Well, I'm 95% settled on playing a Space Goblin Technomancer. Only a few things to iron out, such as whether or not to do a Soldier dip (mostly for the hilarious image of a goblin carrying around a Heavy Rifle as big as he is.) Given that it isn't certain how far the campaign is going to go, I'll probably go the simpler route.
On Starship Combat, you would still be better off as a backup gunner with a +1 assuming their are two guns to operate. A +1 still crits. Overall, having bases covered is important, but I anticipate there being a lot more non-starship than starship combat.
I do think it's a bit ridiculous that so often conversations about Starship Combat start out with <Strength or Wisdom based character>: "So, my character has nothing they can do to meaningfully contribute to the Starship..." <Party>: "They can be Captain. They would cause the least amount of damage to the party there..." Unfortunately I don't see that changing anytime soon, so...
Zoran is going to be a better captain than Lenny, but if Zoran invested in Piloting they would be a significantly better backup gunner than Lenny would. That would be up to you two on what tweaks (if any) you would want to make to your character.
For myself, at this point I'm pretty sure I'm going to run a Technomancer. It would be between that or Mystic, and I've never gotten to play a Technomancer. I could be convinced otherwise, though.
With that, here's my brief look at Ship Roles:
Agent Eclipse - Zoran Duvahl - Envoy (Ranged): Captain (Backup gunner?)
Cellion - Pippimi - Soldier (Melee): Gunner
PaleDim - Lenny Shiroyuki - Solarian (Melee, Weapon): Backup Gunner (Captain?)
Remnar - z45719 - Mechanic (Ranged, Exocortex): Science or Engineer
Kuey - Davrin Emalon - Operative: Pilot
Wolfspirit: ?? - Technomancer?: Science or Engineer
Lenny Shiroyuki wrote:
Greetings Wolfspirit, who ran my very first PbP game (a we-be-goblins sometime last fall).
Yep. I recognize a few names from the group :)
If you were interested Lenny, one thing which could shore up your space combat would be using the bonus from Solarian for Diplomacy and taking a rank in Diplomacy. That would make Captain an option, even though an envoy is usually better
Player Handle: Wolfspirit
Have you played or GM'd this AP book before? : GMed x2
You recall that the Vat Garden is a ysoki-operated garden; you are also aware that the ysoki surreptitiously accept corpses to help grow their plants. You also know that Eoxians are undead; having turned themselves to escape a planet-wide calamity. They are still members of the Pact Worlds, though, and still considered civilized.
The Vat Gardens are not difficult to locate: any resident of the Downlow can point you in the direction. The station passageways open into an enormous sunken pool filled with a riotous growth of plants. A narrow walkway leading to other parts of Downlow encircles the overgrown vat, and a spire of some kind of machinery stands in its center. For such a busy section of Downlow, the area is surprisingly quiet. Two ladders and a steep staircase pierce the foliage and lead down into the vat.
The floor of the Vat Garden is 15 feet lower than the walkway surrounding it, and the foliage is so thick that creatures in the vat have total concealment (50% miss chance) from creatures up on the walkway. Within the vat, the orderly rows of plants provide concealment (20% miss chance) to opponents more than 10 feet away; enemies closer than this do not benefit from concealment. The two ladders and steep staircase leading down into the vat are easy to navigate, but the PCs can also climb down the plants themselves with a successful DC 15 Athletics check.
You note that there are three individuals in the dense brush: two men and a woman.
Gargalus Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Iseph Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Hishrizzik Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Sorkalazril Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Delta 5 Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Red Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
White Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Blue Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Next up: Hishrizzik !
<= ! -- means you're up!
Active Global Conditions: None.
Hopefully with the number of scenarios bumping up, we'll be able to have more level 3 tables. However with the content drought, yeah, it's been hard to get there without chain running the repeatables (which I've started doing.) Of course, now you really can get a level 3 just from repeatable content, so that should help.
Clearly "personas" are an important aspect of this scenario, but it's a little unclear how each character gets their persona and how much they're supposed to play to it. Is this supposed to be a player invented persona, or just what a GM observes and describes
My thought is to have Wazasha give a brief overview ("Remember, it's important to play to the audience! You're heroes, so make sure to be relatable!") Though I'm not sure if they should even know that the "anti-hero" option even exists.
Did anyone have any thoughts?
What class are you playing?
