic Fort save vs 20 HP void damage
Durt: AC 19 ♥️ 14/40 ☘️ 1 immune to aura 1 minute DC 15 flat to stop persistent bleed 1 damage
Flaxoniz AC 18 ♥️ 35/39 ☘️ 2 immune to aura 1 minute
Ivan: AC 19 ♥️ 14/26 ☘️ 2

Bold May act.
Zaza DC 20 basic Fort save vs 20 HP void damage
The Captain gains temporary Hit Points equal to half the void damage.
Durt DC 15 flat to stop persistent bleed 1 damage

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Note: there is still gravity behind the forcefields

Map.

Advocates

◆◆◆◇↺♥️☘️

The Captain reaches out and touches Zara
◆◆ Vampiric Feast
Damage void: 6d6 ⇒ (4, 1, 6, 1, 6, 2) = 20
Zara DC 20 basic Fort save.
The Captain gains temporary Hit Points equal to half the void damage.

Next, the Captain punches Zara with a fist full of gravity
◆ Melee strike at Zara
gravity punch: 1d20 + 11 ⇒ (5) + 11 = 16
Damage bludgeoning: 3d4 + 6 ⇒ (1, 4, 1) + 6 = 12
misses

The tiny dead thing attacks Flaxoniz
◆ Melee strike
fangs: 1d20 + 9 ⇒ (6) + 9 = 15
Damage piercing: 1d6 + 1 ⇒ (3) + 1 = 4
◆ Melee strike
fangs: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Damage piercing: 1d6 + 1 ⇒ (6) + 1 = 7
◆ Melee strike
fangs: 1d20 + 9 - 8 ⇒ (19) + 9 - 8 = 20
Damage piercing: 1d6 + 1 ⇒ (1) + 1 = 2

And finally hits after 3 tries 2 points of damage

Advocates

◆◆◆◇↺♥️☘️

Durt and Zara both bring the hammers down on the undead Captain.
Total damage 11 due to Get 'em
Together, Durt and Zara almost destroy the Captain.

Durt DC 18 basic Foritude save: 1d20 + 7 ⇒ (10) + 7 = 17 vs 8 void damage, 1 persistent bleed
DC 15 flat check to see if you recover from the persistent damage
Durt DC 15 flat check to stop bleeding: 1d20 ⇒ 2
9 points of damage, still persistent bleeding 1

Zara ending their turn next to the Captain triggers
↺ Thrashing Wisps: Trigger A creature ends its movement adjacent to
the Captain; Effect the Captain launches a wave of force at the triggering creature. The
creature must succeed at a DC 17 Fortitude save or be pushed directly
back 5 feet, or 10 feet on a critical failure. If the creature is in a vacuum
or zero-g environment, they additionally become untethered.

Zara DC 17 Foritude save: 1d20 + 11 ⇒ (12) + 11 = 23
saved

Advocates

◆◆◆◇↺♥️☘️

Oops, forgot the opponent's round 4 turn, Flaxoniz and Ivan, you can retake your round 5 turns if you like, but I'll try not to affect the action you just took if you want to keep them.

The captain uses ◆ Gravitic Surge: If next action is to cast a spell that deals damage while in a zero-g environment, the target takes
an amount of persistent void damage equal to twice the spell’s rank. (2 void damage)
Then targets Durt with grim tendrils
◆◆ grim tendrils Damage void: 2d4 ⇒ (4, 4) = 8 + 1 persistent bleed
DC 18 basic Fortitude save

The tiny dead thing regurgitates blood at Zara
◆ Ranged strike
regurgitate blood: 1d20 + 9 ⇒ (17) + 9 = 26
Damage acid: 2d4 ⇒ (2, 4) = 6

Then ◆ steps to bite Zara
◆ Melee strike
fangs: 1d20 + 9 ⇒ (15) + 9 = 24
Damage piercing: 1d6 + 1 ⇒ (4) + 1 = 5

_______________________________

Flaxoniz and Ivan both cast spells at the undead Captain,
combined, doing 21 points of damage. If the Captain had blood, she would be bloodied by the attacks

Round 4
♥️ = HP ☘️ = hero point

Zaza: AC 20 ♥️ 37/50 ☘️ 1 immune to aura 1 minute
Durt: AC 19 ♥️ 25/40 ☘️ 1 immune to aura 1 minute DC 18 basic Fortitude save vs 8 void damage, 1 persistent bleed

Round 5
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 37/39 ☘️ 2 immune to aura 1 minute
Ivan: AC 19 ♥️ 14/26 ☘️ 2
Red Tiny Undead creature: HP -20
Corpse Fleet Captain: HP -52
Yellow small Undead creature: HP -20
Green Tiny Undead creature: HP -6
Zaza: AC 20 ♥️ 37/50 ☘️ 1 immune to aura 1 minute took 11 points of damage.
Durt: AC 19 ♥️ 25/40 ☘️ 1 immune to aura 1 minute

Bold May act. Zara and Durt
Flaxoniz and Ivan may retake their round 5 turn if you choose.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Note: there is still gravity behind the forcefields

Map.

Advocates

◆◆◆◇↺♥️☘️

Botting for Zara

Shoots at the tiny thing
shoots: 1d20 + 8 ⇒ (8) + 8 = 16
Damage acid: 1d8 + 1 ⇒ (1) + 1 = 2

shoots: 1d20 + 3 ⇒ (1) + 3 = 4
Damage : 1d8 + 1 ⇒ (7) + 1 = 8

shoots: 1d20 - 2 ⇒ (11) - 2 = 9
Damage : 1d8 + 1 ⇒ (3) + 1 = 4

Foritude save: 1d20 + 10 ⇒ (7) + 10 = 17

____________________

Zara resisted the change in gravity from the Captain's aura, then shoots at the time thing, hitting it once

Ivan heals most of Durt's injuries, and hits the Captain, slashing them with telekinetically projected ship debris. The ship Debris is surprisingly effective hit for 6 hp damage, total damage 15

________________________

Round 4
♥️ = HP ☘️ = hero point

Zaza: AC 20 ♥️ 48/50 ☘️ 1 immune to aura 1 minute
Durt: AC 19 ♥️ 25/40 ☘️ 1 immune to aura 1 minute

Round 5
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 37/39 ☘️ 2 immune to aura 1 minute
Ivan: AC 19 ♥️ 14/26 ☘️ 2
Red Tiny Undead creature: HP -20
Corpse Fleet Captain: HP -31
Yellow small Undead creature: HP -20
Green Tiny Undead creature: HP -6
Zaza: AC 20 ♥️ 48/50 ☘️ 1 immune to aura 1 minute
Durt: AC 19 ♥️ 35/40 ☘️ 1 immune to aura 1 minute

Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Note: there is still gravity behind the forcefields

Map.

