Outpost I - SFS - Quest; Into the Unknown (lvl 1) (Inactive)

Game Master Revvy Bitterleaf

Vat Garden

Space combat

Boarding party

Crash site

Lawbright battle


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Scarab Sages

Welcome, this is part of Outpost I.

For reference: Outpost I

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Dotting in. However, if one of my other Starfinders can find his way back through the Drift in time, I may use him.

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Dotting in.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

What is needed of me? I’ll play an Iconic, or whatever. I’m first level anyways.

Scarab Sages

Welcome all.

@Storyn; I'm assuming you mean what character role is needed? And not a more general question on what you need to do to play in a Starfinder pbp game?

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Right, I'm familiar with playing Starfinder and PBP.

Which iconic shall I play? I have screen names for both Obozaya and Raia, but could play another under the pseudonym of Storyn.

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

So I'm going to try a solarian melee fighter with the charisma skills covered. We will see how that goes. :)

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

Still waiting to see if Aegis-9, my LG android envoy icon 1, will be done in time to use in this quest as I'd like to play him in this adventure. If he is not freed up by end of Friday, Rizzit will be joining the crew sometime Saturday.

If that timeline poses an issue for folks or we think we'd better off without another charisma/icon character, let me know.

Also, for full-disclosure purposes, I played the first 4 quests back in September at a local con.

Scarab Sages

Since these are the quests, even if you don't have the character you want to bring available right now I think you can swap out character(s) for each part.

You will get 2 (or more) different chronicles on different characters..but I think that's it.


"Obozaya" Female N vesk mercenary soldier 1 | SP 0/8 HP 0/13 | RP 2/4 | EAC 14; KAC 16 | Fort +3; Ref +3; Will +2; +2 vs. fear | Init: +7 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Hi, guys.

The character I originally planned to play here ended up getting in another game a couple weeks back, so I will be making up my 703 character.

I was thinking of an Ysoki mechanic (who is mostly statted up) but I could do a Kasatha Soldier, or something else if people need it. Or I could just do a Pregen.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Any thoughts on what I should play?

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

It's hard to tell what roles we have so far. Looks like we have committed a Technomancer (me) and a Solarian (Flashbang).

So we can definitely use a Face (typically an Envoy, but anyone with Charisma will do) and a Skill Monkey (Mechanic or Operative, usually), and more Meat Shields (you know who you are) is always nice.

We should make sure we have a Captain and a Pilot. Anyone can be a Gunner, and I've got Science and/or Engineering covered.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

It looks to me like Flashbang can be the face.

Any of the other undecideds want to pick something?

Acquisitives

Looks like my -712 half-orc is the lucky winner of this play through.


"Obozaya" Female N vesk mercenary soldier 1 | SP 0/8 HP 0/13 | RP 2/4 | EAC 14; KAC 16 | Fort +3; Ref +3; Will +2; +2 vs. fear | Init: +7 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.
Tamon Si wrote:
We should make sure we have a Captain and a Pilot. Anyone can be a Gunner, and I've got Science and/or Engineering covered.

Even captain is kind of optional. The captain just basically aids other crewmembers, and sometimes it's better for him to just get behind a gun and shoot.

Looks like I can put a mechanic together. If Flashbang is the science/computers guy, and I am the engineer, Tamon can just do Captain/gunnery and we need one guy with piloting skill, and then the last person can be a gunner.

I'll get an alias together shortly.

The Exchange

I'm a Dex-Wisdom operative, so I can likely handle pilot just fine.

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0
Peet wrote:
Tamon can just do Captain/gunnery

You do not want me as your Captain. I think you mean Flashbang.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Shall I do the Envoy then?

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none

OK, here's my mechanic.

Need to finalize equipment but otherwise he should be good to go.

VITAL STATISTICS

My Real Name: Pete Smith
Character: Skeek "Goggles" Paizano
SFS # 68401-703
Faction: Wayfinders

Day Job (researcher): 1d20 + 12 ⇒ (19) + 12 = 31

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none
Storyn wrote:
Shall I do the Envoy then?

