Vesk

Sigirijus "Nine Lives" Malumaje's page

94 posts. Alias of Harakani.


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Aw :(
I understand though.
On the plus side this seems like a good point to pause if there is a chance of picking up later.
I hope I wasn't slowing it too much.


Re augmented healing rules; good point, I had forgotten.
@Kip: I think we're just 'camping' for a bit so we can save time going back.
I'm happy to hit the bikes next.


the basic medkit allows a DC25, but is Trained only I believe.
There doesn't seem to be a limit as to how many people can be treated, and it only takes a minute. If anyone is trained we might as well give it a go.

Long term care seems harder, though the patches do give +10. Honestly, I'd save them for 'stablisation' rolls. 8 hours rest gives us 1HP + stamina back, I think that's the most we can hope for. We can wait 8 hours (hopefully the ants nest will die down) and then head back?


Sigirijus looks thoughtful "Makes sense. Hmmm. Their night vision is terrible, correct? I'd suggest we rest longer, get some energy. We're tired, but not so tired we can't post a watch in case they do have a way to find us. That motion sensor would be helpful as well..."


The captain lumbered forward and tucked the little Ysoki into the crook of his arm. "Rest as long as you want." he countermanded "I'll carry you. We're leaving before more of those things come. Everyone has thirty seconds to grab anything they need to and head off into the woods with me."
Can kip take a rest if being carried?


The Captains eyes glaze for a moment, then nictating membranes snap shut. A second later there is a flash of light as a the two robots line up and an arc of static spreads from tree to tree via the most conductive route.

Casting Haard, 5 ft raidus burst should get both. damage: 1d3 ⇒ 3 - reflex save to resist


"Kip!" roared the captain. "Over here. Behind the trunks!"
Even as he spoke the captain fumbled his claws through one of the plundered rifles' trigger guard, doing his best to aim and shoot a weapon made for small primates.
attack: 1d20 + 0 - 4 ⇒ (8) + 0 - 4 = 4


how high up, please?


"Agreed."The captain ordered "But keep the comms, kill the signal!"

Grabbing a rifle and ammunition the captain turned to walk backwards while firing at the drones - more as distraction than with any real chance of hitting.


Captain sighed. "Someone check the comms is now off and let's have this discussion"

after
"Alright Magnusson, can you tell if the transmission got through? If not, we have to assume there's incoming - strong incoming - right now. Take the weapons and gear, and let's back off."

The captain turns to Kip "Kip - did you hear what was said? There's a big difference between 'contact' and detailed tactical reports."


Kip/Fabian - I think that cadet's status says 'dead'?


full attack 1: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4 damage: 1d6 + 3 ⇒ (4) + 3 = 7
full attack 1: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18 damage: 1d6 + 3 ⇒ (4) + 3 = 7

"Kip?" the Captain called as he savaged the small azlanti that had damaged his crewmate. "You good?"


When the cadets started moving, so to did the captain.
Bursting from his hiding spot he rammed through the gates, cornered erratically and stabbed wildly at the first cadet he encountered.
The attack barely went through the tough material of the armour - but it did go through, and the venom found its way into the startled cadet.
attack with stinger: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d6 ⇒ 2 needs a save or an additional 2d6 damage
@Fabian: Did I have a conversation about getting this as snake teeth instead of a plan stinger? I meant to.


well, if they don't see us I'm more than happy for Sig to let Kip's plan go ahead instead. Seems a lot more interesting.


Ideally I'd like to stay hidden till the first pair pass, then 5ft to close and standard to attack. I think this is the position they are in when they spot us though, right?


I might be confused as well.
Hmmm - do the gates block charge? I know there is no standard-action-charge in starfinder.


that is why I said not 1st. Someone else attacks and ttracts attention - or they see us because no-one doies, I suppose.


not 1st!
The captain swore to himself as he saw the cadet's heads turn, the element of surprise lost. Desperate to close the gap he flicked the knife he'd been carrying through the air. It sank into the Cadet's shoulder and elicited a hiss of pain - but little else.
attack thrown: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d4 + 3 ⇒ (1) + 3 = 4


Do the cadets actually enter the cemetary, or just walk past?


The captain sighs. "Cemetary it is then. Give me a few minutes first."


"Wait - are you saying we just need the box? they just need the box?" the Captain asks.


