Skitter Shot (GM Prep)


GM Discussion

51 to 88 of 88 << first < prev | 1 | 2 | next > last >>
Sczarni 5/5 5/55/5 ***

Help me figure out how to calculate the boxes at the bottom of the Chronicle Sheet.

I GMed it once, GMed it a second time using a GM Nova, and then played it.

So on that first Chronicle Sheet, do I check off 2, 4 or 5 boxes?

I'm thinking just 2, but tossing the GM Nova into the mix makes my right eyebrow twitch.

On the second Chronicle Sheet, can I check off any boxes?

On the third I don't think I can check off any.

Sovereign Court 4/5 5/55/55/55/5 **** Venture-Agent, Georgia—Atlanta

I would read it as just 2, as you cannot have the same thing repeated for check boxes (unless you were at an RSP or Paizo Prize supported event, where you would get three). Only one sheet can be filled at a time.

Sczarni 5/5 5/55/5 ***

2 for Chronicle#1, and 2 for Chronicle#2?

Or just 2 for Chronicle#1 and done?

Sovereign Court 4/5 5/55/55/55/5 **** Venture-Agent, Georgia—Atlanta

Skitter Shot Chronicle Sheet wrote:
If you have multiple copies of this Chronicle sheet, you can only check boxes on one copy at a time.

2 for Chronicle 1 only.

Sczarni 5/5 5/55/5 ***

Wow. That makes it an incredibly long haul before accessing both boons. For people who only play scenarios, it'll take them over a year to complete.

I GM a lot, so it won't take me as long, plus I'm running the AP, but that'll still take me some time to complete.

Paizo Employee 5/5 Starfinder Society Developer

6 people marked this as a favorite.
Nefreet wrote:

Wow. That makes it an incredibly long haul before accessing both boons. For people who only play scenarios, it'll take them over a year to complete.

I GM a lot, so it won't take me as long, plus I'm running the AP, but that'll still take me some time to complete.

Cool thing that this boon gives incentive helping other people out by GMing... just like a skittermander would do! :)

Sczarni 5/5 5/55/5 ***

Funny thing regarding the "10 Facts about Skittermanders" handout: it doesn't actually explain that Skittermanders are helpful.

At one of my tables Saturday two of the walk-ins knew nothing about Starfinder, and only sat down to my table because the WBG tables were full.

After the social interaction with the passengers where the two players were the opposite of helpful I realized I had to explain Skittermander culture to them.

They just thought this was the Starfinder version of zany pyromaniacal goblins.

5/55/5

3 people marked this as a favorite.

I posted this over in the Starfinder Homebrew forums, but it doesn't look like anyone there noticed.

I did up sound files for the robots and the announcements from M2 and zipped them up if anyone wants to use them. File can be found here.

4/5 5/55/55/55/5

Thanks for sharing mate :)

1/5 5/55/55/55/5

4 people marked this as a favorite.
Starfinder Superscriber

Every party that I ran this for, one of the rules for skittermanders was that the first person to take a leadership position by saying what to do next, everyone should generally follow because they must know what to do!

It cut out a lot of table debate and moved the story forward.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

Looking to run this sweet module (after its public release on July 1st) in PBP?

You can find the Skittermander pregens already formatted to BB Code by the amazing Elianna here in the PBP GM Kit.

GMs, the game is now available to be selected as an option in the PBP Gameday 7 dropdown listing.

Hmm

Sovereign Court 4/5 5/55/55/55/5 **** Venture-Agent, Georgia—Atlanta

HMM,

I have seen some concerns from people that the Skittermander Boon will be hard to fill out online due to a loss in resolution in the PDF each time it gets 'signed' online. As it will take a minimum of 6 sessions and a max of 24, is this something you would be concerned about? How do you intend on handling these chronicles?

TMF

The Exchange 1/5 5/55/55/55/5

1 person marked this as a favorite.
Starfinder Charter Superscriber

Its been my experience with the Alien Archive boon that people don't actually print out and rescan the thing so the loss of resolution is not really an issue, most people have been using a free hand drawing program (I like PDFescape for this) or simply making a text box with their initials.)

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

We’ve done mailing back and forth of PDFs at times, using a PDF program like Readdle or Adobe Reader.

Liberty's Edge 2/5 5/5

I just use my tablet and write on them to give out chrons. Others use other digital methods so I haven't actually seen a copy of a copy of a copy ever.

4/5 5/55/55/55/5

GM initials in the box of a PDF, backed up with a copy of your played sessions from your Paizo account works just fine.

