Incubation Prime (Inactive)

Game Master Jelloarm

Starfinder Homebrew on an Aspis Consortium-run planet deep in the Vast.

Maps


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Glitch, just a tip from a long time pbper. If you don't have access to the map just make qualifiers like

"Glitch shoots the most vulnerable enemy he can see" (most injured)
Or
"Glitch shoots the closest enemy"
Or
"Glitch shoots the farthest enemy and then ducks away (stealth roll included)"

That way you can get an action in, and you won't hold things up if everyone else has posted.


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

I don't think I'm in danger of holding up the game. But the post perfectly worked. As you answered it, which reminded me, now that I'm at home again, via the dots, that I have to post in game.

Thanks for that ;)

But if I'm in a place without map for a long time with enough time to write the conditions, I'll take your advice.


1 person marked this as a favorite.
M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28
The Keeper wrote:


Botting Caloo

Out of spells, the bantrid draws a pistol and opens fire on the still-standing mook facing Kindu.

[dice=Pew! Pew!]1d20+2
[dice=Damage]1d4

The shot scores true, and she screams out in rage and pain.

Thanks for botting--I'm still not back up to speed after a very busy Memorial Day weekend (including a wedding and lots of traveling in the car).


I hear that - glad you're still kicking!


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

Just to clarify, is the flame pistol one of those that is fueled by petrol (as opposed to a laser pistol, which also deals fire damage)?

I was about to offer to Glitch to transfer charges around since Kitty's pistol is probably down a fair bit, but then I realized that new one probably doesn't use charges.


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

Flame pistol is a mini flame thrower, that burns everything in a 20ft row. With petrol. I didn't count charges for the pistol, but as that is 20 I think and I didn't shoot more than 4 or 5 times, I should be good for a while. Also I have batteries.

Was planning to use the flame pistol on Glitch. To be able to shoot at EAC too.


^Yes, it is the mini flame-thrower one. I was hoping that you guys were going to set up a conga line for Padre to light up, but no such luck :)


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

Sorry, going through a rough patch right now. Just lost my job, so posts will be a bit sporadic as I try to find a new job.


Nilan gains

6HP
7SP
+1 BAB
+1 REF
+1 Will

+10 Skills ACROBATICS* (DEX) +10, ATHLETICS (STR) +6, BLUFF (CHA) +6, COMPUTERS (INT) +7, CULTURE (INT) +10, INTIMIDATE (CHA) +5, MEDICINE (INT) +5, PERCEPTION (WIS) +6, PILOTING (DEX) +10, SURVIVAL (WIS) +9

Evasion (Ex) - 2nd Level
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Operative Exploit
Uncanny Mobility (Ex)
When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

Oh, yeah, I haven't actually picked my magic hack yet, so Caloo isn't totally leveled up.


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

Glitch will be no longer cultural ignorant after his nightly readings. I filled some of the gaps in Glitch's skills.

Main boon is the Mechanic trick "Overcharge" that allows me to spend three charges of every energy weapon instead of one for 1d6 extra damage. I'll burn through ammunition like nothing, but 1d4+1d6 damage is a mean thing.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Latest Loot: Padre Fight

5x flight suit stationwear
5x cestus battleglove
5x survival knife
5x tactical semi-auto pistol
130 small arm rounds
1x tactical baton
1x flame pistol
1x freebooter armor I

——————————————

Leveling up over the next couple days. Enjoying my honeymoon time :)

Hp +7
Sp +9

Skills: acrobatics +1, athletics +1, medicine +1, survival +1


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28
Glitch__ wrote:
Main boon is the Mechanic trick "Overcharge" that allows me to spend three charges of every energy weapon instead of one for 1d6 extra damage. I'll burn through ammunition like nothing, but 1d4+1d6 damage is a mean thing.

I've always wanted to see a mechanic overcharge and a technomancer super charge the same weapon for one glorious blast. Now we can make it happen! =D


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

Now we just need a weapon that is a worthy recipient for that. Who has a 1d10 battery powered rifle?


