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Part I: Punching the Clock


Maester1216

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spacer.png Jin & Whiskey

HP: 10/10 | 10/10
Stamina: 9/9
Resolve: 4/4
EAC/KAC: 14/15 | 14/14

Jin SavesFort +5
Ref +5
Will +2
| Whiskey SavesFort +0
Ref +5
Will -1
spacer.png


"Goblins behind us!" Jin calls out. He draws his gun, but he's hesitant... he doesn't want civilians to get caught up in this nonsense.

Edited by Eagleheart (see edit history)
Name
Jinitiative
4
1d20+3 1
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token_1(1).png.47172e8386c7103696175dce72d501df.pngRaenala Zeizerer - Drow - Envoy 1

HP: 10/10 | SP: 8/8 | EAC: 15 | KAC: 15 | FORT: +2 | REF: +6 | WILL: +4 | INITIATIVE: +4

PRIMARY WEAPON: Zeizerer Munitions' Azimuth Laser Pistol - 1d4F - 24/24


 

A single strap of leather, secured with a button, was all that had held Raenala's pistol within its holster. Her heart jolted, as the hurried movements of her companions all blurred into one chaotic action. The button popped at it's release. She held the laser pistol in her hand, fully now. Finger pressed against the underside of the barrel. Her other hand clutched onto the secured crates for balance as the rig roared into action beneath Akari's quick movements.

 

"Robot then goblins, stay by the rig!"

 

 

Edited by Gilda (see edit history)
Name
Initiative
12
1d20+4 8
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8syf8g2b.png.edf2e02a628e1f9907968396b5cf1f5a.pngDavir Karst  Cargomaster


"Ye deceitful contraption!", the man replies as the robot stares with vicious eyes. "Playin' with ma tender heart!", he roars at it, a tank still in his hand.

 


Stats

 

Actions

 

 

Name
Initiative
7
1d20+3 4
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Duncan

DuncanHeadshot.png.be46700f7539b79f5a8862e355a5beb8.png

The action is kicking off and Duncan feels that old familiar kick of adrenaline that he used to get from Pyramid and craved to this day. He whooped as he drew out his hammer and continued his run at the robot.

 

 

OOC and Actions

Duncan-------------------------
HP: 11 / 11 EAC: 14 Fort: +5
SP: 11 / 11 KAC: 15 Ref: +4
Res: 3 / 3 Init: +8 Will: +4


===== Reactions =====


===== Actions =====

 

Ongoing Effects and Daily Use Things

Ongoing Effects:

Remaining Resources:
 

 
Name
Initiative
10
1d20+8 2
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Posted (edited)

The junkbot's eyes glow a menacing red as she rears up as though about to roar before the charging Duncan and cautious Davir, exposing it's metallic chest before the two...

Including the petroleum canister nestled firmly in its midriff. And the tubes connecting it to her throat.

Ah slag.

The junkbot let's out a gout of flame at Duncan and Davir!

All hells have broken loose at the intersection. Akari manage to keep the Goblins off the back of the truck with a quick burst of speed, but a trailer as long as theirs left little room to maneuver. With a burst of a speed from their junkcycles, two of the Goblins give chase and manage to reach the side of the trailer.

OOC

Okay, here's the Initiative Order for reference.

Space Goblin #3: 21

Akari: 20

Junkbot: 18

Raenala: 12

Space Goblin #1: 12

Space Goblin #2: 12

Duncan: 10

Davir: 7

Jin: 4


- Space Goblin #3 is going to spend a Full Action to close the distance to the back of the rig.

- Junkbot's gonna be making an Attack with her Breath Weapon on Duncan and Davir! This is a 15 foot cone that deals 2D8 fire damage, Half Damage on a successful DC 10 Reflex Save. So I'm gonna need rolls from you two.

-Unfortunately for Davir, he's holding a gas canister when this happens. These things explode if they take any sort of damage, so that's 1D6 Fire Damage within a 5 Foot area around him. However, a DC 11 Reflex Save from the two of you will reduce this to half damage as well.

- With the Cargo Rig moved away, Goblins 1 and 2 are gonna make Piloting checks to move their junkcycles at full speed towards the rig. The success on their roll's gonna manage to put them along the side of the trailer.


- For reference, with the Hover Trailer connected to the Cargo Rig, the Rig's Piloting Modifiers are doubled, so that would imposed a -2 to Akari's roll. Even still the roll succeeds, so Akari can move the rig up to it's Full Speed (450 ft). Traffic's thick enough that you're best range'll be about 85 feet, but you can at least put some distance between you and the Goblins.