Alien Archive was annoying at first, but we've sort of learned to cope. Loading your chronicle on a googledrive and sharing it with your GM works fine.

Alien Archive the GM could initial, sign, stamp it, mark with crayon, or smash a bit of spaghetti in the box - so it's not like it was the worlds most secure and reliable system :p

5/5 5/55/55/5

Can we please get a clarification that you can make a note on the chronicle that the skittermander thing is being done? I don't want to have to fill out 12 chronicle sheets per game.

Sovereign Court 4/5 5/55/55/55/5 **** Venture-Agent, Georgia—Atlanta

@Thursty, I have been assigned 7 sessions of 01-05 at Gencon 2018. Is it intended, for purposes of the Skittershot boon, that I can only get a total of 5 checkboxes (2 for GMing a scenario + 3 for GMing at GenCon) for all 7 of those sessions, or should I be getting 3 credits for each session that I run a Gencon, for a total of 23 checkboxes (2 for GMing 01-05 and 21 (3 * 7) for each session I run at Gencon)?

Shadow Lodge 4/5 5/55/55/55/5 ****

Quote:
You cannot earn credit from a particular adventure (even a repeatable one) more than once.

Glen - you would only get 3 boxes on your skitter shot boon for GMing the same game 7 times at Gen Con 2018.

Sovereign Court 4/5 5/55/55/55/5 **** Venture-Agent, Georgia—Atlanta

Mike Bramnik wrote:
Quote:
You cannot earn credit from a particular adventure (even a repeatable one) more than once.
Glen - you would only get 3 boxes on your skitter shot boon for GMing the same game 7 times at Gen Con 2018.

Thanks. That was my interpretation, too, but I have seen other GMs rule it in other ways, so I was just looking for more ... official clarification.

The way that they decided to allocate GM slots for SFS at Gencon 2018, from most of the GM schedules that I have seen, means that most GMs will be running 1 normal scenario and the special, and thus don't get the chance to put checkmarks on their Skittermander boons for most of their slots. First World Problems, I know.

Shadow Lodge 4/5 5/55/55/55/5 ****

1 person marked this as a favorite.
Glen Parnell wrote:
Mike Bramnik wrote:
Quote:
You cannot earn credit from a particular adventure (even a repeatable one) more than once.
Glen - you would only get 3 boxes on your skitter shot boon for GMing the same game 7 times at Gen Con 2018.

Thanks. That was my interpretation, too, but I have seen other GMs rule it in other ways, so I was just looking for more ... official clarification.

The way that they decided to allocate GM slots for SFS at Gencon 2018, from most of the GM schedules that I have seen, means that most GMs will be running 1 normal scenario and the special, and thus don't get the chance to put checkmarks on their Skittermander boons for most of their slots. First World Problems, I know.

I feel and share your problem there. The best thing we can do is to avail ourselves of the Regional Support Program and run tons of SFS in our local lodges! Those games count just the same as running at Gen Con! :)

I think (Hmm might need to check me on this) that the upcoming PbP Gameday VII is also a "supported event" also worth 3 per GM'd adventure, too!

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

It is! You are both welcome to run something Starfinder for us in PBP Gameday VII!

*

Quonx is the only character with the Computers or Engineering skills. If she gets killed or knocked out (by blue whinnis for example), how the heck will the PCs shut down the M2?

5/5

Ade wrote:
Quonx is the only character with the Computers or Engineering skills. If she gets killed or knocked out (by blue whinnis for example), how the heck will the PCs shut down the M2?

Simple answer: they don't. Better hope you have 5+ players, and one of them decided to play Quonx 2.

A lot of thought wasn't put into the adventure vs. the PC abilities. For example, Mind Thrust only works on the 6 hit point Shadow Creepers, but Dakoyo still has it. Speaking of whom, as the only person with Mysticism, Dakoyo is the only one who can shut down the shadow realm portal generator, as well, so prepare for infinite creepers if 'Koyo goes down.

5/5 5/55/55/5

Ade wrote:
Quonx is the only character with the Computers or Engineering skills. If she gets killed or knocked out (by blue whinnis for example), how the heck will the PCs shut down the M2?

Regroup to the bar and pour coffee down his throat?

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

I gave my players a percentage chance that they still had their environmental seals up from when they came aboard. Otherwise the only one who could clear the sleep poison was sleeping indefinitely along with the only one who could stop the ai.

5/55/5

My players were paranoid and turned their environmental protections back on when they got done talking with the people in the bar. As soon as they heard that the ship's AI turned, they were like, "The AI can turn off Life Support and we wouldn't be able to help."

