[SFS] GM kuey's Ashes of Discovery (#1-12) - PbP GD7 (Inactive)

Game Master kuey

chronicle sheets

maps and handouts


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Sovereign Court

Year of Boundless Wonder

Welcome to my PbP game for SFS 1-12 Ashes of Discovery. Hope you would have a blast!

Before we start, I would to share some of my ground rules. (In spoiler tags to not take up space.)

Guidelines:

PbP Matters
1. This discussion thread is open for all OOC matters, so no ooc tag needed. For OOC matters in the gameplay thread, please use the [ ooc ] tag.

2. Please post at least once a weekday, and once on weekends. If you would be away, please let me know in advance where possible, and we can work something out. Otherwise, if you go missing, where necessary, I will bot your characters for the sake of the rest of everyone else. Thus, it is a good idea is to leave botting instructions for normal combat (with dice rolls), space combat and non-combat in your profile page beforehand.

3. If you have any disagreements over some of my GM calls or interpretation of the scenario, please take it to the discussion thread or, even better, pm me.

4. If you have played and/or GMed this scenario before, please do not metagame or spoil the plot. And please let me know.

5. I would have thought this would go without mentioning until I encountered this, so… It is the responsibility of the player to keep track of the game, including referencing the map on google slides. I understand that there are times where it is inconvenient to do so. In that case, please be as specific as you can as to where you wish your character to move, what actions to take, etc. If you regularly have issues with accessing the google slides, you might want to reconsider playing via PbP PFS/SFS, as there is always combat, and thus map dependent.

Normal Combat
6. Once surprise (if any) and initiative is determined, for the group of characters who can take actions, I would resolve actions in posting order, NOT initiative order. I used to do the latter but it doesn’t work that well in PbP, so am going with the former instead.

Space Combat
7. I run space combat somewhat differently from the RAW to facilitate posting rate. I’ll roll the initiative at the start for all ships based on the respective piloting checks. Then, once it reaches your ship’s turn, everyone will post but I will resolve the actions in the Engineering – Helm – Gunnery phase order. As such, while you can declare your actions in the open, please have your dice rolls in spoilers. The one exception are the gunners. Gunnery phase might need to wait for all the ship movements to finalise to determine which weapons are available for firing. So Gunners might want to hold your posting until then or set up a series of contingency actions depending on the final facing and positioning.

Character Choice
8. In PFS, I’ve pretty much left the players to sort out what characters to play because only in very rare scenarios do an unoptimized party spread have a significantly adverse effect. And players do generally sort it out among themselves. However, due to the nature of space combat, it is beneficial that there are characters who can cover each of the following: (1) charisma-skills, (2) piloting, (3) engineering, (4) computer, and (5) BAB/piloting rank + dex. Of course, it is not detrimental to be lacking in one or other, but if there are 6 mystics, then we might have a problem.

Rolls and Skill Checks
9. I would do your initiative rolls, as well as perception rolls for the purpose of determining surprise (if any).

10. On knowledge checks for general information, I would usually put them in spoilers with the necessary DCs. Just go ahead to roll, and I'll trust that you would resist reading them if the roll fails (or least not to metagame). (Don’t forget that you can make knowledge checks untrained for DC10.) There might be exceptions for plot-critical information though, where I would explicitly ask for checks and only reveal based on what was rolled. As for knowledge checks to identify creatures, I would put the most basic information in spoilers as well, i.e. identity and creature type, as well as one piece of useful information. If your roll would reveal more, I’ll provide in the next post. If you wish, you can ask for what information you want, e.g. DR, resistances, special attacks, etc.

11. On skill checks where there could be team effort involved, e.g. finding a hidden trail with survival, influencing attitude of NPCs with diplomacy, please be explicit when making the rolls whether you are attempting the check on your own, or whether you are aiding. (And take note of the pros and cons of either.) There might be situations where only one character is allowed to attempt the check (and the rest to aid) – I’ll state so explicitly if that’s the case.

12. On skill checks in general, if I feel you have roleplayed well, e.g. gave a good description of what your character does to search for a trail, came up with creative ways to befriend a hostile NPC, gave a very rousing speech, I would give bonuses, or even waive the DC altogether. :)

Roleplaying Matters
13. The maps and handouts link (at the top of the page) would display all the maps, handouts, pictures, etc as the scenario progresses. The most current page would be right on top, while previous ones would be left there for your reference. (Incidentally, Android and IOS has the Google Slides app in case you work off mobile devices.)