Hi, Storyn.

We have an Operative,
a Technomancer,
a Solarian,
and a mechanic (me).

Skeek and his drone both use longarms so between him and his drone they will be pumping out 1d6+1d8 (average 8) potential damage per round. The Solarian and the Operative both also likely do decent damage. So you probably don't need to focus on combat. Obozaya might be a bit redundant.

But Envoy or Mystic could both be useful.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Ok! I’ll play the Mystic pregen.

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none

"Mincey":

I was looking at your sheet and it looks like you robbed yourself of a few ability score points.

Looks like your Scores are:

STR 8 DEX 18 CON 11 INT 12 WIS 10 CHA 10

Subtract the base Ysoki and your theme (+1 DEX) are left with:

STR 0 DEX 5 CON 1 INT 0 WIS 0 CHA 0

That's only 6 points.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Cutting and pasting from the PDFs of the Pregens is terrible. Anyone know somewhere that someone has them in a better format?

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Storyn, your wish is granted.

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10
Skeek "Goggles" Paizano SFS wrote:

"Mincey":

I was looking at your sheet and it looks like you robbed yourself of a few ability score points.

Thanks for the check-up, Skeek. Look's like I have to do more Mincey math for Monday.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Sweet! Perfect! Thanks!

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

I anticipate having limited availability through most of the weekend until late Sunday or Monday morning, US east coast time. Any posts will be short.

Feel free to bot me. When given the chance, Rizzit runs up to things and stabs them, using Trick Shot to increase damage.

Scarab Sages

Thanks for the heads up Rizzit.

Scarab Sages

On stealth; I'm taking a more easy approach to stealth right now. Some of the enemies wouldn't be aware of some of you, but I think some of you also forgot about the extra -10 penalty if you move more then half your speed..but since most of you will act before the enemies I don't think that in the grand scheme of things it will matter a whole lot atm

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

I will be at a con this coming weekend, Friday afternoon through Sunday night, US East Coast time, and anticipate having limited availability during that time. It should be the last weekend that I'm tied up until the end of Outpost.

Let me know if I should leave botting instructions.

I assume from what I know of having played this scenario once before:
The party will be in starship combat then. Miney's Starship skills are listed in her profile. If there is another pilot, it may make sense to assign Mincey to secondary engineering or science. If you asked her what spot she'd want, she would say "Shootin'!" - that is Gunnery.

Scarab Sages

Thanks for the heads-up. If you want to leave specific instructions that's fine. Otherwise I'll just go with what ever makes the most sense or what the party suggests.

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none

FYI, Skeek's best ship roles are (in order):
1. Engineering +10
2. Science +8
3. Gunnery +3

No ranks in piloting or social skills.

Scarab Sages

It's a good idea if you guys figure out what roles which character will take during space combat

In case someone is totally new, here's what the scenario gives for advice on choosing roles:

The pilot should have a good Piloting bonus.
• Gunners should have a good base attack bonus (at least
equal to her level) or the Piloting skill.
• Engineers should have a good Engineering
bonus.
• Science officers should have a good
Computers bonus.
• The captain should have a good Bluff,
Diplomacy, or Intimidate bonus, as
well as any of the skills
identified above

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

I figure Flashbang is the Diplomacy, Bluff, Intimidate primary...unless someone else wants the captain's chair?

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Keskodai is not particularly great at any Starship role.

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

I'd add that all positions can be doubled up except Captain. So, we can have multiple gunners, science officers, etc. It is also possible to switch roles during combat, though at some cost.

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none
Revvy Bitterleaf wrote:
• Gunners should have a good base attack bonus (at least equal to her level) or the Piloting skill.

Actually, at first level having a +1 BAB or 1 rank in piloting still only gives you +1 to hit. Since the roll is based on DEX, at this level I'd rather have a gunner with a DEX of 18 and no ranks in piloting than the other way around.