- This constitutes the Race action however, which is a Full Action. That would mean Akari's unfortunately done for this turn.

- Given the sudden burst of speed from the Rig, I'm gonna roll a quick DC 10 Acrobatics check for Raenala to see if she maintains her balance. Success here means she's still standing.

- And with that, I turn the board over to y'all!

Edited by Maester1216 (see edit history)
Name
Junkbot Fire Damage
4
2d8 2,2
Gas Canister Damage
1
1d6 1
Space Goblin 1 & 2 Piloting Checks (TN 11)
16; 16
1d20+3;1d20+3 [13]; [13,13]
Raenala Acrobatics: DC 10
12
1d20+8 4
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Duncan

DuncanHeadshot.png.be46700f7539b79f5a8862e355a5beb8.png

The charging Duncan raises his arms instinctively, blocking his face. He jukes at the last moment, a move reminiscent of his athletic days, and one that ultimate saves him from the worst of the firey explosions all around him. Once the flames have washed over the big man, he drops his hammer low and swings it up, attempting to smash into the junkbot in a fierce uppercut.

 

 

OOC and Actions

Duncan-------------------------
HP: 11 / 11 EAC: 14 Fort: +5
SP: 8 / 11 KAC: 15 Ref: +4
Res: 3 / 3 Init: +8 Will: +4


===== Reactions =====


===== Actions =====

Move

Assault Hammer attack.

Ongoing Effects and Daily Use Things

Ongoing Effects:

Remaining Resources:
 

 
Edited by Whitehart09 (see edit history)
Name
Breath Weapon
15
1d20+4 11
Gas Canister
13
1d20+4 9
Assault Hammer attack
11
1d20+4 7
Assault Hammer damage (If applicable)
5
1d6+2 3
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token_1(1).png.47172e8386c7103696175dce72d501df.pngRaenala Zeizerer - Drow - Envoy 1

HP: 10/10 | SP: 8/8 | EAC: 15 | KAC: 15 | FORT: +2 | REF: +6 | WILL: +4 | INITIATIVE: +4

PRIMARY WEAPON: Zeizerer Munitions' Azimuth Laser Pistol - 1d4F - 23/24


 

The hectic fervor had spilled over into the chaotic mess of battle. Raenala lurched forward, hunched, as Akari maneuvered the rig. She wasn't known for her aim, but that didn't stop her from squeezing the trigger, pistol leveled towards the robot, who stood at the center of a wake of lingering flames. Around her swarmed the goblins. Threatening the cargo from beneath her very grasp.

 

 

Edited by Gilda (see edit history)
Name
Acrobatics VS DC 10
21
1d20+8 13
Laser Pistol Against Robot
13
1d20+4 9
Fire Daamge
1
1d4 1
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8syf8g2b.png.edf2e02a628e1f9907968396b5cf1f5a.pngDavir Karst  Cargomaster


Doing his best to throw the tank as the surprise of the goblins' cunning plan unveils, Davir grins under his singed eyebrows. "We're fightin' fire with fire, ain't we?!", he shouts, as his hand darts out of the flames, holding a curved ray of solid crimson light. The rays flicker onto his skin, solar flares the size of hairs flickering around the fire. "Attacks on me I can fergive, but not on ma trustin' nature!"

 


Stats

I think that's 2 fire and 1 non-lethal fire? Not sure how the halved one works in Starfinder.
 

Actions

Actions are Move-and-draw and Strike with my Soulfire Solar Weapon, damage is energy, but targeting KAC.

 

Edited by Zaathun (see edit history)
Name
Reflex 1
15
1d20+3 12
Reflex 2
22
1d20+3 19
Move, Stellar Mode (Photon), Materialise Weapon, Strike
23
1d20+5 18
Damage
12
1d6+5+3+1 3
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spacer.png Jin & Whiskey

HP: 10/10 | 10/10
Stamina: 9/9
Resolve: 4/4
EAC/KAC: 14/15 | 14/14

Jin Saves | Whiskey Saves
spacer.png


WIP
 

Actions

Standard Action: Shoot at nearest enemy

Move Action: command Whiskey to move and shoot

Edited by Eagleheart (see edit history)
Name
Jin shot; fire damage
13; 1
1d20+4;1d4 [9]; [9,1]
Whiskey shot; piercing damage
16; 5
1d20+4;1d6 [12]; [12,5]
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Posted (edited)

Panic and bedlam wrack the streets as people try to get out of the line of fire. The Qabarati don't expect much on their daily commutes, but least of all a gunfight!

The gout of flame does little more than singe Duncan and Davir, a fact the junkbot seems cognizant enough to register. It manages to sidestep the brunt of Duncan's attack, his hammer managing little more than scrapping its chassis for the time being. Even still, its narrowed gaze is indication enough of its thoughts on such effrontery.