14. Please have your full character information up on your character's profile page for my vetting. Also, please have your stat block updated with the key information. I’m most inclined towards this particular template.

15. Finally, playing by pbp provides many advantages compared to face-to-face games, the chief one being having the time and space to flesh out your thoughts and actions. So please make use of this and have posts that are more than simply dice rolls. :)

Getting Started
Ok with that out of the way, a few tasks before we kick off.

A. Go to the Gameplay page and ninja dot, i.e. submit a post then delete it.
B. Go to the maps and handouts page and fill out the table there. (Don’t worry about the 3 boxes below the table, i.e. token, initiative and perception. I’ll take care of that.) For those coming from the previous game, I’ve ported some of your data over. Please update the rest.
C. In this Discussion thread, do your day job rolls (if any), and share whatever OOC information you would like the rest of the party to know about your character e.g. class, level, special abilities. If you have not decided what class to play, you can discuss that here as well. We’ll leave character descriptions and introductions to the gameplay thread later when we are about to start.

Fantastic!

Sovereign Court

Year of Boundless Wonder

As mentioned in the recruitment spreadsheet, I'm targeting low-tier (1-2) for this game. There are one or two who might want to play level 3, which I'm fine so long as you don't mind getting OOT credits. The estimated APL should still put us in low tier although not all of you have indicated your class or level. So please also confirm which character you're playing once you've decided. Thanks!

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

Filled out some basic stuff for now. Will fill out the rest later. Don't know if this guy will level to 2 or not before then.


Based on the list of classes, my Envoy might fit best, but I'll see what other people check in with. Envoy is level 2.

Exo-Guardians

Female NG Human Solar Disciple Mystic (Star Shaman) 1 | SP 6/6 HP 4/10 | RP 3/4 | KAC 15; EAC 14 | Fort +0; Ref +3; Will +5 | Init: +3 | Perc: +8, SM: +7 | Speed 30ft | Spells: 1st 1/3 | Active conditions: None.

I think I want to bring Radiance here! She is only level one but if the table of Dark Suns I'm on finishes up she should be level 2, though that game moves at odd speeds that I can't predict.

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

I need to add this character to the Paizo site, which I will get done probably in a couple week. He is level 1 at the moment, but I'm running a few games in July and plan to tag some of that credit to bump him to 2. He will be a Solarian.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

BTW, I've changed from Gunnz (pilot) to Kultanien. Still OOT, but more people focused than combat.

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

Deathsnipe is comfortable with any starship role, btw (although maybe not the best captain). Controlling a starship is just like playing a video game! ;)

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Varag would be best as science officer or engineer but could do any role.

Exo-Guardians

Female NG Human Solar Disciple Mystic (Star Shaman) 1 | SP 6/6 HP 4/10 | RP 3/4 | KAC 15; EAC 14 | Fort +0; Ref +3; Will +5 | Init: +3 | Perc: +8, SM: +7 | Speed 30ft | Spells: 1st 1/3 | Active conditions: None.

Radiance is plagued by some of the same things that haunt other mystics, though not as much, she can pilot and shoot and that's about it!

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien can, in order of skill:
Captain (diplomacy +11-16; intimidate/bluff +8)
Pilot +7
Engineer +5
Science officer (Computers +5)
Gunner +4

Given how important initiative is in startship combat, I'm tempted to have her as captain and always encouraging the pilot for initiatve.

Deathsnipe looks like our best Pilot at +8

But she could pilot if we wanted to max out our gunnery, or even be a backup gunner if we didn't worry too much about winning inititive.

Sovereign Court

Year of Boundless Wonder

I have come to learn that the captain cannot encourage the pilot for initiative. RAW stares that captain can encourage another crew action, but initiative check is not an action. Unless I missed some things?

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Actually I seem to recall someone else also mentioning that. I normally sit in the pilot seat so don't worry too much about details of what a captain can or can't do :-(

However I'm not going to split hairs on that one. Still can encourage for stunts, or a gunner. Real question is whether it is more useful to have an extra gun crewed, or a +2 on hitting with the main gun.