Acquisitives 1/5 ***

1 person marked this as a favorite.
Dracomicron wrote:
Ade wrote:
Quonx is the only character with the Computers or Engineering skills. If she gets killed or knocked out (by blue whinnis for example), how the heck will the PCs shut down the M2?

Simple answer: they don't. Better hope you have 5+ players, and one of them decided to play Quonx 2.

A lot of thought wasn't put into the adventure vs. the PC abilities. For example, Mind Thrust only works on the 6 hit point Shadow Creepers, but Dakoyo still has it. Speaking of whom, as the only person with Mysticism, Dakoyo is the only one who can shut down the shadow realm portal generator, as well, so prepare for infinite creepers if 'Koyo goes down.

In our game, it quickly became a "make a skittermander wall" around Dakoyo. Getting all the op attacks as the creepers went to attack Dakoyo. It worked well enough, Dakoyo only went down once, and with the use of a healing serum, was back on their feet to complete the final part to shut it down.

4/5

I'm going to be GMing this soon and was wondering if there was a consensus on how the "Shadow Creeper Regeneration" works? One round after a shadow creeper is destroyed, another comes through the thin spot between the planes in the center of the room. Basically it's a question of how fast and how many actions they get.

I just played it and the GM's interpretation was that essentially each of the 6 had an initiative and if one was destroyed, it another would pop back in the next time its initiative was up and immediately have a full round of actions. That got hairy really quick, even with 6 players.

My interpretation would be that after one is destroyed, following the next turn of the character that destroyed it another would crawl into the center as their Move Action, allowing them a single Move / Standard for that round.

Did anyone else interpret it differently?

5/5

Michael Donley wrote:

I'm going to be GMing this soon and was wondering if there was a consensus on how the "Shadow Creeper Regeneration" works? One round after a shadow creeper is destroyed, another comes through the thin spot between the planes in the center of the room. Basically it's a question of how fast and how many actions they get.

I just played it and the GM's interpretation was that essentially each of the 6 had an initiative and if one was destroyed, it another would pop back in the next time its initiative was up and immediately have a full round of actions. That got hairy really quick, even with 6 players.

My interpretation would be that after one is destroyed, following the next turn of the character that destroyed it another would crawl into the center as their Move Action, allowing them a single Move / Standard for that round.

Did anyone else interpret it differently?

As tiny melee creatures with 6 hit points, they often die just getting in range to attack, since they have to be in someone's space to threaten them and every skittermander with a melee weapon (which should be all of them... they have six arms!) can make an attack of opportunity.

In my session of this, I just added a new creeper each round with full actions, and it didn't constitute a significant threat. Nako kills one on any hit with her doshko that manages not roll a 1 for the damage die.

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

1 person marked this as a favorite.

When I ran it, I just respawned however many I needed to get back to 6 on their initiative count and had them move towards PCs to attack.

Dracomicron wrote:
Nako kills one on any hit with her doshko that manages not roll a 1 for the damage die.

Nako stood in the middle of the room yelling "Not pets!" while full attacking. Nako killed so many of them before they got the Mysticism checks rolled.

4/5

Dracomicron wrote:


As tiny melee creatures with 6 hit points, they often die just getting in range to attack, since they have to be in someone's space to threaten them and every skittermander with a melee weapon (which should be all of them... they have six arms!) can make an attack of opportunity.

In my session of this, I just added a new creeper each round with full actions, and it didn't constitute a significant threat. Nako kills one on any hit with her doshko that manages not roll a 1 for the damage die.

Ah, yes. The "They're tiny so they have to move into the space to attack" definitely was something that was missed in the session I played ;)

Scarab Sages 4/5 5/5 **

So, yeah, that seems like a big problem. Haven't run it yet, but the second-to-last bit of the game just is the mechanic turning off the nodes while everyone else just sits and waits? Seems . . . unengaging.

Like . . . could the soldier smash them? Could I say it was a hybrid system to the mystic could use mysticism? How are some other ways we could get the other guys involved?

5/5

VampByDay wrote:

So, yeah, that seems like a big problem. Haven't run it yet, but the second-to-last bit of the game just is the mechanic turning off the nodes while everyone else just sits and waits? Seems . . . unengaging.

Like . . . could the soldier smash them? Could I say it was a hybrid system to the mystic could use mysticism? How are some other ways we could get the other guys involved?