Advocates

◆◆◆◇↺♥️☘️

Captains Will save: 1d20 + 7 ⇒ (10) + 7 = 17

The probability of affecting Flaxoniz changes, making Flaxoniz's life a little nicer, although no new knowledge is gained, other than that the Captain is affected by daze. captain takes 5 points of damage

rolling Flaxoniz's save vs DC17 persistent bleed
Fort save: 1d20 + 8 ⇒ (16) + 8 = 24
saved

Dirt resists the Captain's gravity effecting aura
Durt goes after the Captain, yelling Get 'em. Durt tries a strike, missing the first roll, but the reroll strike hits.

________________________

Round 3
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 37/39 ☘️ 2 immune to aura 1 minute
Ivan: AC 19 ♥️ 14/26 ☘️ 2
Red Tiny Undead creature: HP -20
Corpse Fleet Captain: HP -29
Yellow small Undead creature: HP -20
Green Tiny Undead creature: HP -4
Zaza: AC 20 ♥️ 48/50 ☘️ 1 DC 17 Fort save vs 4 HP persistent bleed.
Durt: AC 19 ♥️ 25/40 ☘️ 1 immune to aura 1 minute

Round 4
♥️ = HP ☘️ = hero point

Ivan: AC 19 ♥️ 14/26 ☘️ 2

Get 'em +1 vs Captain
Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Note: there is still gravity behind the forcefields

Map.

Advocates

◆◆◆◇↺♥️☘️

Will save Captain: 1d20 + 7 ⇒ (14) + 7 = 21
Saves for half damage 3 total damage 11

Although Ivan's attack isn't a direct hit, what should have been only a little damage seems to cause much more than expected.

___________________________

The Captain follows Flaxoniz's command at first, then recovers
◆ Fleeing fly 25'.
◆◆ Flies twice to get closer
Ulcerating Aura (arcane, aura, void) 15 feet. A living creature entering or starting its turn in the aura must attempt a DC 17 Fortitude save as
The Captain’s command over gravity causes their cells to expand rapidly.
Success: temporarily immune for 1 minute.
Failure: their skin ruptures, dealing 1d6 persistent bleed damage.
persistent bleed damage: 1d6 ⇒ 4
Critical failure: also stunned 1.

The last of the Void Hemovore looks for a softer target and moves to attack Flaxoniz,
◆ Fly
◆ Melee strike
fangs: 1d20 + 9 ⇒ (14) + 9 = 23
Damage piercing: 1d6 + 1 ⇒ (1) + 1 = 2
◆ Gorge: Requirements The void hemovore’s last action was a successful fangs Strike; Effect The void hemovore drinks the creature’s blood. The creature must succeed at a DC 16 Fortitude save. On a failure, they become drained 1, or they increase the value of their drained condition by 1, up to a maximum of drained 2.

_________________________________________________

Round 3
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 37/39 ☘️ 2 2 points of damage DC 17 Fort save vs 4 HP persistent bleed. and DC 16 Fort save. On a failure, drained 1
Ivan: AC 19 ♥️ 14/26 ☘️ 2
Red Tiny Undead creature: HP -20
Corpse Fleet Captain: HP -11
Yellow small Undead creature: HP -20
Green Tiny Undead creature: HP -4
Zaza: AC 20 ♥️ 48/50 ☘️ 1 DC 17 Fort save vs 4 HP persistent bleed.
Durt: AC 19 ♥️ 25/40 ☘️ 2 DC 17 Fort save vs 4 HP persistent bleed.

Round 4
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Ivan: AC 19 ♥️ 14/26 ☘️ 2

Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Note: there is still gravity behind the forcefields

Map.

Advocates

◆◆◆◇↺♥️☘️

Zara shoots, hitting once

Durt yells Get 'Em at green, then tries to strike it with his hammer, but it dodges.

Flaxoniz commands the captain, which seems to have some effect. Flaxoniz also learns about the tiny creatures called Void Hmovores. Everyone can read the DC 15 relegon checks in my previous post.

_____________________

Round 3
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Ivan: AC 19 ♥️ 14/26 ☘️ 2 8 HP damage shield raised
Red Tiny Undead creature: HP -20
Corpse Fleet Captain: HP ? command flee
Yellow small Undead creature: HP -20
Green Tiny Undead creature: HP -4
Zaza: AC 20 ♥️ 48/50 ☘️ 1
Durt: AC 19 ♥️ 25/40 ☘️ 2 took 7 HP damage

Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Note: there is still gravity behind the forcefields

Map.

Advocates

◆◆◆◇↺♥️☘️
Flaxoniz wrote:
Clumsy would mess up finesse melee attacks.

For running RAW that's a good point. At this point, I'm just theorizing what the intentions might have been, and what a character maximized for zero-g combat would look like.

spoiler:
You're fighting one right now.
Advocates

◆◆◆◇↺♥️☘️
Flaxoniz wrote:
Clumsy would mess up finesse melee attacks.

Which is kind of funny because finesse attacks are the ones least affected by zero-g, especially straight thrusting attacks, whereas an attack with a big two-handed swinging weapon would likely cause the attacker to go spinning out of control. Would it be easier to thrust with a knife or swing a paingalve with a moving chainsaw blade attached to it in space?

I'm not expecting SF2e to have accurate physics, but it seems like gravity should at least apply to all attacks. It did in SF1e, I think that got lost in SF2e, trying to make it compatible with PF2e. Just using Clumsy seems like an obvious choice on the surface, but it has some unintended consequences, giving melee weapons an advantage they shouldn't have. For spell attacks, it's different from how SF1e was, but if they want to give magic users an advantage in space, I'm fine with that, but I'm wondering if that was intentional or just a side effect of using Clumsy as an easy way to be compatible, or some other design choice.

