Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
"Well, ma'am, most of the natives were peaceful, friendly, intelligent, and did not appear to be technologically advanced. A religious deviant wasn't friendly. The deviant worshipped a Besmara's whelp, that we had to kill in order to reach the surface. Somehow the deviant and the friendly natives were aware of our space combat and identified us with our ship after we landed. The world is subject to powerful storms of long duration. The Abadarcorp outpost was indeed long deserted without a sign of any survivors or offworld inhabitants after the evacuation. The religious deviant had adopted the outpost as their abode, but apparently did not interact with the equipment left behind. We recovered data from the outpost computers and can submit that. Just give me a net address to post it to. I can also post systems and sensor data of the ship combat if you like."
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Twilight with a near-maximum magic missle for the win! Little looks down at the armored alien, and considers what they've found so far. "These people sure believe in a strong defence." He considers switching to this obviously more protective armor, but after lifting an arm of it, realizes that he'd barely be able to move inside it. So much heavy armor and weaponry as loot. He looks around the room and examines the abandoned locker. "What's this -- A hidden compartment? -- With more grenades and a machine gun." Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
"Pretty sure you're confused, dude. Gods can take care of themselves." Little snatches up his rifle that he'd leant against the computer console and levels it at the alien. Move action to draw weapon. Ready an action to fire if the alien does. Readied attack: plasma bolter, tactical v EAC : 1d20 + 4 ⇒ (11) + 4 = 15 ... damage: 1d10 ⇒ 4 (E&F; 40'; critical -; Unwieldy)
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Pretty nice heavy armor for this level. Little is proficient, but this would put him way over his carrying capacity. I'll bet those fire bombs come in handy if lufti scoops them up. Little follows his rifle through the storeroom and onward. to C7 In the computer roomLittle looks around, then steps through the doorway. "Let's see if there's any life left in these." Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Would those prints be from the creatures we just killed? Where do they go? Little steps over the faintly smoking carcass, and into the room. "We've started this way. Onward?" Off to C8 by way of C2.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
One target eliminated, Little designates Nancy's assailant as his new target. He'd like to follow Mech-Ro-Nancy's lead and open up some space, but Lufti and Glimmer are in the way. It's awkward, and he's leaving himself open, but he keeps the rifle leveled and fires again. Move action- designate target red
Could have done with without risking the AoO.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Ninja'd by minutes! Sorry, couldn't break away to post last night. Little leans toward Lufti to get a better look. "A little more room, Luf."
Probably some sort of cover applies.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
"Looks like they moved something big through here. Or wanted to dance." Little moves to the next
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
I should have thought of Engineering to remove the rubble. I can still help with that. Engineering aid: 1d20 + 11 ⇒ (16) + 11 = 27 Little finds a broken beam that he uses as a lever to help lift and shift the rubble.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Thought I posted last night. Must have gotten eaten. Apologies. Athletics, crossing bridge: 1d20 + 4 ⇒ (12) + 4 = 16 Little moves forward to check it out. "Seems to be clinging to life. What do we do?" If it was a damaged robot, LIttle could do something, but he's useless here.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
FOrt save: 1d20 + 5 ⇒ (18) + 5 = 23 ha! Can I bank that roll and take the damage? :-) Little surveys the scene. "The smart move would be to wait the storm out."
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Little nods at the aliens and asks the more socially adept members of the team, "When they say firedwellers, do they mean someone who actually lives in fire?"
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Back and catching up. Little watches the interchanges with interest. First contact scenarios are not his expertise. Had it been long lost computers or mechs he'd have been right at it. The natives don't seem hostile; friendly, even. He leans his rifle against a wall, then leans himself against it too.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Little is impressed. "Those dudes must have really good eyesight to have seen that fight." He keeps to the back of the group, especially when faced with purple food.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Mech-Ro-Nancy wrote:
"We could nudge it into the atmosphere. That'll recycle it in the long term."
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Mech-Ro-Nancy wrote:
"It's too big to bring with us on the descent, or even a Drift jump. It's going nowhere. We can try to think about it after the mission, or you can EVA over there and grab a piece. "
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Columbia , a sad day indeed. "Nice shooting! Let me put this baby down, and we'll see what's on the surface." ... On the surface
"Do we have any first contact experts? What's the protocol here?"