Rizzit "Mincey" Kibbel wrote:
I'd add that all positions can be doubled up except Captain.

And Pilot. You can only have one of those.

Captain is kind of an optional role, actually. Instead of helping the gunner, sometimes the best job for the captain is to just get behind another gun.

Storyn wrote:
Keskodai is not particularly great at any Starship role.

Keskodai has a gunnery of +2. With is not amazing but probably good enough.

Flashbang wrote:
I figure Flashbang is the Diplomacy, Bluff, Intimidate primary...unless someone else wants the captain's chair?

Flashbang actually has the same gunnery as Keskodai: +2. But he definitely has the best social skills I think.

Having played the science officer before, I often find that the science station is another one that is fairly optional. After a while I often helped the engineer (since I also had engineering) or manned a gun.

The Exchange

Neb is a Wis/Dex operative so Piloting and Gunning is where I'm the best, +4 gunnery (16 dex, 1 rank) or +8 piloting, I'm not so good at Engineering and Computers.

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

So, sounds like best starship roles would be?

Captain - Flashbang
Neb - Pilot +8
Skeek - Engineering +10
Tamon - Science +7
Mincey - Gunner +5
Keskodai - Gunner +2

During combat, Tamon can be back-up Engineer, Skeek or Mincey can back-up Science. Tamon can also switch to be a 3rd gunner.

Any changes?

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

Sounds good to me. I've not done Science before, so this should be interesting.

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10
Revvy Bitterleaf wrote:
Thanks for the heads-up. If you want to leave specific instructions that's fine. Otherwise I'll just go with what ever makes the most sense or what the party suggests.

Bot Mincey:

Starship combat

Mincey will do her best to comply with any order or, even suggestion, given by Flashbang.
[ dice=Gunnery Attack (coilgun)]1d20+4[/dice]
[ dice=Damage (coilgun)]4d4[/dice]
[ dice=Engineering]1d20+8[/dice]
[ dice=Computers]1d20+6[/dice]

Before Combat

Mincey will use her speed (40 ft.) and stealth to sneak up on opponents. Once discovered, she tries to engage in melee. If she cannot do so in one round, she seeks cover.
[ dice=Stealth]1d20+10[/dice]

During Combat

If she thinks that she close with an opponent before being attacked, she draws her knife and attacks with it. Whenever possible, she uses Trick Attack to increase damage.
[ dice=Melee Attack (knife, tactical)]1d20+0[/dice]
[ dice=Damage(S)(knife, tactical)]1d4[/dice]
[ dice=Trick Shot (Stealth)]1d20+14[/dice]
[ dice=Damage(S)(knife, tactical with Trick Shot)]2d4[/dice]
If she thinks that she cannot close with an opponent before being attacked, she draws her laser pistol and attacks with it. She uses her speed to get to cover. Whenever possible, she uses Trick Attack to increase damage.
[ dice=Ranged Attack (laser pistol, azimuth)]1d20+4[/dice]
[ dice=Damage (F)(laser pistol, azimuth)]1d4[/dice]
[ dice=Trick Shot (Stealth)]1d20+14[/dice]
[ dice=Damage (F)(laser pistol, azimuth with Trick Shot)]2d4[/dice]

I will add the instructions without the spaces before the "dice=" to Mincey's character sheet.

Acquisitives

"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 11/12 | RP 2/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

I’m happy to gun.

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

I added the Threnody and Loreseeker pics to the map, keeping the arrows for clear directional intent. Easily undone if we don't like them.

Scarab Sages

It's clear that you got the trick of fighting this freighter down..stay in it's rear arc with your superior speed so it can't fire on you and fire on it with your weapons (and if they do manage to hit you at some point you can restore shields which they can't)

I'm fine with playing this out if you guys want. I'm also fine with calling this a win for you guys and moving on to the next part to prevent this becoming a (possibly boring) repeat of dice rolling and a bit of a grind.