"Drift it out? I like that. Were there more recordings? Maybe a map? Or maybe we could make one. What's the tonnage on that thing, anyway?"


Action 2
"I have news both good and bad the captain announced. The good news is that we think we know why the Azlanti are here. The bad news is there's likely to be more of them in the future."

He turns to his comrades and then back "That wreck isn't a gold mine - it's more valuable than that. There's a secret there, or there was. So long as anyone knows about it, this whole place is in danger. A resource too strong for you is a curse. There's also a question about how many people get told what the secret is, given the Azlanti may murder anyone who knows."

The captain drank some water, struggling with the glass formed for a flat human muzzle. "I see that long term, you either need a significant military presence, you need to remove the ship, you need to make the secret not-secret, or you need to destroy the wreck utterly. Some of these can be done while the Azlanti are here, some of these cannot."


The captain frowned. "Really? I mean, Drift, non-Drift. Still has the same tactical implications. If it was that much better they'd be using it, right?"

pause for discussion
"Alright. What now? I see we can make it look like we weren't here, leave quickly, or set a trap. I'm inclined towards option 1. We take the data, leave a crippled datapad here and head out. If they end up breaking Makelon they'll find the datapad and hopefully not kill him."


Action 2
"What can you tell us about Madelon? If we're going to need to guess a password or find a hidden safe, the more we know the better."
happy for this to be abstracted

Action 3
whoops - took too long, got pipped. Uh, I think this might work in the middle of Thyx's post? Otherwise discard it.
"Looks like a job for brute strength, eh?" Sigirijus coughs, swelling in his flight suit as he limbers up. "Let me have a go before you start the generator - a lot of these colonist jobs are cheap trash. I tend to agree with Robert around the booby-trapping on this one."
strength: 1d20 + 3 ⇒ (6) + 3 = 9 and fail
The captain sighs "No. That's a quality lock. Alright, have at it."


Action 2
"Good analysis all." Sigirijus approves. "So: increase the tempo to increase confusion. Hit and run tactics to prevent them from relaxing and convince them to 'hunker down'. Get the colonists to leave before the inevitable reprisal. Take advantage of our non-conventional skillsets."
"Are we of the opinion that we push, now, as hard as we can? Or that we take quiet missions until we can get the colonists away?"

action 3
whatever the group decides, but I suggest...
"So; cemetery, or administrator's house. If we have time, I'm thinking do the house first. We might be able to get information that allows us to better plan our strategy, and information is more valuable the earlier you get it. Reasonable?"
"in the meantime we should have the colonists pack a few days supplies, get ready to run. If the cemetery fight goes bad they may need to scatter - or better yet, fight."


Action 2
thanks, but I akready used the other feat
Sigirijus considered Thyx's words, and looked reluctantly to the armour. "No. No, not yet. Only advantage we have over the recruits is speed. I wear this, we lose that.

He considered [b]"Or is it? Can anyone think of something else we have they lack, apart from stunning good looks and a brilliant commander?"


Action 2
Sigirijus gave a big sigh as he looked down at the body. "My apologies, Cadet."
Careful not to leave any boot prints he braced the kid and pulled on an arm, wiggling it back and forward. "Can' even complain the boss gives me all the bad jobs." he groaned as he felt parts of the body come away. not sure how gory to make this

Action 3
The captain was subdued on his return.
When presented with the armour he attempted humour, though it fell flat. "Somehow I doubt that anyone's going to mistake me for a human cadet." Sigirijus huffed.
@Fabian: Sig doesn't get proficiency until next level - are we almost there or should I find a reason to delay a little.
"As for me, I plan on a bath. Or a shower. Something." the Captain peeled a scale off his face 'Great, stress shedding.'


The captain sighed. "If this is the first place they're going to look, then they'll see the spilled blood anyway. We'll need to make this look sufficiently horrific that colonists won't be suspected. Is anyone carrying any old trophies that might have been left in the body? Teeth? Claws?"

"Alright; any issues with this? We rip the body up. We leave. Once we're a bit out we send a transmission suggesting the cadet ran into something, ran back here from shelter and was ripped apart. We get the colonists to spread a story about something out in the woods they're scared of. Colonists aren't blamed, and with luck the cadets will get worried something is hunting humans." The Captain looked around "You can be honest, I'm looking for feedback."