Nilan will take that Freebooter armor if no one else will.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Latest Loot: Padre Fight

5x flight suit stationwear (9.5 per) SOLD
5x cestus battleglove (10 per) SOLD
5x survival knife (9.5 per) SOLD
5x tactical semi-auto pistol (26 per, sell 4, keep 1 in party loot?)
130 small arm rounds (keeping in party loot?)
1x tactical baton (9 credits) (SOLD)
1x flame pistol (party)
1x freebooter armor (NILAN)

+145 credits (pistols not included)


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

The flame pistol is long gone from the loot list.


M Ysoki Operative SP=28, HP=26,RP=5

Jink gains:

11 skills
Operative exploit:
Field Treatment

And some HP/SP


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |
Blask wrote:

Latest Loot: Padre Fight

5x flight suit stationwear (9.5 per) SOLD
5x cestus battleglove (10 per) SOLD
5x survival knife (9.5 per) SOLD
5x tactical semi-auto pistol (26 per, sell 4, keep 1 in party loot?)
130 small arm rounds PARTY LOOT
1x tactical baton (9 credits) (SOLD)
1x flame pistol
1x freebooter armor (NILAN)

+145 credits (pistols not included)


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

Sorry, sorry! Good news is that I have officially found a new job! Bad news is that it's half day/half night, so I'll be posting at weird times. Will now go get caught up in gameplay!


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

Also, what was the loot dispersal after everything's said and done? Other than ammo, I don't really want anything we found.


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none
Kindu Rassi wrote:
Sorry, going through a rough patch right now. Just lost my job, so posts will be a bit sporadic as I try to find a new job.

Sorry to hear that, man. Good luck in your job hunt. Wow, that was quick! Congratulations on your new job.


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

Zhor gets:

7 SP
6 HP
+1 BAB
+1 Will Save
6 Skill ranks
1 0-level spell known
1 1st-level spell known
Mindlink ability
Channel Skill ability

I'll work out the specifics later on tonight.


Hey squad,

Work's been super-busy - doing a whole reorder for stock and simultaneously getting ready for a trade show next week - but trying to get a post up later tonight to move things along.


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

At least now I now it's not me that is holding things up ;)


I'll be leaving for Mexico on Sunday 6/17 and returning Sunday 6/24. I *might* have internet there and be able to post. Please bot me if I don't.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

3100/7=442 each with 6 left over

Leveled up done.

Skills: survival, athletics, intimidate all +1
Sp +9
Hp +7

Feat: step up

Added 442 credits from 3100 credstick to sheet.


Nilan - gun-slinging bot, coming right up :)

Have a great time!


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

I gotta look and what I should be shopping for. So it's 442 from Padre, 300 from the mysterious contractor, and 100 from Aspis--882 credits total for each of us, do I have that right?


M Ysoki Operative SP=28, HP=26,RP=5

We also have 100 creds from the signing bonus with LS


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

So it should be 982 + left over credits after character creation?

I’m just saving my credits for now. I can’t really upgrade my weapons as I view him more as a up-close guy. I could buy a new ranged weapon, but view it as out of my characters view. Maybe an armor bump.


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28
Jink_ wrote:
We also have 100 creds from the signing bonus with LS

You're right! So that's 982.

I also had 93 credits left unspent from my starting wealth, so I have 1075 to work with.

GM, I'm considering the venom spur biotech augmentation to give me a built-in melee weapon instead of carrying a knife. However, as it is not a weapon with the operative property, I wouldn't be able to use dexterity for attack rolls with it. Is that something we could houserule, or no? It's base damage will never improve from 1d6 like higher level weapons do, so that's a point against it being overpowered, if you're on the fence about it.


Update on the lack of updates: Having one of those days where all hell breaks lose. I literally had to hit the emergency stop on a runaway robot - that I was supposed to be packing for a trade show that I'll be at Sunday-Wednesday.

So, I'll work on an update for tonight and/or over the weekend, but things'll be slow for a little bit.


Hey Caloo, I did my research - I'm fine with house-ruling it as an operative weapon for now. We'll revisit if I feel like too many of my sick monsters are dying of bantrid toxins. :)


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

Hey, posting will be spotty for the next few weeks. New job is making us work a lot of overtime right now, and I'm basically passing out as soon as I get home. I'll post when I can, and my brain isn't fuzzy, but bot me if needed.


