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Stell Zee-Linn's page
254 posts. Alias of Clebsch73.
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Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
I wonder if we could get a GM to pick this campaign up. Since this is a SFS module, it should be straightforward to resume under a different GM. Should we post something in a recruitment thread?
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
I'll be glad to resume it if the GM can get back to us.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"All right, gunners, let's end this!" Stell announces on the comm and loads another torpedo, concentrating hard to get the sequence of commands right so the target lock is achieved.
torpedo, ship bonus: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
damage: 2d8 ⇒ (5, 3) = 8
"Oh for Weyden's sake! What am I doing wrong?"
That's my best gunnery roll so far this battle!
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell connects with the second torpedo and sends a command to reacquire the drone base. "Com'on, baby, fulfill your destiny!" Her finger resolutely hits the send command.
Reacquire Torpedo #2: 1d20 + 3 ⇒ (2) + 3 = 5
Again something went wrong. Stell grits her teeth and stifles a string of curses before redoubling her efforts to do something useful.
Third sub-5 d20 roll in a roll. Sorry.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell opens a channel to the first torpedo she fired, preparing to try to direct it at the drone base. "Hey there, fella. Let's see if we can't help you fulfill your destiny and strike a blow for the safety of the universe."
I'll make the post and the roll after seeing what the base does and if the first missile hits. While waiting, is it possible for her to take control of one of the missiles Iolas fired or can one only control missiles and torpedoes personally fired?
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell tries to hit the drone that is near the first nuclear missile with a torpedo to keep the missile from being destroyed, but finds her adjustments to the targeting program did not fix the problem.
Torpedo, computer bonus: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Damage: 2d8 ⇒ (7, 8) = 15
Stell gets into another run of low rolls.
"Dawn, take out that far drone before it takes out our missile."
Stell may try to guide one of the torpedoes toward the drone on her next turn.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell waits until the Calico Wanderer is just within the range of the torpedoes and sends one at the drone base.
Torpedo launcher, Computer Bonus: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Damage: 2d8 ⇒ (5, 5) = 10
Stell realizes the targeting system was out of adjustment. She hastily tries to recalibrate the coordinates for the enemy drone ship from the last scan and loads another torpedo.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"Iolas, concentrate our long range fire on the Drone Base. The sooner we take that out, the fewer mosquitoes we have to swat. I'll get to the torpedo launcher and fire it as well. Dawn, concentrate your fire on the drones. Wint, keep us pointing toward that drone base."
Stell heads for the torpedo launcher console and preps a missile to fire in round 2.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell figures there is no point taunting an AI and she trusts that Wint can manage the piloting tasks without her encouragement, so she says to whomever is at the tactical nuclear missile launcher, "Let's make this first tac nuke count. Your call on the target, but we might want to nuke the platform, in case there are more drones waiting to attack. I'll proceed to the torpedo launchers if it looks like we'll be able to use all our weapons."
Encourage using Diplomacy, DC 15: 1d20 + 7 ⇒ (18) + 7 = 25
Stell will move to the torpedo launchers by the start of next round.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
I didn't see the post describing the journey to Elytrio, as it posted after I had begun my previous post.
Stell uses the time on the journey to practice her synth violin and work on new compositions. She'll play a tune for the ysoki captain.
As the ship approaches Elytrio, Stell is anxiously peering at the instruments and immediately begins to work on the messages received.
Sense Motive, Skill Expertise: 1d20 + 5 + 1d6 ⇒ (19) + 5 + (6) = 30
Computers: 1d20 + 6 ⇒ (5) + 6 = 11
"Whoa!" Stell blurts out as the first message emerges. "Getting a seriously negative warning type vibe here!"
Once the ship comes into view, Stell calls out, "Battle stations!"
Seeing Thuldas use his aeon stone reminds Stell to get out the aeon stone picked up on the previous adventure. She sets it in motion around her head and feels slight change in her sense of smell. Probably doesn't matter, but would wearing the stone mean she is not breathing at all, or just that if she chooses to, she doesn't need to breath? It could be a problem if something is detectable by sense of smell.
