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.
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.
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.
"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.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.