At least for my characters, I think the answer is buying magboots.

Advocates

◆◆◆◇↺♥️☘️

Just a reminder, Zara has 1 hero point; everyone else has 2 hero points.

Will save Captain: 1d20 + 9 ⇒ (4) + 9 = 13
fails

Flaxoniz did you want to use your free Recall Knowledge?

Recall Knowledge on the Captain and tiny dead thing.

Dc 18 religion on Captain special attacks:
Untethered Gravity:
While Vira is in a vacuum or zero-g environment, she
gains a fly Speed equal to her Speed.

↺ Thrashing Wisps [reaction] Trigger A creature ends its movement adjacent to
Vira; Effect Vira launches a wave of force at the triggering creature. The
creature must succeed at a DC 19 Fortitude save or be pushed directly
back 5 feet, or 10 feet on a critical failure. If the creature is in a vacuum
or zero-g environment, they additionally become untethered.

◆ Gravitic Surge: Vira’s mastery of gravity allows her to augment the
impact of her spells. If her next action is to cast a spell that deals
damage while she’s in a zero-g environment, the target takes
an amount of persistent void damage equal to twice the
spell’s rank.

Dc 15 religion on tiny things special attacks:
Untethered Gravity:
While Vira is in a vacuum or zero-g environment, she
gains a fly Speed equal to her Speed.

↺ Thrashing Wisps [reaction] Trigger A creature ends its movement adjacent to
Vira; Effect Vira launches a wave of force at the triggering creature. The
creature must succeed at a DC 19 Fortitude save or be pushed directly
back 5 feet, or 10 feet on a critical failure. If the creature is in a vacuum
or zero-g environment, they additionally become untethered.

◆ Gravitic Surge: Vira’s mastery of gravity allows her to augment the
impact of her spells. If her next action is to cast a spell that deals
damage while she’s in a zero-g environment, the target takes
an amount of persistent void damage equal to twice the
spell’s rank.

Dc 18 religion on Captain Immunities:
bleed, death effects, disease, paralyzed, poison, unconscious

Dc 15 religion on tiny things Immunities :
death effects, disease, paralyzed, poison, unconscious

Dc 18 religion on Captain Weaknesses:
slashing 8, vitality 8

Dc 15 religion on tiny things Weaknesses :
Weaknesses vitality 2

Advocates

◆◆◆◇↺♥️☘️

I can see an intelligence-based caster compensating for zero-g with rocket science, to know the right trajectory to make a shot. A wisdom-based caster might not do the math themselves, but has learned the lessons from those who have done the rocket science. But for a charism-based caster, I don't see how they could use social skills to deal with being disoriented in zero-g. I mean, unless you have an intimidating glare, no one can hear you scream in space... I'm also wondering what the Will DC of zero-g is.

So I think you're right about Clumsy not applying to spell attacks. I do wish it appalied ot melee attacks in zero-g as well, but that Soliarians should have a way to compensate for it.

Advocates

◆◆◆◇↺♥️☘️

Ivan tries to follow up on his deadly Telekinetic Projectile, but the chunk of ship debris flies off into space.
Ivan raises shield

with a 13 Recall Knowledge fails

Will save vs command: 1d20 + 4 ⇒ (16) + 4 = 20
The creature gets lucky

_________________________

◆ The Captain flies twords the party
◆Gravitic Surge: If the next action is to cast a spell that deals damage while in a zero-g environment, the target takes an amount of persistent void damage equal to twice the spell’s rank.
blazing bolt: 1d20 + 13 ⇒ (3) + 13 = 16 at Durt
Damage fire: 2d6 ⇒ (4, 1) = 5
+ Gravitic Surge damage 4 persistent void damage.

The undead captain draws extra energy from the void of space, casting a flaming bolt of energy at Durt. Fortunately for Durt, the bolt misses; if the room had oxygen, one of the beds behind Ivan would have caught fire, instead it just explodes into tiny bits of foam floating in zero-G.

The last tiny thing ◆ moves up to and tries to bite Durt
fangs: 1d20 + 9 ⇒ (10) + 9 = 19
Damage piercing: 1d6 + 1 ⇒ (6) + 1 = 7
It then Gorges ◆ Requirements The things last action was a successful fangs Strike; Effect it drinks the target’s blood. The Durt must succeed at a DC 16 Fortitude save. On a failure, they become drained 1, or they increase the value of their drained condition by 1, up to a maximum of drained 2.
Durt takes 7 points of damage and needs to make a DC 16 Fortitude save

____________________________

Round 2
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Ivan: AC 19 ♥️ 14/26 ☘️ 2 8 HP damage
Red Tiny Undead creature: HP -20
Corpse Fleet Captain: HP ?
Yellow small Undead creature: HP -20
Green Tiny Undead creature: HP ?
Zaza: AC 20 ♥️ 48/50 ☘️ 1
Durt: AC 19 ♥️ 25/40 ☘️ 2 took 7 HP damage DC 16 Fort failure = drained 1

Round 3
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Ivan: AC 19 ♥️ 14/26 ☘️ 2 8 HP damage shield raised

Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Note: there is still gravity behind the forcefields

Map.

Advocates

◆◆◆◇↺♥️☘️
Flaxoniz wrote:
GRIM*! Gaming Network wrote:
Ivan the Scholar wrote:
(not sure if spell attack roll is considered ranged attack roll)
Yes, because it's targeting AC at range, requiring a roll, and that's a crit hit by the way

My 2 cents on this (although obviously it's ultimately the GM's call on adjudication):

While this seems logical, SFS defines three types of attack roll: melee attack rolls, ranged attack rolls, and spell attack rolls. (Source: Archives of Nethys). More specifically in this case, though, the Clumsy condition specifically targets Dexterity-based rolls ... so even if you counted a ranged spell attack roll as a ranged attack roll, it still wouldn't count as a Dexterity-based roll, so Clumsy wouldn't affect it.

After looking into this for 5 hours, I posted this to an errata thread

___________________________________________

I have a player asking if spell attacks are affected by Unreathed/Clumsy. After looking into this, I feel that this either needs some errata or an FAQ I'm not sure what RAW is or if it matches RAI.

In Sf1e, Off Kilter made you Flat-Footed and took a –2 penalty to attack rolls.