Same assignments as before? Stell will start in the Captain's post, but will shift over to work science officer or gunnery (or any other post) as needed.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell uses 100 credits from the group share to buy a radiation badge. She will wear the badge unless someone else wants to wear it.
Stell has the incendiary grenades listed on the spreadsheet.
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Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Since I've heard no objections, I'm going to say that Stell got a radiation badge using the group shared fund, which goes down 100 credits to 653.5 credits. Stell will wear the badge, but it's available to whomever tends to be first into a room or area.
Stell smiles at Fitch's distractions. "Glad someone's got the patience to raise a new generation like that."
She says a Vercite proverb to see how the translator handles it. "Sunsuboj estas superitaj."
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"A radiation badge costs 100 credits. Someone in the group should have one. We can use party funds if no one has the creds to spend. It sounds an alarm if dangerous levels of radiation are detected."
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"And with you," Stell replies to the VC's blessing.
As the group is filing out, she suggests, "I'd recommend packing environmental clothing, just in case the environment holds some surprises. We've got some creds for serums of healing and the like. Do we have a medkit, spare batteries, lights?"
I see Dawn has a medkit. Perhaps we should spend some of the group share on a few serums of healing and maybe some medical supplies like sprayflesh and medpatches.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Before the meeting starts.
Stell waltzes in--literally, strumming a melody in 3/4 time on her violin, three-stepping to the beat--wearing new Freebooter armor. She has an armored jacket in light brown leather, matching sturdy knee-high boots, with pants that have built-in plates protecting her thighs and knees. She has her pistols on both hips and a shoulder holster with a third pistol. She also has the grenades from the last adventure hooked to various places on her person. She would look pretty formidable if she wasn't so short and with a teenager freckled face and slightly messed up red hair.
"I hope you all had a great week! Did you catch my new music releases? I sent you the links. I've gotten lots of great comments and I was even interviewed by Sch!tkxo Vilx'x themself, the music reviewer and vlogger who discovered the Tasko Pantarans!" They wanted to hear all about my Starfinder adventure. And I got this new armor and I wore it when I recorded a tune inspired by our last space battle with the pirates, called The Last PIrates at the Party. It's already trending on the charts--well 2314th, but considering how much music is available, that's pretty good!
Finally she pauses to breath.
In other small talk while waiting for the full crew to arrive:
"It wasn't all fun and games, just so you know. I came by the 'plex and took some enviro-learning modules. I passed my certification as an engineer and my first aid protocols. I don't have any kits yet, but if anyone needs any help with stuff, I can be more useful. I also studied some melee battle videos and learned to recognize weaknessses in the enemy tactics. So if we get into hand to hand, listen for me to point things out that you can take advantage of."
At the meeting:
"What kind of weapons did the defense system use? Did it send missiles up from the surface or send automated attack ships? What kind of environment is it--I mean I can see it looks like a desert, but that last planet had acidic sandstorms--so did they get any weather reports? Is it hot? Cold? Is there breathable atmosphere? What's the gravimetric on it?"
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Assuming we divide the cash 6 ways, as suggested above, Stell will sell her old second skin armor and purchase a set of Freebooter I armor. That will leave her with 30 credits. Her EAC and KAC will go up by 1.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
When part of a long running adventure path or campaign, I'm happy to divide usable items on a basis of who can get the best use of it for the party's benefit and divide the rest evenly.
One useful practice is to divide the available cash with an extra share that is for expenses that benefit the group, such as healing serums.
With 5 characters, 4508 divided 6 ways is 751, rounded, with 753.5 in the group account.
There's another way that factors in items kept for use that is good if you are worried players may resent one PC getting more goods to keep and use than others, but if no one is worried about that (I'm not), then let's just divide cash 6 ways. If Dawn or Wint don't have enough cash to get something important, just let the rest of us know and I'm sure we'll be willing to take lesser shares of cash to make that work.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Do the values at the top of the loot spreadsheet for each character include the 500 credits we just received?