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Piloting Initiative ; ship : 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Little tries a little side-slip that he used to use gravity surfacing in the Diaspora. It seems to throw the Whelp off. "Sucker! I can put it in any firing arc you want! " SOrry, I missed the initiative roll yesterday. Looks like I won this round. It goes first. Like Little said, he can probably drive the ship so we end up with any weapons we like pointed at it. Can't guarantee which of its arcs we end up in.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Piloting Initiative ; ship : 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
"It's not moving very fast now, or smart. Blast it guys." It only closed the range to 5 last turn. I propose a wide turn to bring it into the right arc next round, and Mech-Ro or Twilight switch to gunner.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
"It's closing too fast. We can't outrun it. But naybe I can fake it out. Hang on!" Little throws the ship into a series of quick zig-zags hoping the creature can't maneuver as well as the Pegasus. Piloting Evade stunt v DC 13 ; ship : 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 Moved whelp down 10 spaces instead of moving us up. Evade: The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1.5 × your starship’s tier). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Piloting: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
"It thinks, we're edible. I'm going to turn away and try to outrun it." Crew Actions:
Captain Actions Source Starfinder Core Rulebook pg. 322 As a captain, you can take any of the following actions, depending on your character level, during any phase of combat. Demand (Any Phase) You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself. Encourage (Any Phase) You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself. Taunt (Any Phase, Push) You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat. Orders (Any Phase, Push) At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 15 + 1-1/2 × your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders. Moving Speech (Any Phase) At 12th level, you can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful Diplomacy check (DC = 20 + 1-1/2 × your starship’s tier). For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions. Engineer Actions Source Starfinder Core Rulebook pg. 323 As an engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many engineers are on a starship. Divert (Engineering Phase) You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296), up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit. Hold It Together (Engineering Phase) You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core. Patch (Engineering Phase) You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core. Critical Damage Condition Actions to Patch DC
1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
Rounds and Phases: Source Starfinder Core Rulebook pg. 317 Like combat between characters, starship combat occurs over a number of rounds until one side flees, surrenders, or is otherwise defeated. Unlike rounds in combat between characters, a round of starship combat doesn’t correlate to a specific amount of time. Each round of starship combat is divided up into three phases, resolved in order. Each character aboard a starship typically acts in only one of these phases, depending on her role on the starship. 1. Engineering The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order. 2. Helm Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first. As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications. Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
+4 gunnery may be as good as we've got. Do we have a pilot? If no one else can pilot, Little will slide into the pilot's station. "Everybody hold on. I didn't get the internal inertial compensators fully recalibrated, so you're gonna feel some G." [ooc] If we have a pilot :
[spoiler= Rolls, as needed]
Engineering, add speed: 1d20 + 11 ⇒ (16) + 11 = 27
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Hearing a change in the crew's rhythms, Little wakes up and wipes the sleep from his eyes. He'd been up late the night before reassembling some power relays. "What's going on?" Little's shipboard skills are :Computers +12, Engineering +11, Piloting +6. Gunnery +4 after I update him for the dex upgrade. If Twilight's on Science, Engineering is Little's next best, but he'd love to fly the boat. He's a team player so he'll go where he's most useful.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
"I like Mech-Ro-Nancy's idea of someone hiding the information. It's like a spy or mystery novel. But even if it's just the file got lost, this is a great mission. We've got our own ship and we might find some cool stuff. " GM Qstor, before we go I'd like to buy Little a mk 1 personal upgrade to dex for 1400, and another spare battery (60).
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
A straggly, nearly emaciated looking verthani, slouches in a chair. Long limbs of his 7' frame sprawl out of the chair. Black eyes bulge from a face covered with a slowly changing pattern of colors. He wears tight-fitting armour festooned with small tools hanging like fetishes from loops sewn into the armour. More tools protrude from pockets, and no doubt more are in his large backpack. The impression of an enthusiastic but disorganized mechanic is altered somewhat by the rifle that is also strapped to the pack. He waves his left hand with a faint pneumatic hiss, to point at the holodisplay. "So we fly there and scope it out?"
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Gifts Ungiven Anock was huge fun. I'd gladly play with her again. That goes for everyone else too. This was a nice group, a fun group.
And thanks to our gracious DM. Hats off to you once again, sir.
Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Sorry, busy weekend. Little will take some time to explain basic system safety concepts to the goblins, starting with, "When you are on a long mission in space, the ship's systems can't break down or you might never get home. ......" engineering: 1d20 + 11 ⇒ (17) + 11 = 28 At the party, Little finds a seat against the wall and watches the flow. He's genuinely surprised by Ziggie's reaction, and enjoys Radaszam's obvious discomfiture. But he is most happy to see Palivhar looking fit and recovered. Day job -- maintenance, tool kit : 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26 |