In Sf2e Untethered makes you Off Guard and Clumsy 1

Clumsy says: You take a status penalty equal to the condition value to Dexterity-based rolls and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Flat-Footed and Off Guard are similar enough, but the difference between taking a –2 penalty to attack rolls (of all types) and Clumsy 1 only affects dex-based rolls. The difference between -2 and -1 isn't the issue; -1 probably makes more sense in 2e. It's the why; aren't all attacks affected the same?

Player Core pg.300 says Spell attacks: Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack.

That feels like a Dex attack roll despite using the class key ability instead for spell attacks. I feel like Untethered rulers should either use spell casters' key ability as if it were their Dex bonus, or even simpler, just give all attack rolls -1

In a game that wants to have a ranged meta is seems odd not to also penalize melee attacks when Untethered. Also, if we ever get a Dex-based casters again, they would be the only spell casters affected by Clusmy when making ranged spell attack rolls. To me, that laser guns in space are penalized over melee and spell attacks seems off. Especially since melee combat in zero-g without magboots would be extremely difficult, way more so than shooting a laser.

Advocates

◆◆◆◇↺♥️☘️

Durt smashes the (yellow) thing attacking Ivan, creating a cloud of blood.

_________________________

Round 2
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Ivan: AC 19 ♥️ 14/26 ☘️ 2 8 HP damage
Red Tiny Undead creature: HP -20
Corpse Fleet Captain: HP ?
Yellow small Undead creature: HP -20
Green Tiny Undead creature: HP ?
Zaza: AC 20 ♥️ 48/50 ☘️ 1
Durt: AC 19 ♥️ 32/40 ☘️ 2

Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Map.

Advocates

◆◆◆◇↺♥️☘️
Ivan the Scholar wrote:
(not sure if spell attack roll is considered ranged attack roll)

Yes, because it's targeting AC at range, requiring a roll, and that's a crit hit by the way

Ivan Telekinetic Projectiles some ship scrap at the (red) tiny undead thing, causing it to explode into a cloud of blood floating in space.

________________________

The undead Captain cast enlarge on the remaining tine undead, then cast shield.

The (yellow) tiny, now small thing (with 10' reach) seeks revenge on Ivan for vaporising one of its kind. Flies in an unnatural way towards Ivan, then tries to bite him.

bite fangs: 1d20 + 9 ⇒ (6) + 9 = 15
Damage piercing: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

bite fangs: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Damage piercing: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8

Misses the first time but sinks its teeth into Ivan on the second try
Ivan takes 8 points of damage

A third one of the tiny things makes its way around the outside of the ship's hull and regurgitates blood on Durt.
◆ Ranged strike
regurgitate blood: 1d20 + 9 ⇒ (5) + 9 = 14
Damage acid: 2d4 ⇒ (4, 2) = 6
and misses

____________________________

Zara shoots twice at the thing (yellow) attacking Ivan, misses once, but hits on the second attack. It's not dead, but there is a big cloud of blood hanging around it.

__________________________

Round 1
♥️ = HP ☘️ = hero point

Durt: AC 19 ♥️ 32/40 ☘️ 2

Round 2
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Ivan: AC 19 ♥️ 22/26 ☘️ 2 8 HP damage
Red Tiny Undead creature: HP -20
Corpse Fleet Captain: HP ? shield
Yellow small Undead creature: HP -7 enlarged
Green Tiny Undead creature: HP ?
Zaza: AC 20 ♥️ 48/50 ☘️ 1
Durt: AC 19 ♥️ 32/40 ☘️ 2

Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Map.

Advocates

◆◆◆◇↺♥️☘️

The "something weird with the ordering of the elements, and only part of it is showing." Turned out that the image had been moved within its frame. Right-click on the image > reset image, fixed it.

Recall Knowledge tiny creature: Best: Ref, worst: Fort, and Will tied.
Recall Knowledge Captain: Best Ref, worst: Will +9

Flaxoniz, knowing it's better not to target reflex, Flaxoniz shoves the Captain (success 5' x2 for zero gravity for 10'). Although the telekinetic maneuver worked to shove, her reaction to the shove in zero gravity seemed unnatural. (The Captain has been pushed free of the ship wiht the first shove. If you shove again, now you can push her up or down as well.)

Advocates

◆◆◆◇↺♥️☘️

oops should be

Round 1
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 1
Ivan: AC 19 ♥️ 22/26 ☘️ 1
Tiny Undead creature: HP ?
Corpse Fleet Captain: HP ?
Zaza: AC 20 ♥️ 48/50 ☘️ 1
Durt: AC 19 ♥️ 32/40 ☘️ 1

Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.

Map.

Zara, can you fill out the
RPG Chronicle sign up.

Advocates

◆◆◆◇↺♥️☘️

After making your final rounds looking for survivors, as you prepare to leave, entering the zero gravity area of the damaged ship, you notice 2 tiny, undead-looking things in your way. Behind them is a well-dressed Corpse Fleet Officer, perhaps the Captain of the Destroyer you encountered.

new undead slide 5

Initiative:

Ivan Initiative: 1d20 + 9 ⇒ (13) + 9 = 22
Durt Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Zaza QaQ Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Flaxoniz Initiative: 1d20 + 6 ⇒ (20) + 6 = 26

Corpse Fleet Captain Initiative: 1d20 + 11 ⇒ (4) + 11 = 15
Tiny Undead creature Initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Round 1
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Ivan: AC 19 ♥️ 22/26 ☘️ 2
Tiny Undead creature: HP ?
Corpse Fleet Captain: HP ?
Zaza: AC 20 ♥️ 48/50 ☘️ 2
Durt: AC 19 ♥️ 32/40 ☘️ 2

Bold May act.

Zero gravity rules:

Zero Gravity
Source GM Core pg. 99
Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.

Movement in Zero Gravity
Source GM Core pg. 99
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Athletics in Zero Gravity
Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Untethered
Source Player Core pg. 441
You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

Push Off [one-action]
Move
Source Player Core pg. 411
Requirements You have at least one hand or leg (or suitable appendage) free, and you're untethered.

You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action.

You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.


Map.