Stell did eventually get the medicinal sedative. I've got her as having just 4 credits as of when we left for the last adventure. The list of income and spending is under the spoiler labeled Economics.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Iolas: Do you want to split the incendiary grenades? You and Stell are the only ones with grenades proficiency, I think.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell is leveled up.
BAB increased to +1
Reflex increases to +5
Will increases to +4
SP increase by 6 to 12
HP increase by 6 to 16
Skills +10 ranks
+1 rank in Athletics, Bluff, Computers, Engineering, Medicine, Perception, Profession, Sense Motive, Sleight of Hand, and Stealth. (Closer to Skill Monkey status)
New Envoy Improvisation: Get 'em. Allows her to designate an enemy against whom everyone gets a +1 morale bonus on attack rolls for the round.
I'll have to see if there is anything she can get with her credits. Might just save them for now. Might get some grenades.
Stell will take the ioun stone.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
I'll look over the loot and compare to what I've recorded on Stell's profile. Stell does not have any big purchase items on her wish list so far. Will level up soon.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
As Stell watches the pirates get their just reward, she wonders again where her parents might be. She doesn't feel much better for watching the pirates demise, but she offers a prayer to Weyden that perhaps this act of justice delivered might transfer some good to her parents wherever they may be.
On the way back to the station, she writes up notes on all the things that happened and saves it for the debriefing at the Starfinder complex.
Once back in civilization, she enjoys the chance to get back to the music scene and even contributes a tune she composed during the long journey when one of the night clubs has an open mike time on their stage.
It goes something like this.
Profession (musician): 1d20 + 7 ⇒ (10) + 7 = 17 for her performance at the night club.
Will work on leveling up over the weekend.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
I was asking about the Calico Wanderer. If we take eight people prisoner, would we be able to transport them and our crew back to Abasaom?

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
My mistake. It is a byproduct of having little time to post and not remembering information posted weeks in the past. I should look back to double check but lately, I've had so little time.
"Before we offer a chance to surrender, do we have space on our ship? If not and they want to surrender, we can board them, disable their radio, and leave them enough supplies to last until we can see if someone from Absalom wants to come out and save them. Maybe the Starfinders will want to send someone."
How do we determine how many people can occupy a ship? I don't see anything in the description linked to above that indicates crew and passenger capacity.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"Nice teamwork," Stell says over the ship com, as she puts the torpedo launcher in standby mode. She makes her way back to the bridge to look over the data on the ship, both the Calico Wanderer and the Lawblight.
"Let's do a scan to see what damage we did."
I'm presuming we can take 20 to get all the info available on the disabled ship. If something more than was stated above turns up, let us know.
Once all the information is available, Stell suggests a meeting in the bridge to decide the fate of the pirates. "I certainly would not lose any sleep if we just blasted them and let their remains become part of this cloud of space debris. They certainly deserve death, the real thing, that is, not whatever undead state they are in. But they may have valuables we could collect to help the Starfinders offset the cost of this mission. Anyone know what the Pact Worlds do with pirates who attack Pact World members? If there are not too many of them, we could take them prisoner and return them for trial."
Culture: 1d20 + 6 ⇒ (11) + 6 = 17
"Whatever we do, I don't think we should let them drift as they are now. They could survive forever and maybe eventually get rescued by some other pirate vessel come to look for them. They should not be allowed to continue their murdering ways."
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"Normally I'd say to show mercy, but these guys are already dead, so let's put them to bed for good," Stell says as Entiren maneuvers for the best shot. She loads another torpedo and waits for the best moment to shoot.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell runs down the steps to send a torpedo at the pirates and as Wint flies past, she gets the target lock alert and punches the fire button.
torpedo, computer bonus: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
damage: 2d8 ⇒ (3, 3) = 6

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell watches with admiration how well Wint and Thuldas are handling the pilot and engineering and science officer duties. "Holler if you need help in the bridge. I'm going to see if I can get off a shot with that torpedo launcher. Wish me luck!"