Action 2
"Good thought. Hmm - do you think the Hobs could have wrestled the rifle, shot him by accident, and run? Do they use clubs?"


"Good thought Kip." Sigijus looked thoughtful. "I could probably rip him apart." he announced "What else would we need to make it look like wildlife?"

The captain cocked his head "Still going to leave a lot of evidence here though, won't it?"


Action 1
The captain cast his eyes over the list quickly.
does the list have
(A) healing supplies
(B) parts (especially for comms, spacecraft or vehicles)
(C) weapons or armour - I assume not
(D) foods
(E) poisons

"Magnusson. Look at this list, quick. See if you can use the parts on this to jury rig something useful."
"My guess is they've got supplies, but they plan to try to coerce the colony into behaving by taking delivery of essentials. Any other ideas?"

Action 2
"Who else knows you were here?" Sigirijus asks. "If they don't know that, he can just vanish. If they do... you're likely on the run."


when the construct decides to be the 'diplomacy guy'... ;P
The captains eyelids - all of them - snap back as his eyes pop in surprise. Adrenline surges and something... changes. Not in him, but in Thyx.
Cast Charming Veneer on Thyx, +1 Circumstance to Bluff.

Kamiya Opunui wrote:
Then she looked at Rendell, "How can I help with the manifest? Is there a reason we shouldn't provide them with one? Even a false one?"

The captain nodded, and hissed quietly. "Is there one? They're less likely to suspect something happened here if they have one."


Action 1
"That seems reasonable. In which case we might as well go now."
def 1 resolve to restore stamina. I guess 1 more to heal a hp
Action 2
Sigirjus stayed down, waving the others forward. Closing his eyes he opened his ears, doing his best to hear inside the room.
perception (blindsight, found, 60ft): 1d20 + 3 ⇒ (7) + 3 = 10


RE: Action 1. Sigirijus is amenable to persuasion - he's mostly trying to create a way for Kamiya to talk up the price.
"We have some excess guns. You may have little training, but an amateur with a gun is still more dangerous than an amateur without." He sighed - this was yet another reason why civilised races demanded their young undertake mandatory military training.

"How can we get the medical supplies from this 'doc'? Or better yet call him to serve?" Sigirijus demanded. "Only a fool commits injured troops, but I am not sure we have the time to wait for recovery."

Action 2
reminder that Sig's command style is to have a discussion, then announce the group will follow the OOC decision
"I think it likely that the missing patrols will cause a move to a higher alert status. They may send someone out after them, or they may turtle up. It is also possible - though unlikely given the lack of evidence - that this will make them strike out."
"Until they react we can take advantage of their current readiness status, but any obvious attack makes them more likely to decide to blame the colonists."
"My stealth training is elementary at best. Given my size it was always obvious I'd make a terrible scout. I'm a close-range tank, but at the moment I am injured and unarmoured. Tactically I'm close to useless. Does your colony have armour? Stealth gear?"


Action 1
The captain let Kamiya speak, all too aware of how intimidating his bulk could be. Better to be the stick, and let the Lashunta be the carrot.

Action 2
Sigirijus raised a hand, preparing to go 'mean captain' to Kamiya's 'nice diplomat' "I'm not convinced. We're sympathetic, of course" he threw a glance to Kamiya "But we are mercenaries, and this is a job where we have extreme danger, little support, and no prospect of getting paid. It would be much safer to just get a few well picked people out."


Action 1
"Blood rage?" Sigirijus shrugged "Vesk are prone to it, but most species have some form of instinct when combat starts up. 'Flight, Fight, Freeze or F...'" he caught himself "Something. No-one really talks about it, normally."
He nodded to Kip "Still, turned out to have been a jolly good idea, though I dare say we need to get you some better armour."

Action 3
'20 to 30? That's a big range. Is he trying to con us? No, wait, humans don't get taught basic scouting in school like civilised folk. It's just incompetence.'
"Alright. Here's the plan, then. We creep closer, keeping an eye out for patrols. We do a wide circle, and come at Fulson's wife's house from the back. If she's home we let Fulson make contact with us in the rear. If not we confirm her security systems."
Sigirjus looked around "We get better information from her before we plan further - though I like the idea of taking down their comms. If it goes bad, we run. If we get separated, use the comms to make contact, remember your codes. If they catch you, talk, but add a '1' prefix to any codes you give them."