Advocates

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Advocates

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Ivan the Scholar wrote:
assisting Miri to Citadel Theodrane shouldn’t jeopardize our cargo delivery due to delays… I assume?"[/b]

According to your ship's manifest, the cargo is not perishable, consisting mostly of mostly non critical spare parts. with that in mind, I'm assuming Ivan's vote is to go to Citadel Theodrane, correct me if I'm wrong

Flaxoniz wrote:
Since we entered at the rear, I assume that's the nearest point to the airlock of our ship, and we likely have a cable or something connecting it that we can climb over to it.[/b]

That sums up the current situation between ships well. Although the only crew member not accounted for is the Captain of the ship, and the only one not explored is the bridge.

Anyone checking the bridge:
You find the captain still strapped into his chair, impaled by a fallen support beam. There are some skill checks you could do here, but they mostly just let you locate the other crew members you have already found.

________________________

At this point, I want to give the other players a chance to catch up since things started moving fast. We are getting closer but not at the end yet.

Currently, I think we have 2 votes for taking Miri to Citadel Theodrane.
And the best way to return to your ship is the way you came?

Advocates

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At the gunner station:

When Flaxoniz opens the hatch, Haalum can see Miri in the background, realizing the fight must be over, and slowly reaches out a hand, needing help getting out.

When Miri is asked how many were on the ship
"There were 6 of us, and we have accounted for everyone but the captain. We can check the bridge on the way out."

_____________

In the computer room:

The Device that Flaxoniz disabled looks to have been trying to break the code to erase the evidence, but more imporiantlly Flaxoniz discovered and disarmed a trap that releases a powerful destabilizing bio-agent.

Miri claps her hands when Flaxoniz disables the trap.
"Whatever my dad found, the Corpse Fleet must really not want it getting out. Any chance you could give me a ride to the Citadel Theodrane to give this to Surra Vimasdottir? I have to give him this file in person; it's got a biometric key only I can open now. Please."
Miki says "please" wiht the biggest, silliest grin you have ever seen on a vesk.

Note: There isn't time to travel to more than one location for the purpose of deciding where the party takes Miri. Your options are.
1: Take Meir to Citadel Theodrane.
2: Continue your delivery to Sejada and present the evidence to their government.
3: Go straight back to Absalom Station to report it to the Starfinder Society.

_________________

Once the party decides to head back to your ship, I need to know which way you are planning to leave the ship from. From where were you entered, or from the bridge?

Advocates

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"My Dad was supposed to meet the knight-errant Surra Vimasdottir at Citadel Theodrane, on our way to Songbird Station."

Map on slide 5

Miri puts on her environmental suit before leading you to her dad's body. As she sees the floating bodies where you first came into the ship, Miri says.
"Am I the only survivor?"

To get to the airlock where Miri's dad is, you pass the aft gunner station, where you found Haalum near freezing. As far as you know, he's still hiding in there.

_______________________

Miri leads you to the airlock A7 on the map:
This airlock’s lights illuminate two spacesuits hanging from the wall. A vesk body is slumped on top of a brightly painted footlocker, their knuckles bruised and cut, next to the remains of a Corpse Fleet soldier. Crushed skull fragments lay on the floor in a puddle of blood.

You can recover Miri's dad's body and find a tactical force field, a pair of magboots, and a canister of sprayflesh.

You notice one of the corpse fleet remains doesn't look like the ones you encountered before.

DC 16 Religion:
the remains as belonging to
some kind of tiny, blood-draining undead.

________________________________

Next, Miri takes you to room A8 on the map. As Miri enters the room, she seems alarmed, pointing at a black box that is hooked up to the computer in such a way that it's guaranteed to void the computer's warranty.
"That wasn't here before!"

You only need one success to disable the black box.
DC 16 Thievery (trained) to disable the anti-intrusion sensor, or
DC 18 Computers (trained) or
Crafting (trained) to cut the power supply, or
DC 20 Athletics to swiftly rip the powerpack out of the device before it can respond.

If anyone fails any of the checks:
The trap releases a destabilizing bio-agent, dealing 6d6 void damage to all creatures within a 5-foot burst of the sequence breaker (DC 23 basic Fortitude save).
void damage: 6d6 ⇒ (2, 2, 1, 3, 5, 2) = 15

Advocates

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Flaxoniz's analyze target: Miri doesn't have a stat block, she is a rebellious late teenage female vesk, traumatized at her father's death, and has an axe (doshko) to grind with the Corpse Fleet. Is otherwise in good health and thoroughly decontaminated, whether she needed it or not.

"I'm fine, thanks to my dad, but I'm glad you all showed up. So much has happened, I should start from the beginning"
Miri pauses to gather her breath before telling the story.

A few months ago, my dad, Kimano, discovered a breach in his computer security, indicating someone at WellCOD (Wells Center of Discovery) had accessed his servers and downloaded his research. Kimano traced the breach to the office of Rigasa Wells, the founder of WellCOD, but, wary of confronting her without further evidence, he launched a covert investigation into Rigasa. Kimano made a disturbing discovery—not only did Rigasa have backdoor access to every server at WellCOD, she had covert connections to the renegade Corpse Fleet, a vast army of undead supremacists who aim to shatter Pact Worlds unity, liberate the planet Eox from the influence of the living and the traitorous bone sages who side with them, and defeat all who stand in their way. Aware of Rigasa’s power and influence, Kimano decided to bypass planetary laws and bring his evidence directly to the Knights of Golarion. Disguising this exchange as a vacation. I had no idea. I thought we were just on vacation until we were attacked. My Dad told me what was going on and then went to stop the Corpses from entering the rear air lock."
Miri pauses and looks as sad as a vesk can.
"That's where he was killed, but he did take a few with him."
Miri pauses again.
[b]"I need to recover his body, also, I have the code to get Father's evidence against Rigasa Wells, I need to get that to the Knights of Golarion as soon as possible, can you help me?. "

Miri's father's body is in the airlock A7 on the map.
The computer with the evidence is in room A8 at location SB.
Kulum is still in area A2, hiding.

At this point, everyone is free to move around the ship. Let me know if you are going to help Miri and what parts of the ship you wish to go to next.

Advocates

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She repeats "Starfinders!" with a sigh of relief. "I activated the decontamination chamber, knowing it would keep those off-full things out for a while, let me turn it off. Is there any atmosphere left? I might need an environmental suit. Oh, and my name is Miri Kor. Did you find anyone else alive?"