Acquisitives

Male CG Human ace pilot mechanic 2 | SP 12/12 HP 16/16 ES 4/4| RP 3/3| EAC 15 KAC 16 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

Instead of my Envoy, I could bring in my Ace Pilot Mechanic, Jaxon. That would free up Deathsnipe to be a gunner.

Exo-Guardians

Female NG Human Solar Disciple Mystic (Star Shaman) 1 | SP 6/6 HP 4/10 | RP 3/4 | KAC 15; EAC 14 | Fort +0; Ref +3; Will +5 | Init: +3 | Perc: +8, SM: +7 | Speed 30ft | Spells: 1st 1/3 | Active conditions: None.
Jaxon Kyber wrote:
Instead of my Envoy, I could bring in my Ace Pilot Mechanic, Jaxon. That would free up Deathsnipe to be a gunner.

Oh! That might work out pretty well! We'd have a great pilot, and two good to moderately good gunners!

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

Yup, Deathsnipe totally leveled to 2. Will have to do all the official updates later when I have all my chronicles together way closer to the game.

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

I got this Solarian put together, he's really not going to be good for much besides gunnery or captaining unless I build him in a way that doesn't really fit the character. Just ran out of skill points.

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

Profession(Corporate Sales): 1d20 + 13 ⇒ (16) + 13 = 29

Sovereign Court

Year of Boundless Wonder

Doo di doo, nothing to see here...:

1: 1d24 ⇒ 21
2: 1d24 ⇒ 4
3: 1d24 ⇒ 1
4: 1d24 ⇒ 12
5: 1d24 ⇒ 20
6: 2d24 ⇒ (13, 5) = 18
7: 1d24 ⇒ 9
8: 1d24 ⇒ 17
9: 1d24 ⇒ 21

Exo-Guardians

Female NG Human Solar Disciple Mystic (Star Shaman) 1 | SP 6/6 HP 4/10 | RP 3/4 | KAC 15; EAC 14 | Fort +0; Ref +3; Will +5 | Init: +3 | Perc: +8, SM: +7 | Speed 30ft | Spells: 1st 1/3 | Active conditions: None.

Making the rounds of announcements for my current games, but this will bleed over into the first week of GameDay VII, so I should announce it here, too. From August 1st to the 19th, I'm going to be travelling, without a computer or data, so all posts will likely be done by phone and over wifi, unless I can borrow a computer for a bit. Thus my posts might be short, and there are times I might not be able to get a post that day, though I'll try getting a short warning up if nothing else!

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

I will be revisiting my character here after Gen Con, as he may get in a game there, don't know.

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

Deathsnipe is ready to roll.

Sovereign Court

Year of Boundless Wonder

Let's discuss two party matters.

1. Starship Combat Roles: Looking through your character sheets, there's a bit of a problem. If we go with roles based on each of your optimal skills (as below), we would end up with no role for Special Circumstances as Kultainen's social skills are just that bit stronger. And we also end up with no one taking engineering or science officer. Thoughts?

Captain: Kultainen
Engineer: Varag
Pilot: Jaxon
Science Officer:
1st Gunner: Deathsnipe
2nd Gunner: Radiance

2. Marching order: Hmm, seems like all of you are build for ranged combat. So while I usually make suggestions, this time I'll have to let you guys volunteer and decide. Assuming a dual file marching order (as below), what position would you take?
1 - 2
3 - 4
5 - 6

(If we are forced to go single file, then we would go 1-6. In the rare occasions where there's space to spread out, I'll go 1-2-3, 4-5-6.)

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

Deathsnipe can do fine in any Starship role besides Captain, so wouldn't mind taking over the Science Officer role. I specifically built him to be versatile in starship combat. I've never done that role before so could be quite fun!

I'm also versatile for party order. Since it looks like we don't really have front liners here, I'll go up front.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Captain is not that important a role generally, just boosting others. HAppy to do it, or any other role, Kultanien can turn her hand to most roles, and given she outlevels most folk here, has a reasonable bonus at most of them.

Acquisitives

Male CG Human ace pilot mechanic 2 | SP 12/12 HP 16/16 ES 4/4| RP 3/3| EAC 15 KAC 16 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

Jaxon has the Barricade feat, so most of the time he'll hunker down, toss up a barricade and fire from behind it. That could make him good in the front line, though those of higher level will have more SP to burn.

And Jaxon is good in the pilot's seat. That's what he's built for.