"Any issues?" assuming not "Then let's move, in case the noise of the fight brings scouts."


The captain waved the others over and spoke quietly.

"All right." Sigirijus rumbled "We've got intel now. Time for opinions; do we run, tell the Pact what we've seen and hope they do something? Or do we try to free the prisoners, instigate a revolt and get these eggshells kicked off the planet?"
I'm assuming the vote ends up with staying

"Next; who sees a vulnerability we can tie into a plan?"


Action 1
Sigirjus looked to Kip "That was efficient, Kip. It was also risky." His head rotated a sixth on his neck "Was it a calculated risk, or blood-rage?"

Action 2
The large Vesk rumbled. "You sure there was just the three of them?" he asked, doubt in his voice "One squad? There were four in the last one."


Seeing Kip race into danger the Captain cursed, pushed himself to his feet and charged. There was no roar - simply a need to stop the cadet stepping back and shooting.
stand and move, get as close as possible. Flank if he can, but I'm not sure he can.


third time lucky
standard; full defence for +4 AC - should take him to 23 with all the modifiers? move; make the rifle go bang. This is not an attack, just a bluff. bluff: 1d20 + 9 ⇒ (19) + 9 = 28

Sigirijus grunted as his just-shot flesh hit the ground 'I really need armour. still, it worked. They paid attention to me, and not Kamiya. I need to keep their attention on me, though, so the others can take them down. Hmmm.'
Despite the pain Sigirjus wriggled, moving the loose soil and debris of the top layer of the forest to form makeshift bulwarks, using his clawed powerful legs to bury himself even lower in the ground. After a few seconds - long enough for the cadets to have decided he was dead - he grabbed the rifle by his side, pointing off into the mist and slightly up, and pulled the trigger.
'If they're green, they'll assume the noise means I've moved to snipe them. That should get them to keep their heads down.' Sigirijus did his best not to remember that he'd been hit twice already by these 'green' troops.


The captain took a deep breath, swore, then bolted through the clearing, battlecry on his jaws.
Rather than run into gunfire, he veered right at the last minute, throwing himself behind the dubious cover of the hillock that rose out of the mist.
double move: 10 W, 1 N. This should put have the island blocking LOS to 1 and 2 - 3 can shoot him and is exactly 30' away, so no concealment.


Action 1
"Well done Kip! A strong, form voice - that's the ticket! You'll be a captain yourself soon, if you keep this up."

Action 2
The captain was abrupt "Everyone find an ambush position.". Grabbing at the man to haul him to cover he asked further "How many of what are in pursuit?"
move: 'grab man' - not an actual grab, he can walk away. standard: find hiding spot


*Kip wrote:
Sorry for the delay. We recently got our 2 months notice, so we're going to be busy, and my brain is very distracted at the moment. Once we find a place I should be more focused.

Good luck! I hope it goes well.

"Hog-bars?" the captain asks dubiously "Should I try to scare them off?" A sharp look at Kip's wrestling "Looks like it might be hard to infiltrate with these guys around."


Action 1
Sigirijus turned up his muzzle at the armour "Alright Magnusson. Time is of the essence. Leave the bodies and the armour. Mark the location. We'll come back once we finish our mission." Sigirijus sighed and groaned "I'll carry the rifles and knives no-one else is using. I'm used to lugging around fifty kilos of armour, might as well be useful."
"Alright - injured get a short break while everyone else stands watch. Then we move out."

Action 2
"Ready but don't fire." Sigirijus commanded "Anyone know if these things are sentient? Kamiya, can you sense them? If so, you're the velvet glove."

Sigirijus stood up. And up. And up. Vesk posture tended to slumped heads and bowed shoulders, mostly because the Vesk head was heavy. That many spikes, and scales, and thick bones, and most of all teeth came with an evolutionary cost that precluded human style vertical bipedalism. As he rose he slow-triggered his inner suit, the flight suit's various air cushioning inflating slowly.

casting Charming Veneer

As he reached his full height some instinct triggered. A sense that what was could go many ways. In one of those ways...
Lightning discharged behind him, silhouetting him for a moment as thunder rumbled in the distance. His active flight suit started to discharge slightly, and the fog around the captain glowed.