It takes a minute for the decontamination chamber to cycle down and open. When it opens, you see a rebellious female vesk youth. Miri slide 4.

As Miri exits the decontamination chamber, the door on the other side of the chamber opens too, revealing the Medical Bay: The equipment in this medbay is tailored to provide basic care, relying on a single-occupancy stasis chamber for more serious injuries.

Miri's excitement from the rescue quickly ends as she remembers.
"The Corpse Fleet was after my dad, Kimano Kor; they killed him."
She says with a sad voice, not matching her stoic Vesk face.

Advocates

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Durt finds an environmental suit. The name on it says Miri Kor.

Flaxoniz tries to search the corpses, but it looks like they took too much of a beating from the hammers for anything to have survived.

Ivan finds the door is locked, not just locked but sealed shut. It appears to be a decontamination unit. You hear a frightened voice ask.
"Who's there? Are they gone? Is it safe?"

Advocates

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Welcome back, just in time to take down the Corpse Officer!

Ivan Balst, the Corpse Officer, shatters its remaining bones into fragments.

COMBAT OVER!

your current health status
Ivan: AC 19 ♥️ 22/26 ☘️ 1
Zaza: AC 20 ♥️ 35/50 ☘️ 1
Durt: AC 19 ♥️ 18/40 ☘️ 1
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

____________________

Ivan hears running water from the door next to him, the same door the Corpeses had previously been trying to break down.

Before the door next to Zara automatically shuts, Zara can see the next room looks like this ships bridge. With the door shut, the pressure in the rooms slowly stabilizes.

Durt can see into the next area, it looks to be a storage room that leads to 2 other doors.

Flaxoniz finds himself next to the badly damaged reactor core.

Note, these are 3 separate perception checks.

DC 15 Computers or Crafting check, or a DC 13 Engineering Lore check, to check the reactor core:
The power core here has been severely damaged, but its emergency
mode can maintain life support and the force fields in the shuttle for
another hour

DC 13 Perception to search the area:
You find a first aid backpack containing a tactical medkit and 3 tactical medpatches. As you search, the change in air pressure opens the door south of Zara (A4a). Inside, you find an environmental suit in what appears to be crew quarters. A similar door to the north also opens, but nothing of value is found.

DC 14 Perception to search the Corpse corpses:
You manage to salvage from their damaged weapons 2 commercial batteries, and an OSSIFYING GRENADE:
Type tactical; Level 2; Price 80 credits; Critical clumsy 1 for 1 round
The burst radius is 10 feet, and the void damage is 2d8.

________________________

You have time to heal, search, and make a plan for what to do next.

Advocates

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Durt delivers more pain to the Corpse Officer with his hammer.
8 points of damage

Round 6
♥️ = HP ☘️ = hero point

Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Round 7
♥️ = HP ☘️ = hero point

Ivan: AC 19 ♥️ 22/26 ☘️ 1 Vitality Network: 0/18 HP Took 4 points of damage
Zaza: AC 20 ♥️ 35/50 ☘️ 1 healed 4 HP+2 status bonus to saves against mental effects for 1 minute.
Blue: Corpse Fleet Infantry: HP -30
Yellow: Corpse Fleet Infantry: HP -26
Red: Corpse Fleet Infantry: HP -26 and -12
Orange: Corpse Fleet Officer: HP -28
Durt: AC 19 ♥️ 18/40 ☘️ 1
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Bold May act.

Map.

Advocates

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This is what the ability says

Tireless Flurry [one-action] The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.

Flourish says flourish traits are special techniques that require too much exertion for you to perform frequently. You can only use one action with the flourish trait per round.

So, without having the flourish trait, I'm guessing that's why it's called Tireless Flurry.

Advocates

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I was debating how that worked. I think you're right. I forgot about grabbing the pipe. I played this scenario live yesterday, and the other party blocked the door before the corpse officer could get to it. I suppose with Tireless Flurry, you could even get 6 attacks from 3 actions, get 6 attacks with 3 actions, 2 with no MAP, and the last 4 with -10 MAP. I've never seen a situation where MAP went beyond a 3rd attack, rereading the MAP rules, attacks after the 3rd just stay at -10. Good thing the officer doesn't have agile weapons...

Advocates

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after reconsidering how Tireless Flurry works and that they needed to draw a 2nd weapon, the Corpse Officers' other 2 actions are first ◆ draw before using weapon before using Tireless Flurry, and 3rd ◆ stride

Advocates

◆◆◆◇↺♥️☘️

Zara hammers, hitting the Corpse Officer 7 points of damage

Ivean heals Zara 4 points of healing

______________________

Corpse Fleet Officer

◆Tireless Flurry: The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.
◆ Melee strike phase cutlass at Durt
phase cutlass: 1d20 + 12 ⇒ (18) + 12 = 30
Damage slashing: 1d6 + 2 ⇒ (6) + 2 = 8
Damage void: 1d6 ⇒ 2

◆ Ranged strike laser pistol at Ivan.
laser pistol: 1d20 + 12 ⇒ (19) + 12 = 31
Damage fire: 1d4 ⇒ 1
Damage void: 1d4 ⇒ 1

The Corpse Officer brings the wrath of death to the fight, critically hitting both Durt and Ivan . Durt takes 20 hp damage, and Ivan 4 points of damage. I don't know what's in Ivan's pocket, but it seems to have absorbed most of the damage. Durt was not as lucky or has empty pockets.

______________________

Round 6
♥️ = HP ☘️ = hero point

Ivan: AC 19 ♥️ 22/26 ☘️ 1 Vitality Network: 0/18 HP Took 4 points of damage
Zaza: AC 20 ♥️ 35/50 ☘️ 1 healed 4 HP+2 status bonus to saves against mental effects for 1 minute.
Blue: Corpse Fleet Infantry: HP -30
Yellow: Corpse Fleet Infantry: HP -26
Red: Corpse Fleet Infantry: HP -26 and -12
Orange: Corpse Fleet Officer: HP -20
Durt: AC 19 ♥️ 18/40 ☘️ 1 (clumsy 1) took 20 points of damage
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Bold May act.
Clumsy: You take a status penalty equal to the condition value to Dexterity-based rolls and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Map.