What I did was let everyone search for the nodes, and then com over to the mechanic(s) so they don't have to keep looking. Then I let Nako "help" by kicking the node with Athletics, Gazigaz by encouraging Quonx with Diplomacy, and Dakoyo by channeling mystic forces with Mysticism... they don't turn off the nodes themselves, but they can give +2 bonuses with Aid Another.

You could also let the others be able to deal with the traps somehow.

Shadow Lodge 4/5 5/55/55/55/5 ****

My local lodge ran this again and we once again ran into the sleeping gas issue...but I think I finally found the answer to how to resolve it that I didn't catch when this first came out!

Very long and sleep-deprived rules diatribe follows...you have been warned:

Core p.414 wrote:
Diseases, drugs, and poisons can be cured if they are treated before the victim reaches the end state.
Quote:
Poisons and drugs work differently—fulfilling the cure condition (or reaching the end of a poison’s duration) removes a poison from the victim’s system, but she remains at the same step on the track and recovers gradually. For every day of bed rest (or two nights of normal rest), a victim moves one step toward healthy. This rate of recovery is doubled by successful Medicine checks (see Long-Term Care on page 143), though tenacious poisons might require a longer recovery period.

So option one is 24 hours of bed rest to go from Unconscious to Weakened, but -

Core p.414 wrote:
once a disease or poison has reached its end state, only the most powerful magic or technology (such as miracle or wish, or in the most extreme cases, reincarnate or a regeneration chamber) can remove its effects.
Skitter Shot p.9 wrote:

SLEEPING GAS TRAP CR 3 XP 800

Type technological; Perception DC 24; Disable Engineering DC 19 (jam vents shut)
Trigger location; Duration 6 rounds; Reset 1 minute
Effect 20-foot-radius cloud of sleeping gas (identical effect to blue whinnis [Starfinder Core Rulebook 419]); Fortitude
DC 14 negates
Core p.419 wrote:

BLUE WHINNIS

Type poison (injury); Save Fortitude DC 14
Track Constitution (special); Frequency 1/round for 2 rounds
Effect progression track is Healthy—Weakened—Unconscious;
no end state.
Cure 1 save
Core p.416 wrote:

Unconscious

The victim is unconscious and can’t be woken by any means.

Emphasis mine.

So by my read, that means that for the full 6-round duration, any PC trained in Medicine (Dakoyo/Quonx) can use a medkit (Quonx has one) to try and help their fellow(s) fight it off. Because there is no end state, they continue making saves for the full 6 rounds; succeeding at a single saving throw means the PC fights it off completely by fulfilling the cure condition.

If by some horrible happenstance all four PCs are together, and all of them fail 6 saves in a row...each? Well, they'd wake up 1 day later. That is, unless the GM decides that M2's threat on the bridge would have her send the robot from engineering to "eliminate" them (TPK justified by 24 failed saves = the dice gods pointing at that table in particular and demanding it be sacrificed); or if she'd try to keep them asleep as long as possible so they can "relax" (in which case they get a new 6 rounds of saves 1 day later...or maybe Nakonechkin would stumble down and drag them away from the trapped area, etc.).

So... sorry for being so long-winded, but organizing it like this helped me work it out in my head, since my several of my locals asked about it today. I hope this somehow helps if you run into this question!

Dataphiles 5/55/55/5 Venture-Agent, Netherlands

Ok, I have a quick question regarding the chronicle sheets.

I have received one from playing last week and I'm about to GM it next week.

Due to my own craziness I will fill the first boon completely by the end of September, due to RSP and Paizo sponsored events and will make a Skittermander.

My question is: The second boon, once I fill it, can I apply it to the first boon/Skittermander to boost it's stats? Or do I need to create a new skittermander completely? (Not a bad thing haha)

Shadow Lodge 4/5 5/55/55/55/5 ****

Thurston answered a similar question HERE regarding a similar boon found in scenario #1-06.

The implication is that, yes, the boon to the "existing" character can be stacked on top of the "new" character gained via another copy of this boon.

Hope that helps!

Dataphiles 5/55/55/5 Venture-Agent, Netherlands

Mike Bramnik wrote:

Thurston answered a similar question HERE regarding a similar boon found in scenario #1-06.

The implication is that, yes, the boon to the "existing" character can be stacked on top of the "new" character gained via another copy of this boon.

Hope that helps!

Ah thanks! I haven't played/ran #1-06 so I hadn't entered that post, much appreciated!

1 to 50 of 88 << first < prev | 1 | 2 | next > last >>
Community / Forums / Organized Play / GM Discussion / Skitter Shot (GM Prep) All Messageboards

Want to post a reply? Sign in.