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Starship Scenes

Songbird Sortie

Level 12 starship scene where PCs pilot agile Norikama prototypes in paired cockpits (pilot and gunner roles each) over Songbird Station. Victory requires 6 Drama Points earned via...

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Starship Description The Norikama prototypes chosen for the concert were designed for speed and agility. A matching pair are available, with comfortably nestled dual seats allowing room for a pilot and gunner to fly in tandem. They can be custom painted and personalized with insignia to spec. Available Roles 2 gunners, 2 pilots Starship Bonuses Performance +1, Piloting +2 AC 30 Fort 19 Ref 25 Shields 10 (regains 5 per round) HP 165 --- Ranged Two Actions (gunner, martial weapon) plasma cannon, Damage 3d10+5 fire plus 1d6 persistent electricity Ranged Two Actions (gunner, simple weapon) missile pod, Damage 3d10+8 fire Evacuate the Dance Floor Two Actions (any) Attempt a DC 31 Diplomacy, Intimidation, or Performance check to order the crowd to flee. Critical Success The crowd evacuates. Ignore the penalty from Panic at the Concert! The Swarm invaders spend their first three rounds failing to find victims, until the PCs intervene. Success The crowd mostly evacuates. Reduce the penalty from Panic at the Concert! to –1. The Swarm invaders spend their first round chasing but unable to catch any members of the crowd. Critical Failure The crowd thinks the threats are part of the show until its too late. The penalty incurred from Panic at the Concert! increases to –3. Show Off Two Actions (pilot) Attempt a DC 30 Piloting check to perform a daring or exciting maneuver to impress the crowd. Critical Success Gain 2 Drama Points. Success Gain 1 Drama Point. Critical Failure Lose 1 Drama Point. Trick Shot Two Actions (gunner) Attempt a DC 30 Computers or Performance check to add a dramatic flourish to your shot. Critical Success Gain 2 Drama Points. Success Gain 1 Drama Point. Critical Failure Lose 1 Drama Point. --- Threat: Swarm Invaders Swarm components viciously attack after suddenly phasing in from the Drift without warning. Initiative Stealth +22 Skills Piloting +20 AC 30 Fort 12 Ref 15 HP 90 Resistances acid 15 Panic at the Concert! The crowd panics and begins fleeing. Any stray shot could injure someone or start a fire that blocks their evacuation route! The tense, chaotic environment imposes a –2 circumstance penalty to all Strikes until the crowd is evacuated. This penalty does not apply to Trick Shot. Threat Routine (3 actions) The Swarm invaders use an action to attack a PC starship with a biocannon. Then the Swarm invaders use their remaining actions and all actions in subsequent rounds to chase the crowd and Ingest a different member of the crowd until the PCs intervene; they then focus their attacks on the PCs. Ranged one-action] biocannon +24, Damage 3d10+10 [fire Ingest Two Actions A Swarm component viciously attacks with jaw and claws. If the target is a PC starship, this deals 5d8 acid and slashing damage (basic DC 28 Fortitude save). If the target is a member of the crowd, they are eaten and die. --- Ending the Encounter The encounter ends when the PCs earn 6 Drama Points and defeat the Swarm, or when their starships are destroyed by the Swarm.