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

I'm pretty open to going anywhere in marching order or on the ship. If we want Death to be the better shot on the guns, he can sip tea and stay out of the way. Whatever works best for our success.

Exo-Guardians

Female NG Human Solar Disciple Mystic (Star Shaman) 1 | SP 6/6 HP 4/10 | RP 3/4 | KAC 15; EAC 14 | Fort +0; Ref +3; Will +5 | Init: +3 | Perc: +8, SM: +7 | Speed 30ft | Spells: 1st 1/3 | Active conditions: None.

Radiance can hang out in the middle (3-4?), though she could readily take the front or back as well.

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

I would much rather have everyone participating in Starship combat, personally. I can take the Science Officer role.

Sovereign Court

Year of Boundless Wonder

I realised that I missed out that I missed out Special Circumstances good gunnery skill also. After looking again, this is my proposal:

Captain: Special Circumstances
Engineer: Varag
Pilot: Jaxon
Science Officer: Kultainen
1st Gunner: Deathsnipe
2nd Gunner: Radiance

Deathsnipe's +7 to gunnery is nothing to sneeze at, so propose to park him there. If Kultainen is ok with science officer, his +5 bonus is largely good enough since the DC, especially for the target system ability, is not high. Anyway, remember that Engineer and Science Officer roles can double up, and whole knows, you might have 3 guns instead.

As for marching order, is the following ok? I finally went with those with higher AC, SP and HP nearer the front.

1. Special Circumstances
2. Jaxon
3. Deathsnipe
4. Kultainen
5. Radiance
6. Varag

Varag, you didn't select an icon for your character, so could you paste a token for your character in the box here?

Deathsnipe, Kultainen and Jaxon, could you fill in your chracter information at the same link?

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

Day Job: 1d20 + 13 ⇒ (15) + 13 = 28

Acquisitives

Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

Voting for Drake.

Every other party I've gone with has done the Pegasus so I want a change of pace. ;)

(Although, if someone has the Sunrise Maiden as an option, I vote for that instead)

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

I like the Pegasus's maneuverability plus it has science lab and tech workshop.

I added an Icon for my character.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

When I'm piloting I like the pegasus, but I'm pretty easy. If we want to mix it up a bit, I'm happy to go with the drake.

Acquisitives

Male CG Human ace pilot mechanic 2 | SP 12/12 HP 16/16 ES 4/4| RP 3/3| EAC 15 KAC 16 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

Profession (Smuggler): 1d20 + 5 ⇒ (16) + 5 = 21

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

I tend to prefer the pegasus at low tier. When there's combat it helps to not have an ammo limit on the turret and to have port/starboard weapons.

Acquisitives

Male CG Human ace pilot mechanic 2 | SP 12/12 HP 16/16 ES 4/4| RP 3/3| EAC 15 KAC 16 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

I should reveal that I've never done the pilot's job before. I would be grateful for any advice.

Sovereign Court

Year of Boundless Wonder

Rule #1: Stay in the arc where the enemy ship doesn't have guns. :)

That's 3 for Pegasus and 1 for Drake. Depending on how the remaining two vote, we could end up with a tie!

Acquisitives

Male CG Human ace pilot mechanic 2 | SP 12/12 HP 16/16 ES 4/4| RP 3/3| EAC 15 KAC 16 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

I vote for Pegasus. Seems more forgiving in terms of getting facing correct.

Sovereign Court

Year of Boundless Wonder

Alright, majority for Pegasus then. Will update in gameplay once I get a breather from work.

On piloting, on a serious note, one thing many people seem to forget that after your very last move, you can turn (depending on your maneuverability).

Every round in which a starship turns, it must move a certain number of hexes before each turn, determined by its maneuverability...

So especially for the Pegasus with good maneuverability, the last hex moved allows you a 60 degree turn. That can be very useful to fly up to the desired enemy arc, then turning to face your optimal weapon (usually front arc) to the enemy ship.

Sovereign Court

Year of Boundless Wonder

As mentioned in the gameplay thread, please insert your boons by posting them here.

We are starting starship combat so a quick recap of how I do it on PbP, reposted here for convenience.