Not the GM, but not really a spoiler:
"Hacking" in Starfinder seems to be a question of plot. I've seen some materials where you need to be at a terminal, or others where it was assumed you could do it remotely. In general, it's almost always appropriate to ask the GM "Can I hack <current objective> remotely?".
Like Shadowrun, though, there are definitely corps you do -not- want to mess with.
I just tried this, and it appears to work:
Go to the Campaign Info tab.
You should be able to then create a new Discussion Thread, then associate it to the Campaign.
FYI, I submitted the game and got the character sheets set up. I've uploaded them Here. I named the individual files after the character that it's being put on.
It should also be noted that this Module only gives one Prestige Point, but gives a solid amount of gold and things you can buy for the difficulty
Thanks again for playing, and let me know if there is anything else anyone needs!
GM Lazyclownfish wrote:
Sounds good. I was mostly curious, so take your time
XP and Prestige Points are variable. You pretty much with always either get 1 XP for a Scenario (or a short module like Free RPG Day such as We Be Goblins) or 3 XP for a longer module / AP. Prestige Point maximum is determined by the material.
The rewards you get are the same regardless of whether you used a Pregen (unless the character had a faction special, or a boon, etc.) If you played a pregen, they are awarded to your character when they are in the level range for the chronicle sheet.
GM Lazyclownfish wrote:
Interestingly, there aren't very many important doors in the whole story, so it should be easy to omit many that don't matter. Who closes the doors in dungeons anyway?
You would be surprised at how many doors some Paizo modules / APs can have. It got to the point in my gaming group that we started making jokes about how "Ahead you see more doors, but one does not simply walk into More Doors."
GM Lazyclownfish wrote:
Leaders of cats, unite!
That all sounds pretty good. I'm a huge fan of proactive posting and pushing the adventure along. I haven't seen the specific dungeons from this adventure set, but I do know that areas with lots of doors that usually just slow things a bit on a tabletop are horrendous on PbP, so skipping those to get to the meatier chunks might be good (as well as standard protocols.)
I do appreciate that you have put thought into things :)
The most obvious route for Ryphorians is Mystic; they're the only class that particularly wants to have a Wisdom bonus.
Going 8 STR, 16 DEX, 12 CON, 10 INT, 16 WIS, 10 CHA (with a bonus point somewhere from a Theme) is probably going to be a pretty common Ryphorian Mystic stat spread. Longarm Proficiency and either Improved Initiative, Weapon Focus, Mobility, or a Save Feat are pretty solid (if somewhat boring) starting feats, and the bonus feat lets you get two now.
My table has taken about a month to (approximately, there's like 1 round of combat remaining) finish the first two of the Starfinder Quests. If they keep to the same pace they may not finish the final quest before November 17th.
Mechanically, the way the quests work there should be no problem reporting after the 4th is completed, though they wouldn't be able to use the character for anything else while still participating in the pbp and you wouldn't report the 5th session.
Logistically, the third and fourth quests tend to be much faster than the first two... the fifth can take a while though.
I can understand the Nonlethal change although it was a bit of a shock at how lethal a simple barroom fight could be when you couldn't rely on a round of nonlethal damage to create a cushion. It does mean taking enemies without Resolve Points alive a lot harder, whereas in Pathfinder it was a lot more reliable.
Also, I think the "dead at 0" streamlines the tracking of dying casualties.
I thought ITU had to be the first chronicle sheet run and chronicles had to be applied in the order played. I'm not familiar with PFS, so it's a basic question, but confusing to me.
Huh. I know a different quest series had to be played with brand new characters but I'm not seeing anything about that for Into the Unknown
[spoiler=Here's the text from Into The Unknown:
It does have to be a first level character though
As a side question, what has been the experience of people fitting the AP's into their SFS play? Are you just breaking it up over three sessions?
I believe most locations are breaking it up into 2-3 sessions. Apparently the first AP can be completed in roughly 6 hours, but until there is good data to back it up, I wouldn't be willing to run it in a single Gameday like I would, say, Emerald Spires 1.
How are we dealing with the 'level gap' between the AP's - would it ruin 'continuity' to have something between the AP chapters so you could keep playing with one character?
The way the AP ranges are broken up, you'll be required to supplement experience with the AP with Scenarios.
AP Rules wrote:
Since Adventure Path adventures are multi-session events, Starfinder Society characters may not be used in other Starfinder Society events until they receive a Chronicle sheet for the adventure.
So until you finish the AP chapter (i.e. Incident at Absalom Station) you can't play the character again between sessions.