Advocates

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Will save: 1d20 + 6 ⇒ (17) + 6 = 23
saves for half damage 3 hp
______________________

Round 6
♥️ = HP ☘️ = hero point

Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Zaza: AC 20 ♥️ 31/50 ☘️ 1 healed 13 HP+2 status bonus to saves against mental effects for 1 minute. (clumsy 1)
Blue: Corpse Fleet Infantry: HP -30
Yellow: Corpse Fleet Infantry: HP -26
Red: Corpse Fleet Infantry: HP -26 and -12
Orange: Corpse Fleet Officer: HP -13
Durt: AC 19 ♥️ 38/40 ☘️ 1 (clumsy 1)
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Ivan and Zara +1 to hit and +1 to damage from Get'em!
Bold May act.
Zara, you can reroll your saving throw with a hero point if you like to remove the clumsy 1
Clumsy: You take a status penalty equal to the condition value to Dexterity-based rolls and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Map.
To move through the force field is greater difficult terrain. Making ranged attacks through the force fields reduces the weapons' range and damage in half.

Advocates

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Durt makes the first dent in the Officer, it's a pretty big dent.
Does that give everyone +1 to hit and +1 damage?

Advocates

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Zara gave the final smackdown despite the offercer ordering it to keep fighting. Just one walking dead left.

________________________________

The Corpse Fleet Officer
◆ strides.
◆ Grabs hold of a pipe.
◆ Opens the door to release the room pressure.

Everyone not behind the forcefield DC 18 Reflex save.

Corpse Fleet Officer Reflex save: 1d20 + 10 ⇒ (3) + 10 = 13 +1 degree of success
Durt Reflex save: 1d20 + 10 ⇒ (5) + 10 = 15
Flaxoniz Reflex save: 1d20 + 7 ⇒ (20) + 7 = 27
Zara Reflex save: 1d20 + 10 ⇒ (3) + 10 = 13

Durt and Zara are clumsy 1 until the end of their next turn due to the sudden rush of air trying to suck them toward the open door.

_______________________________

Round 5
♥️ = HP ☘️ = hero point

Durt: AC 19 ♥️ 38/40 ☘️ 1 (clumsy 1)
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Round 6
♥️ = HP ☘️ = hero point

Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Zaza: AC 20 ♥️ 31/50 ☘️ 1 healed 13 HP+2 status bonus to saves against mental effects for 1 minute. (clumsy 1)
Blue: Corpse Fleet Infantry: HP -30
Yellow: Corpse Fleet Infantry: HP -26
Red: Corpse Fleet Infantry: HP -26 and -12
Orange: Corpse Fleet Officer: HP -0
Durt: AC 19 ♥️ 38/40 ☘️ 1 (clumsy 1)
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Bold (Everyone) May act.
Durt and Zara, you can reroll your saving throw with a hero point if you like to remove the clumsy 1
Clumsy: You take a status penalty equal to the condition value to Dexterity-based rolls and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Map.
To move through the force field is greater difficult terrain. Making ranged attacks through the force fields reduces the weapons' range and damage in half.

Advocates

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Flaxoniz wrote:

[dice=Religion]1d20+6

I assume that's a normal success on the officer.

Yes, you need a nat 20 for a critical success on the officer

Advocates

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You have all the info you can get on the Corpse Fleet Infantry

Full Corpse Fleet Infantry stat block:

AC 15 HP 26, void healing
Speed 25 feet
Fort +8 Ref +9 Will +3
Foritude save: 1d20 + 8 ⇒ (16) + 8 = 24
Reflex save: 1d20 + 9 ⇒ (4) + 9 = 13
Will save: 1d20 + 3 ⇒ (13) + 3 = 16

Medium Undead Unholy
Recall Knowledge DC 15 • Undead (Religion)
Perception +5 (darkvision)
Languages Common, Eoxian, Necril
Skills Acrobatics +7, Athletics +5, Corpse Fleet Lore +3, Intimidation +4
Str +2 Dex +4 Con +3 Int +0 Wis +0 Cha +1

Items:
commercial arc pistol (2 commercial batteries), commercial autotarget rifle (20 projectile ammo), commercial battleglove, commercial shotalashu armor

Immunities:
bleed, death effects, disease, paralyzed, poison, unconscious

Weaknesses:
slashing 3, vitality 3

Coordinated Shuffle [reaction] (move) Trigger An adjacent ally moves away from the Corpse Fleet infantry; Effect The Corpse Fleet infantry Strides up to half their Speed. They must move in the same direction as the triggering ally.

Melee [one-action] battleglove +7 [+3/-1] (agileanalogfree-hand), Damage 1d4+2 bludgeoning
◆ Melee strike battleglove
battleglove: 1d20 + 7 ⇒ (16) + 7 = 23
Damage bludgeoning: 1d4 + 2 ⇒ (4) + 2 = 6

Ranged [one-action] autotarget rifle +9 [+4/-1] (analogautomaticexpend 1mag 20range increment 40 feetreload 2), Damage 1d6 piercing
◆ Ranged strike autotarget rifle
autotarget rifle: 1d20 + 9 ⇒ (5) + 9 = 14
Damage piercing: 1d6 ⇒ 5

Ranged [one-action] arc pistol +9 [+4/-1] (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
◆ Ranged strike arc pistol
aarc pistol: 1d20 + 9 ⇒ (18) + 9 = 27
Damage electricity: 1d4 ⇒ 1

Auto-Fire [two-actions] autotarget rifle (20-foot cone analog), Damage 1d6 piercing (DC 17 basic Reflex save)

Fusillade:
The Corpse Fleet infantry's ranged Strikes deal an additional 1d4 precision damage when the Corpse Fleet infantry is within the first range increment of at least one other member of the Corpse Fleet wielding a ranged weapon.
Fusillade precision damage electricity: 1d4 ⇒ 1

Adventure Additions:
Additional Items tactical ossifying grenades (2)
Area Fire [one-action] ossifying grenade (10-foot burst, range 70 feet, tech), Damage 2d8 void (DC 17 basic Reflex save)
◆ ossifying grenade
Damage void: 2d8 ⇒ (7, 3) = 10

The Corpse Fleet officer (orange has different stats). You could still do your free Recall Knowledge on the Corpse Fleet Officer. I listed some common questions below, or you can ask another question. You can pick one for a success or 2 for a crit success.