Davir's attack proves more fruitful however, with his speed and strength putting a deep gash across its midriff. The indignance on the junkbot's face is only compounded when Raenala's potshot manages to strike it in the shoulder. It throws a wild haymaker in its rage, which unfortunately connects solidly with the Cargomaster's head.

The goblins have begun to reconvene along the side of the cargo rig, where their plan at last reveals itself; with dogslicer in hand, one of the Goblin's stands up in his junkcycle's seat... and begins cutting away at the fastening around the crates!

One of the Goblins isn't so lucky however. Battered by Whiskey's barrage of bullets, a hit from Jin's laser pistol to his center mass sends his body sprawling back onto the road. Black blood rapidly pools around him.

OOC

Space Goblin #3: 21

Akari: 20

Junkbot: 18

Raenala: 12

Space Goblin #1: 12

Space Goblin #2: 12

Duncan: 10

Davir: 7

Jin: 4


- Good rolls from Duncan and Davir! Fractions round down on damage so nothing from the canister, so you both just take 2 Fire Damage.

- Unfortunately Duncan's attack against the Junkbot will miss. Raenala and Davir's attacks do hit however, for a total of 13 Damage (1 Fire, 12... Slashing I presume?) on the Junkbot.

- Space Goblin #1 would be the closet enemy to Jin's current position, and his and Whiskey's attacks will both hit, dropping the foe!


- Space Goblin #3 is a ways away from the action, so he's gonna take a Full Action to try and move his Junkcycle at full speed. That's gonna put him up along the side of the trailer.

- The Junkbot's gonna try and Slam Davir. Meets it beats it, so Davir takes 9 Bludgeoning Damage.

- Space Goblin #2 will also take a Full Action to transfer one of the crates of Yaro Berries from the Rig to its cycle. This can be interrupted of course should the rig be moved.


- So the Junkbot is currently engaged with Davir and Duncan in melee, putting those three at 40 feet south-east of the hauler (where Raenala, Jin, and Akari are).

- Space Goblin #3 is 35 feet south of the hauler.

- Space Goblin #2 is 40 feet south of the hauler.

- Whiskey is 25 feet south of the hauler.


I turn the action back over to y'all!

Edited by Maester1216 (see edit history)
Name
Space Goblin #3 Piloting Check: TN 11
17
1d20+2 15
Junkbot Slam
14
1d20+9 5
Slam Damage
9
1d6+5 4
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token_1(1).png.47172e8386c7103696175dce72d501df.pngRaenala Zeizerer - Drow - Envoy 1

HP: 10/10 | SP: 8/8 | EAC: 15 | KAC: 15 | FORT: +2 | REF: +6 | WILL: +4 | INITIATIVE: +4

PRIMARY WEAPON: Zeizerer Munitions' Azimuth Laser Pistol - 1d4F - 23/24


 

"$%^&!" The elven expletive cut harshly from Raenala's lips like an involuntary response. She raised her pistol towards them, and their greedy hands. Yet the trigger remained unpulled. She had heard the impact of plasteel against flesh. Davir had been hit hard, that much she was able to tell from the sound of the crunch. An incredibly keen piece of observation work on her part.

"Jin, Whiskey— Someone, shoot this thing!" Raenala barked over her commlink. She was running now, towards the selfsame goblin she had demanded violence upon. It was a hazardous mess on the back of the rig as she clambered over crates, risking her balance with every step should Akari kick the rig into further evasive action. Her voice turned into something more characteristic as a harsh guiding force. Conviction filled her every syllable. With that conviction came power. The power of morale, and the drive to push those around her to their absolute limit. "Davir, stop letting it hit you, you're too daft already!"

 

Action: Inspiring Boost (Davir recovers: 6 SP. Immune till 10 minute rest in which he spends resolve to recover SP)

Move: Stride towards the goblin committing full of action theft. Stopping adjacent to it.