He growled, and grunted once, doing his best to look intimidating without threatening.

intimidate+charming veneer: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 note: memorable coercer. Not sure if this is bullying so much as 'you really don't want to mess with us', but hopefully it applies.

memorable coercer wrote:
Benefit: You gain a +1 insight bonus to Intimidate checks. In addition, when you successfully use Intimidate to bully an opponent, the target must attempt a Will saving throw once the intimidation wears off. The DC is equal to 10 + your number of ranks in Intimidate. If the target fails this save, their attitude toward you becomes indifferent and they won’t report you to any authorities.
charming veneer wrote:

Classes Witchwarper 0

School illusion
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration 10 minutes
Saving Throw none; Spell Resistance no
Description
You pull gossamer threads from other, more genteel realities and wrap the target in them, smoothing the edges of their personality and accentuating their charms. The target gains a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature affected by this spell can attempt a Diplomacy check to gather information in only 10 minutes. Once any individual under the effects of a charming veneer spell you cast has used this benefit to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours.


Sigirijus groaned "Cadets? I nearly died to cadets? I know I didn't have my armour, but..."

"Kip - you might have saved me with that injection. I think we should look at buying a stash of whatever you used once we actually make some profit."

Pushing himself to his feet he continued. "Well, looks like I'll have a chance to show you why I'm a frontline fighter. Magnusson - check the weapons for security, then hand them out."

He looked around "Kamiya, Kip - check these cadets for anything we can use. If we're lucky - and my own experiences holds out - one of them will have been drafting a letter back to mum and dad over the last few days and we might get an idea of what's happening."

"Thyx, you and I need to find somewhere to bury them." Sigirijus growled "Can't burn them here." fine if people object - I suspect Robert will!

He looked over to Thyx "Can we see if these kids haven't reported back? I'm tempted to suggest we go back to the ship, use the medbay, maybe try to scavenge some armour plates and try again rather than push on with two wounded. On the other hand, if they know a patrol has gone down they might well send more forces out this way." he looked to his crew "Thoughts?"


The captain groaned, and dragged himself after Kip.
Move: crawl W. IF CADET NOT DEAD THEN Standard: cast Hazard
reflex save or damage: 1d3 ⇒ 3 electric damage

The cadet dodged, desperately avoiding Robert's pistol and Kip's knife. Her foot stumbled into a small, wet depression, and she raised her rifle to the sky to keep her balance as she fell backwards. if fail Suddenly the static in the air grounded through her.


The captain coughed, and wished he hadn't. 'My lung? That's bad. That's [I]real bad. Too used to heavy armor... but I need to finish this now."[/b]

assuming Kip kills the cadet, move to the cadet, swift to drop, standard to get weapon. Might be time to give 'ranged' a go.
Sigirijus looked at his opponent through a narrowing tunnel - then saw Kip appear out of nowhere and take the cadet down.
"Good... work... Kip..." he bubbled, sinking to the ground and snatching at the cadet's weapon. "Just need ... catch my... breath..."
if the cadet is still standing post-Kip
no free 5 ft step in starfinder, so it'll need to be move (S, E, E) and attack, swift to drop
Sigirijus looked at his opponent through a narrowing tunnel - then saw Kip appear out of nowhere.
"Good... work... Kip..." he bubbled, and somehow found the reserves to move to flank the enemy. Understandably distracted by trying to damn the tide of life leaving their body, the cadet was too slow to dodge, and the spur slammed into an eye with the full mass of the Vesks body behind it.
attack+flanking: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 spur (no poison): 1d6 + 3 ⇒ (5) + 3 = 8
sinking to the ground and searching for the cadet's weapon. "Just need ... catch my... breath..."


Move: S S S S E S Standard: Attack. Added flavour text - better than "close and attack and miss"
Sigirijus sprinted towards the furthest target, diving to the ground, rolling, and springing back up with his powerful tail - emerging out of the mists to snap at the face of the soldier, even while his venom spur lashed out.
The soldier simply took a step to the side, half-hiding behind the neighbouring tree.
attack: 1d20 + 3 ⇒ (5) + 3 = 8damage if hits: 1d6 + 3 ⇒ (3) + 3 = 6 never mind


sorry Fabian - how deep is the mist? I'm thinking of having Sigirijus go low and try to use it as concealment. Not sure how likely that is to work though.
Has Sigirijus now seen the soldiers?

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