Your call, let me know what you want. I'll go by majority vote.

Acquisitives

Female CN ysoki outlaw operative 3 | EAC 15; KAC 16 | SP 18/18 HP 20/20 RP 3/5 | Fort +1; Ref +7 (evasion); Will +3 | Init +6; Senses darkvision 60 ft.; Perception +8, Sense Motive +0 | Speed 50ft | Active conditions: None.
Skills:
Acrobatic +13 (+18 tumble v Medium+ size), Athletic +8, Bluff +8, Computer +10 (3r), Culture +10, Engineer +12 (+16 v traps) (3r), Intimidate +8, Pilot+12 (3r), Sleight O'Hand +13, Stealth +15 (+16 trick), Survival +10

I'm fine with moving on if the outcome is clear, even though I am enjoying the characters dialogue.


Explorer Icon Operative 1 | SP 6/6 HP 12/12 | RP 4/4 | EAC 16; KAC 17 | Fort +2; Ref +5; Will +5 | Init: +3| Perc: +8, SM: +8

I'm cool either way.

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

The roleplay has been great so far, but I think I have the flavor of the Science position down. I'm more than happy to see it out if anyone wants the full experience, but I'm ready to fast forward.

Acquisitives

Male Ysoki Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

I'm good to roleplay it out or fast forward. But I do have one question (since this is my second starship combat I think). Are we short changing ourselves modifiers?

Modifiers +1 to any two checks per round, +2
Computers, +1 Piloting;

I know we suggested the initiative get one of the +1s but I don't remember someone claiming the second one. I guess as a matter of learning how to do this, should the party always explicitly state where the modifiers are going? And I presume they can stack with the other bonuses if we wanted to? such as Piloting = +2

Wayfinders

Male Diasporan Android Scholar Technomancer/2 (SP 10/10 HP 14/14 RP 4/4 | EAC:14 KAC:15 | F:+0 R:+3 W:+3 | Init:+3 | Perc:+2 Low-light, Darkvision 60ft | Move:30ft) | ALR +4 d8F/Burn d6 TADR +4 d8A&P/Corr d4 | SC 1/1 Spells 1:2/3
Skills:
Acrobatics +4 Athletics +1 Bluff +0 Computers +7 Culture +4 Diplomacy +0 Disguise +0 Engineering +7 Intimidate +0 LifeSci +8 Medicine +4 Mysticism +1 Perc +2 PhysSci +7 Piloting +3 SM -2 SoH +7 Stealth +4 Surv +1
Starship:
Engineer +7 Science +7 Gunner +3 Pilot +3 Captain I+0/D+0/B+0

What seems to work best is to have a default of any bonuses going to the gunners, with the understanding that other positions are to feel free to take them as needed.

I've never had a "you took my bonus!" argument, but I have had the party forget to use them sometimes. I think we did here.

Wayfinders

Ysoki Mechanic (Scholar) 1 | SP 6/6 : HP 8/8 : RP 3/4 | EAC 13 : KAC 14 EAC 17 : KAC 18 | Fort +2 : Reflex +5 : Will +0 | Perc. +4, S.M. +0, Darkvision 60', Init +3 | Move 30' : Laser Rifle +3, 1d8F, 60'
Resources:
Ammo 20/20
STR +0, DEX +3, CON +0, INT +3, WIS +0, CHA +0, Athletics +4, Computers +8, Engineering +10, Life Science +7, Medicine +7, Profession +12, Stealth +5, Survival +2 | CONDITIONS: none

Having played this one before I can say that as long as the players don't do anything dumb this particular space combat is really easy - it's just a matter of wearing the enemy down. So it does get tedious.

I'm cool with what the rest of the folks want to do.

As far as bonuses go, giving your primary weapon a bonus is good. You should probably assign all the bonuses at the start of a combat and then leave them there, unless something critical comes up where they are needed elsewhere.

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