Stell hustles through the Wanderer to the torpedo launcher, straps herself in and loads a torpedo into the launch tube.
Assuming both Iolas and Stell can fire on the enemy, we should probably take the computer bonus to maximize chances of doing damage with our most damaging weapons.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
I considered moving the starship for Wint, but it quickly became apparent that I'd have to spend a lot of time reviewing the core rules and the house rules for movement to consider all the relevant options, and I don't really have the time tonight. I would suggest using the flyby stunt, which, if I understand it correctly, would allow us to use one of our forward arc guns and still attack with the turret gun as well, possibly ending in the enemy's aft arc.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell returns to the captain's chair to try to encourage a quick end to the battle, focusing on helping Iolas get off a better shot with the missiles.
"Com'on Iolas, let's put an end to these law breakers who took out our comrades!"
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Wow, I just barely survived a starship battle in another Starfinders campaign where 7 out of 8 rolls were sub-nat-10. Now were in that mode again. I hope I'm not a jinx.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell says, "Come on, sentients, let's show these pirate scum how space battles are won! I'm going to do a scan, to see what we're up against."
If this can be done retroactively in round two, that's when I would have acted had I had time to keep up with the game this week. If not, then she will do it at the appropriate phase during round 3.
Computers for Scan of enemy ship: 1d20 + 5 ⇒ (1) + 5 = 6
She will leave the computer bonuses for the pilot and gunners to use up.
"Huh? I'm getting a list of con artists and their favorite .... scams! That was supposed to be scan enemy ship, not scam them!"
If that failed during round 2, she'll try to same in round 3.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
I'm going to busy this afternoon, so if you're waiting on Stell t act, 'bot her as needed. After the first round, she'll encourage anyone who might need a high roll (pilot or gunners) or if she can do something useful at one of the other stations, she will shift to science officer or gunner.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Due to an unexpected meeting today at work, I'll not have time to post until late this evening, if then. We also may have issues with power outages associated with Hurricane (Tropical Storm?) Michael passing through Virginia this evening. Sorry for the delay. 'Bot me as needed to keep things moving.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell calls out, "Battle stations!" and then settles into the captain's chair and fires up the radio.
During the enemy ship's helm phase:
"Ahoy, me mateys!" she calls out in her best overacted immitation of pirate speak from the Tri-D movies. "We've been expecting you. We've prepared some special treats for you in revenge for what you did to our friends. Try to keep up, ye scurvy devil dog pets o' space goblins!"
[Taunt action
Bluff, expertise: 1d20 + 7 + 1d6 ⇒ (8) + 7 + (6) = 21
That should work if they are Tier 4 or less.
Duration: 1d4 ⇒ 1
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Take your time and get healthy. Hope you feel better soon.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell enlarges the 3D holographic display of the debris Thuldas provides and watches for those that pose a threat. She calls out positions and recommends headings to avoid what she spots, leaving Wint free to focus on making the ship get through the immediate obstacles. She gives encouraging comments as threats are avoided.
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
"That's it. It's just like dancing a waltz around a ballroom floor. I'll bet you'd make an aces dancer!"
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
I will be camping this weekend and not posting until Sunday. 'Bot me if needed.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"Wow!" Stell exclaims as the contents of the pouch are revealed. "There is obviously much more to these little scavengers than meets the eye. We definitely need to recommend the Society return to explore this world. There seems to be sentient beings here."
As Thuldas performs his religious act of storytelling, Stell pulls out her violin and improvises some music inspired by the planet and their discoveries. If Thuldas has any requests, she'll attempt to play them to help his state of mind. With Thuldas' permission, she takes a picture of the story art, as well as some pictures of the wrecked ship, the memorials left at the burial site, and of the landscape itself (and a few selfies, including a posed shot with the camera on a rock of Stell and the others in front of the wrecked ship.