 

 

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Akari Monduro

81f7cd52b4cd420be87aace2b425cd9d.jpg.4f74523b4b1206db8b209ea82d15c12a.jpg

Statblock

[b][url=/sheets/?id=2855926]Akari Monduro[/url][/b] [i]KASATHAS Operative NG[/i] [b]HP[/b] 10 / 10 [b]RES[/b] 5 / 5 [b]STAM[/b] 8 / 8 [b]Speed[/b] 30ft [b]Init[/b] 4 [b]KAC[/b] 16 [b]EAC[/b] 15 [b]Fort[/b] 4 [b]Ref[/b] 6 [b]Will[/b] 4 [b]CMB[/b] 24 [b]BAB[/b] 0 [b]Longsword[/b] 1 (1d8, -) [b]Laser Pistol[/b] 4 (1d4, Burn 1d4) [b]Str[/b] 13 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 15 (2) [b]Int[/b] 17 (3) [b]Cha[/b] 17 (3)
Akari Monduro KASATHAS Operative NG HP 10 / 10 RES 5 / 5 STAM 8 / 8 Speed 30ft Init 4 KAC 16 EAC 15 Fort 4 Ref 6 Will 4 CMB 24 BAB 0 Longsword 1 (1d8, -)
Laser Pistol 4 (1d4, Burn 1d4) Str 13 (1) Dex 18 (4) Con 14 (2) Wis 15 (2) Int 17 (3) Cha 17 (3)

 

Skills

Skill Name Modifier
Acrobatics +13
Athletics +8
Bluff +8
Computers +8
Culture +8
Diplomacy +3
Disguise +3
Engineering +8
Intimidate +8
Life Science +3
Medicine +3
Mysticism +2
Perception +7
Physical Science +3
Piloting +12
Profession +2
Sense Motive +7
Slight of Hand +9
Stealth +12
Survival +7

 

Equipment

GEAR:

Second Skin

Laser Pistol

Longsword

50ft Titanium Cable

Personal Comm Unit

Creature Companion (Ilskitt) Peeka

Tier II Computer (Self Charging, AI)

Industrial Backpack

Hygiene Kit

R2E 1 weeks rations

64 CR

Feats and Abilities

Feats: Great Fortitude

Racial Abilities: Nomad: +2 INT, +2 CHA, -2 WIS; Desert Stride; Four-Armed; Crew Member; +2 Piloting; Natural Grace +2 Athletics/Acrobatics

Operative Class Abilities: Operatives Edge +1; Specialization: Ghost; Trick Attack +1d4

Languages: Common, Kasatha, Vesk, Yoski, Azlanti

 

Akari continues to curse under his breath as he tries to maneuver tbeir vehicle to keep them from being robbed. He had noticed the one cycle get close and attempt to grab a bin of the beeries and he attemepts to foil that with some fancy driving. "Ok every one, its about to get bouncy in here."

Name
Piloting
31
1d20+12 19
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8syf8g2b.png.edf2e02a628e1f9907968396b5cf1f5a.pngDavir Karst  Cargomaster


"Still on course, Captain, that wasn't me pretty side!", Davir retorts after quickly realigning his jaw, wincing at the blow, as he begins lashing into the robot with ferocious, badly aimed swings. "I've got three more cheeks, botlet, come on!"

 


Stats

Borai - Solarian 1

HP: 13/13 | SP: 6/11 | EAC: 14 | KAC: 14 | FORT: +6 | REF: +3 | WILL: +2 | INITIATIVE: +3

PRIMARY WEAPON: Solar Weapon - 1d6+4+1+3 Slashing

Actions

Using the two attack option, because why not risk things.

 

Edited by Zaathun (see edit history)
Name
Attack 1, Full Attack
10
1d20+1 9
Attack 2, Full Attack
3
1d20+1 2
Damage 1
13
1d6+9 4
Damage 2
15
1d6+9 6
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spacer.png Jin & Whiskey

HP: 10/10 | 10/10
Stamina: 9/9
Resolve: 4/4
EAC/KAC: 14/15 | 14/14

Jin Saves | Whiskey Saves
spacer.png

Jin and Whiskey both focus fire on the thieving goblin, with Whiskey's bullet and Jin's laser blast firing almost simultaneously.
Edited by Eagleheart (see edit history)
Name
Jin
20; 1
1d20+4;1d4 [16]; [16,1]
Whiskey
16; 3
1d20+4;1d6 [12]; [12,3]
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Duncan

DuncanHeadshot.png.be46700f7539b79f5a8862e355a5beb8.png

Wincing as Davir takes the savage blow, Duncan reasserts himself to the bot, joining the cargomaster in a rush of blows.

 

 

OOC and Actions

Duncan-------------------------
HP: 11 / 11 EAC: 14 Fort: +5
SP: 8 / 11 KAC: 15 Ref: +4
Res: 3 / 3 Init: +8 Will: +4


===== Reactions =====


===== Actions =====

Full Attack

Ongoing Effects and Daily Use Things

Ongoing Effects:

Remaining Resources:
 

 
Name
Hammer Time 1
17
1d20 17
Hammer Damage
3
1d6+2 1
Hammer Time 2
15
1d20 15
Hammer Damage
8
1d6+2 6
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