Resistances:
cold 5, electricity 5, fire 5, piercing 5, slashing 5

Immunities:
death effects, disease, paralyzed, poison, unconscious

Best Saving Throws:
Ref +10

Worst Saving Throws:
Will +6

Special ability:
Bolstering Aura (aura) 20 feet:
Undead that begin their turn in the aura (including the Corpse Fleet officer) gain 8 temporary Hit Points for 1 hour, then become temporarily immune to bolstering aura for 1 hour.

Special Attacks:

Lead Salvo [two-actions] The Corpse Fleet officer makes a ranged or melee Strike against a creature. Each undead within 100 feet of the officer can immediately use a reaction and expend ammunition from a ranged weapon they're wielding equal to its expend value to increase the damage of Lead Salvo by 1d4 void damage for each undead ally, to a maximum of an additional 4d4 void damage.

Tireless Flurry [one-action] The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.

Advocates

◆◆◆◇↺♥️☘️

Ivan recovers vitality to his network.
Vitality Network: 0+4 = 4/18 HP
He sends healing for Zaz that also strengthens mental faculty.
◆◆ Soothe (R1), 1d10 + 4 ⇒ (5) + 4 = 9 HP for Zaz, and a +2 status bonus to saves against mental effects for the duration.

He also sends the vitality he just replenished to Zaz, too.
◆ Transfer Vitality, 4 HP to Zaz

Vitality Network: 0/18 HP

___________________

Round 4
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1 Unfortunately, you are both out of range and don't have a line of sight to use Daze from your current position. I put a red box outlining the room, blocking your view. Go ahead and retake your turn.

Round 5
♥️ = HP ☘️ = hero point

Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Zaza: AC 20 ♥️ 31/50 ☘️ 1 healed 13 HP+2 status bonus to saves against mental effects for 1 minute.
Blue: Corpse Fleet Infantry: HP -30
Yellow: Corpse Fleet Infantry: HP -26
Red: Corpse Fleet Infantry: HP -26 and -3 more but still up
Orange: Corpse Fleet Officer: HP -0
Durt: AC 19 ♥️ 38/40 ☘️ 1
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Bold May act.
Map.
To move through the force field is greater difficult terrain. Making ranged attacks through the force fields reduces the weapons' range and damage in half.

Advocates

◆◆◆◇↺♥️☘️

that's a crit
Crit Damage : 1d8 + 2 ⇒ (6) + 2 = 8

Durt charges forward, and with a mighty swing, hits the Corpse Infenty so hard it should have left it on the ground in a pile of shattered bones, but something is keeping it together for a bit longer, perhaps the presence of the Corpsefleet Officer.

Round 4
♥️ = HP ☘️ = hero point

Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Zaza: AC 20 ♥️ 18/50 ☘️ 1 12 points of damage this round gained 1 ☘️ hero point
Blue: Corpse Fleet Infantry: HP -30
Yellow: Corpse Fleet Infantry: HP -26
Red: Corpse Fleet Infantry: HP -26 and -3 more but still up
Orange: Corpse Fleet Officer: HP -0
Durt: AC 19 ♥️ 38/40 ☘️ 1
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Bold May act.
Map.
To move through the force field is greater difficult terrain. Making ranged attacks through the force fields reduces the weapons' range and damage in half.

Advocates

◆◆◆◇↺♥️☘️

botting for Zara

◆ stride
Melee [one-action] battleglove +7 [+3/-1] (agileanalogfree-hand), Damage 1d4+2 bludgeoning
◆ Melee strike hammer at red
battleglove: 1d20 + 6 ⇒ (12) + 6 = 18
Damage bludgeoning: 1d8 + 1 ⇒ (2) + 1 = 3

◆ Melee strike hammer at red
battleglove: 1d20 + 6 - 5 ⇒ (17) + 6 - 5 = 18
Damage bludgeoning: 1d8 + 1 ⇒ (8) + 1 = 9

Both attacks hit for 12 points of damage on red

___________________________

Red strikes back twice, then strides away.
◆ Melee strike battleglove
battleglove: 1d20 + 7 ⇒ (13) + 7 = 20
Damage bludgeoning: 1d4 + 2 ⇒ (1) + 2 = 3

◆ Melee strike battleglove
battleglove: 1d20 + 7 ⇒ (6) + 7 = 13
Damage bludgeoning: 1d4 + 2 ⇒ (2) + 2 = 4

◆ stride

One strike hits for 3 points of damage to Zara

The Corpse Fleet officer leads the troops in a slavo attack then strids back
◆◆Lead Salvo The Corpse Fleet officer makes a ranged or melee Strike against a creature. Each undead within 100 feet of the officer can immediately use a reaction and expend ammunition from a ranged weapon they're wielding equal to its expend value to increase the damage of Lead Salvo by 1d4 void damage for each undead ally
Ranged strike laser pistol
laser pistol: 1d20 + 12 ⇒ (13) + 12 = 25
Damage fire: 1d4 ⇒ 3
Damage void: 1d4 ⇒ 4
Salvo Damage void: 1d4 ⇒ 2

◆ stride

The strike + salvo hits for 9 more points of damage to Zara

____________________

Round 4
♥️ = HP ☘️ = hero point

Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Zaza: AC 20 ♥️ 18/50 ☘️ 1 12 points of damage this round gained 1 ☘️ hero point
Blue: Corpse Fleet Infantry: HP -30
Yellow: Corpse Fleet Infantry: HP -26
Red: Corpse Fleet Infantry: HP -12
Orange: Corpse Fleet Officer: HP -0
Durt: AC 19 ♥️ 38/40 ☘️ 1
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1

Bold May act.
Map.
To move through the force field is greater difficult terrain. Making ranged attacks through the force fields reduces the weapons' range and damage in half.

Advocates

◆◆◆◇↺♥️☘️

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Flaxoniz wrote:
GRIM*! Gaming Network wrote:


Flaxoniz, with Ivan's help, predicts the best path to avoid the next wave of asteroids. Then passes that info to Zaza to help wiht navigation.
avoids astroieds in round 4
aid pilot Zara +1 circumstance bouous
I critically failed the Aid check, so I believe that's -1 penalty instead

Thanks for pointing that out. First time I've seen a Mystic over 1st level in a game.