"Before we leave, do you suppose we should check out the body of that thing that attacked us? We should at least photograph it and maybe preserve a portion of it for Starfinder to chronicle. Also, is anyone still wounded from before? I've got serums of healing if so. We should be tip top for the flight off this world."
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"Explore, Report, Cooperate. The Starfinder code does not include Fricassee ," Stell says with a smile to Wint.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
If comm units have simple cameras, Stell will try to get video of the creature. If anyone moves to harm it, she will object. "Let's document it and report to the Starfinders for future study. There must be much more on this planet than dust and rock, but we don't have the resources to explore it properly. Besides, whoever attacked our crew may still be out there. We need to get back."
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Just a heads up: I'm in Richmond, VA, which may be affected by Hurricane Florence. I will mostly be hunkering down and so as long as power doesn't go out, I should be posting as usual. But if I don't post, it may be due to power outages. We are on high ground so flooding won't be a concern unless we have to get somewhere by car.
I hope everyone else is out of harm's way.

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell suggests we bury the dead and bring back the personal effects that we can locate for next of kin.
Stell offers to do rock-leaf-knife with Iolas to see who gets the Aeon stone. Stell is not too worried about being caught out in a vacuum, not as long as she has her second skin intact, but insurance is not a bad idea. Mostly she thinks it would look cool to have a pretty gemstone orbiting her head.
Stell joins the others in trying to figure out the creatures with the lenses. She looks for tracks that might indicate where it came from or other creatures like it nearby. She'll ask it what it is doing in all the languages she knows, although she doesn't expect languages from a completely different part of the galaxy to register. She tries pantomime, offers food, water, and shows it the aeon stone to try to distract it and get it to communicate.
Aid Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
"Are we sure these cut out bits of metal are evidence of survivors? The ship appears to have been shot down, which suggests that the ship that attacked may have sent a crew down to scavenge for loot. Would these holes provide access to something valuable?"

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Piloting: 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Stell approaches the ship cautiously, with her pistol drawn and her newly acquired spotlight in her other hand. She illuminates every dark corner of the wreck while pointing her pistol in the same direction. She wanted to be sure nothing is overlooked, although this is mostly for her own satisfaction, since she knows the others can see about as well without her light as she can with it.
She pokes through the skreebara nest to see if anything of value was there. She does her best to search the bodies for ID and anything else of value, including things that surviving relatives might wish returned. Perception: 1d20 + 4 ⇒ (3) + 4 = 7
While the data scrolls by about the various planets and other exotic locations explored, Stell's eyes get misty imagining the excitement of visiting all those places, seeing them for the first time, the discoveries, the riddles and mysteries.
Once Thuldas indicates evidence of survivors, Stell snaps from her reverie and is anxious to help locate them.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell joins the others and prepares to approach the crash site. "I hope we don't encounter any more of the local fauna inside the ship. Do you suppose anyone might still be alive?"
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell keeps her pistol pointed at the creature after it falls to the sands, daring it to quiver. When it seems dead, she holsters her gun and calls out, "Great teamwork everybody! I've got a few spare serums of healing if anyone needs them. We should rest and be ready as we can be when we get to the ship."
She finds a high spot with a good vantage point and keeps watch while the wounded rest and recover. While she is doing this, she replaces the rounds she fired with bullets from her pack.
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Seeing Thuldas' technomagial attack, Stell yells gleefully, "Hey, Skreebreath! If ya can't stand the heat, get the heck away from the Starfinders!"
She continues to fire slugs at the beast.
semi-auto pistol, range 30, Full attack: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
small arms round damage: 1d6 ⇒ 6
semi-auto pistol, range 30, Full attack: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
small arms round damage: 1d6 ⇒ 3
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Stell takes aim with her pistol and squeezes off two quick shots. "Go away!"
semi-auto pistol, range < 30, full attack: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
small arms round damage: 1d6 ⇒ 1
semi-auto pistol, range < 30, full attack: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
small arms round damage: 1d6 ⇒ 6
Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
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