I run space combat somewhat differently from the RAW to facilitate posting rate. I’ll roll the initiative at the start for all ships based on the respective piloting checks. Then, once it reaches your ship’s turn, everyone will post but I will resolve the actions in the Engineering – Helm – Gunnery phase order. As such, while you can declare your actions in the open, please have your dice rolls in spoilers. The one exception are the gunners. Gunnery phase might need to wait for all the ship movements to finalise to determine which weapons are available for firing. So Gunners might want to hold your posting until then or set up a series of contingency actions depending on the final facing and positioning.

A few more points:

  • Captain, I trust you not to look at the dice roll spoilers when deciding what to buff.
  • Science Officer, don't forget the +2 bonus from the ship.
  • Pilot, ditto, don't forget the +1 from the ship.
  • In addition, the ship provides two +1 bonuses. I'll take it that by default, the two gunners would use them, unless stated otherwise. (This is so that people don't forget to use them)
  • Pilot, on the map, you would see the token for the Pegasus and the Besmaran whelp. The port (left) side is red while starboard (right) is green, so that tells you the respective facing. I'll draw lines to indicate the path travelled by the enemy ship using the Polyline function of Google Slides. You don't have to do it, but I find it helps to keep track of the ship's movement.
  • Don't forget that you can change roles. For example, whoever's manning the Science Officer post might decide to ditch that and hop into Engineering (i.e. two Engineers) to repair badly damaged shields.

  • Acquisitives

    Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

    Is the idea for Deathsnipe to plant himself on the turret? He's the best gunner possible for level 2, and it's the best gun on the ship. He can hop over to something else though if we need it (like a second engineer or science officer).

    And yes, I agree that the gunners should get the +1 bonuses. That's how I recommend it at pretty much any table I'm at, no matter what role I'm in.

    Ally Boon: Dream Whispers (Once/adventure can take one d20 roll and add 2 to it after it is determined it is a failure, which could make it a success)
    Faction Boon: Acquisitive Champion
    Promotional Boon: T-shirt Reroll
    Social Boon: Faction's Friend (can earn extra fame is some fame was failed to be earned during scenario)

    Sovereign Court

    Year of Boundless Wonder

    Yes, I would think best for Deathsnipe as Gunner 1 to take the turret. Which means he can pretty much post immediately without waiting for final facing, since the turret can aim any arc. If there are distance penalties subsequently, I'll adjust the rolls accordingly.

    Acquisitives

    Male CG Human ace pilot mechanic 2 | SP 12/12 HP 16/16 ES 4/4| RP 3/3| EAC 15 KAC 16 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

    Slotted Boons:

    Faction: Acquisitives Champion
    Ally Boon: High Society Influence

    Second Seekers (Luwazi Elsebo)

    Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

    Boons for Kultanien:
    Ally: Professional Hireling (set4)
    Faction: Improved Chamion Wayfinder
    Social: Faction's Friend
    Slotless: Marked Field Agent, Tattoo of the Starfinder; (several others too, but unlikely to be used)
    Starship: Solar Powered Weapon System (will apply to one of the ships lasers)

    Acquisitives

    Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
    Active Spells::
    Solar Armor (+1 AC), Photon attuned (+1 Dmg)
    | Ammo: HR 6/6, LR 19/20

    Boons
    Faction Acquisitives Champion
    Ally Publicist (+1 Culture, Profession, Diplomacy)

    Sovereign Court

    Year of Boundless Wonder

    I think the site has finally stabilised. Pending Kultainen, Deathsnipe and Radiance's actions.

    Exo-Guardians

    Female NG Human Solar Disciple Mystic (Star Shaman) 1 | SP 6/6 HP 4/10 | RP 3/4 | KAC 15; EAC 14 | Fort +0; Ref +3; Will +5 | Init: +3 | Perc: +8, SM: +7 | Speed 30ft | Spells: 1st 1/3 | Active conditions: None.

    I really wanted to get this posted when I got back, but the board outages were perfectly timed to start with my trip home, grumble. But I am back in Japan and at home and have mostly settled. I should be able to keep regular daily postings from here on, and sorry for the lack of them the past week(s).

    Acquisitives

    Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None

    We back!

    Exo-Guardians

    Female NG Human Solar Disciple Mystic (Star Shaman) 1 | SP 6/6 HP 4/10 | RP 3/4 | KAC 15; EAC 14 | Fort +0; Ref +3; Will +5 | Init: +3 | Perc: +8, SM: +7 | Speed 30ft | Spells: 1st 1/3 | Active conditions: None.

    Yay!

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