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

FYI I'm going out to the country for the weekend (for my brother's wedding) and probably won't have net access. I should be back on track Monday.


Awesome - congrats to your brother! Hope you have a great trip.

Yes, I am still alive - this week was nuts, I packed a 40-hour week Sunday-Wednesday for a trade show, then had a crew of 10 Japanese businessmen touring our shop on Thursday that I needed to prep for, my IRL Dead Suns game to run cold (just finished book 5), then a full day yesterday of preparing for a board of directors meeting coming up next week.

So - after a full night's sleep and spending some quality time with the fiancee, I'm back and ready to keep this train a movin'. Post coming up some time today and regular posting schedule next week.


Hey guys,

Bachelor party this weekend - just one more part of this summer's crazy schedule. Throwing up a filler/'keep nudging' post now, and we'll start battle Sunday/Monday.


M Ysoki Operative SP=28, HP=26,RP=5

Chicken pox is a f***ing pain in the bleeping bleep


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

As for vehicle combat. The rules options are pretty limited. But real life has cool options. Like derailing a car. Hit the back corner of the other vehicle to send it spinning, or on the right surface, get it to roll over. You got an idea on how to rule such combat maneuvers for vehicles?


M Ysoki Operative SP=28, HP=26,RP=5

Opposed driving checks?

With a minimum DC for the person attempting to achieve it.

Or you could go for a DC 10 + the opposing vehicles driving skill, with a penalty for differences in size.

It looks almost like it could be a combo of "Engage another Vehicle", "Evade" on the part of the one hit, and the "Ram" tactical vehicle action.

Or:
"Collisions
When piloting a vehicle, you can attempt a Piloting check (DC = the enemy vehicle’s KAC) as a standard action to smash into another vehicle you’re engaged with. If you’re successful, your vehicle deals its collision damage to the enemy vehicle, and takes half that much damage itself. A vehicle’s collision damage is listed in the Attack (Collision) entry of its statistics (see page 228)."


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

I'm quickly realizing that magic missile is perfect for vehicle chases, because that -2 on attack rolls doesn't matter. =D

Also, should we do a quick review of who is in each buggy? I was picturing Caloo being in the one that Glitch is driving.


So I'm going to Rule Of Cool a lot of the vehicle stuff, I think.

So: Jink found the collision rules, which I think will be boiler-plate ramming.

I also think that when engaging or colliding, I will be using custom critical rules - but instead of choosing an effect, the effect will be random.

Seem fair enough?


M Ysoki Operative SP=28, HP=26,RP=5

How does this Dwarf have a +14 piloting? I haven't really concerned myself much with NPC rules in starfinder, but I know they are built differently to PC's... But I am pretty much optimized for piloting, and this guy has a better bonus than me.

[edit]
I read up a bit on NPC arrays and the like, so either this dwarf is a CR 3/4 with his master skill in piloting, or a CR 7 with a good skill in piloting.

If he was built as an Expert NPC he would have 3 master skills at CR 3-4 which somewhat makes sense.

I realise this is very meta-gamey but I like understanding what is going on from a mechanics side of things. And I know that at a table I would never actually see the bonus to the rolls. It just feels strange x_x

[edit 2]

I am going to guess a CR 3 Expert NPC Array with the Skillful Special Ability?


Your Rules Fu is strong, my padawan - that's precisely what I did to create him. He's got another trick or two to him as well... But I don't expect him to get much of a chance to use them.


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

I want to grease the dwarf's steering wheel. Do you think this works?

text of Grease wrote:
If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item.


BAHAHAHAHAHA

YES PLEASE DO THAT


Apologies for the deadly enemy build/tactics in this fight...

Thankfully not dying is pretty doable in Starfinder, especially at low levels. And the mercenary mooks only get their 1st-level spells 1/day, so you all should be much safer now... but damn, does evil teamwork make the evil dream work.


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28
Glitch__ wrote:
Caloo, you can play that game too, can't you?

I can. I was just disappointed the last time I did because the following attack roll was a miss so it was a 1st level spell slot for nothing. Magic missile, on the other hand, is guaranteed mediocrity.


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

that's a valid argument for effectiveness. But also totally lame for the story. ;)

But that enemies who shoot at +12 probably wouldn't give in even to an empowered shot.

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