All over a bit of Drift Rock

Game Master Azih

Current Track:

A way forward

Map:

Sunrise Maiden Interior Battle!

Picture:
Grey skinned outsider/invader


551 to 600 of 1,920 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:
GM Stargin wrote:
I'm pretty sure everyone in the crew except for Astrianna would think about just docking the Hippocampus with the Aceron.

Hey now I bet the goblins would agree with Astri!


I'd say you'd also be able to find enough equipment on the Aceron to repeat their towing cable trick with The Hippocampus. The Hippo isn't a mining ship but the principle isn't different.

So you guys have options.


Well got walloped by work today. Will try and update tomorrow but no promises.


One vote for left.


Female Human Daredevil Operative (Ace Pilot) 2 I HP 16 I Stamina 14 I Resolve 5 I EAC 15 I KAC 16 I Fort +1 I Ref +7 I Will +3 I Init +5 I Perception +6, Darkvision 12 metrons

OK, first things first: sincere apologies for lack of posts.

Good news: I got a promotion. Bad news: I now have a metric ****-ton of extra work to do, plus travel.

I’m still around, but I won’t be able to post once a day. We’re looking like – at best – every other day. If I am holding stuff up please just bot me and I’ll do my best to catch up.


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Congratulations on the promotion! Hopefully things will settle down once you're comfortable with your new responsibilities! Or when elected officials stop being dunderpates? Whichever comes first.


Congrats Fianh.

I've been getting jumped at work myself, though no promotion! You guys aren't allowed to bot the GM though!

Also you guys lost initiative and the zombie clobbered Fianh. Party up!


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Oof, get out of there Fi! Astri can't give you any more stamina until you use an RP to rest. We should probably do that + a healing serum after we deal with this zombie


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Yes congratulations to your real life events :-)

And the opposite on our current zombie predicament :-P


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Oh and I'm not sure trick attacks work against the dead?

Worth a shot :-)

And Leila has her pocket computer but there might not be many options for distractions with it (flashing lights?). I can roll Stealth instead and simply try for the raw sneaky approach!


Trick attacks work just fine. I think Starfinder is trying to get away from a bunch of edge cases. As long as you have some tech on you Leia can use it to create a distraction.

Will Bot Fi in a few hours.


N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

Congrats on the promotion, Fianh! Hope you can manage all the new stuff!


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

I was curious about the Holy Fusion Seal (5th level) we picked up, so I did some reading.

SRD wrote:

It is also possible to place a weapon fusion into a physical object, called a fusion seal, which can then be affixed to a specific weapon and even moved among different weapons. A fusion seal affects only weapons of a given level or less, as noted in parentheses after the name of the fusion seal. For example, a holy fusion seal that could be applied to any weapon of 10th level or lower would be written holy fusion seal (10th). Any decisions that must be made when a fusion is added to a weapon are made when a fusion seal is created, and they can’t be changed.

A fusion seal’s cost is based on the highest-level weapon the fusion seal can affect, and it is equal to 110% of the price of a weapon fusion for a weapon of that level. Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn’t function until the seal has been in place on a weapon for 24 hours. A fusion seal can’t be added to a weapon if doing so would cause the weapon’s total level of fusions (including the level of the fusion seal) to exceed its item level or if the weapon is not a legitimate choice for the fusion within the fusion seal. Grenades, ammunition, and other consumable items can benefit from fusion seals, but the fusion seal is destroyed when the item is used.

So from my understanding we don't have a high enough level weapon to even use this fusion seal, correct? We'll need at LEAST a level 5 weapon before we can apply the seal?


A fusion seal affects only weapons of a given level or less

:)

FUSIONS on the other hand work the other way.


Oh wait I see what you're saying.

The Holy Fusion Seal can be applied to a weapon 5th level or less.

HOWEVER Holy itself is a Level 2Fusion so, yes you are right Astrianna but, in this case, you need a 2nd level weapon, not a 5th level one.

Holy Level 2

A weapon with the holy fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The holy fusion cannot be added to weapons that have the unholy fusion.


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Ohhhh I get it now. So the holy fusion seal (5th) could be applied to a level 2 weapon because the holy FUSION itself, not the seal, is level 2.

The seal level (5th) is merely an indicator of how high a level weapon it can be applied to

You have to look at the fusion itself to get the fusion level to determine if it can be applied to a weapon/stacked with others.


Yup, seals are basically weapon attachments that can be used to apply fusions to a weapon in a modular way. The fusions are the important thing but fancier weapons need more expensive seals and that's where the seal level comes in.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Isn't the fancy gun from the locker a level two weapon? And maybe the zap-thrower.


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Group loot update my deadly buckaroos:

-----------

1186 credits

800 UPBs

4 bulk of noqual (500 cred each)

Industrial Backpack (with good dwarven lock but no key) containing:

Duravor Kreel's identification documents
1 engineering tool kit
4 medpatch
1 gear clamps
10 serums of healing mk 1

Holy Fusion Seal (5th level)

Arc Emitter (Tactical) (12/20 charge)

Flame pistol (12/20 petrol, 4 petrol per shot)

Shirren-eye rifle (tactical) (24 longarm rounds)

Freebooter armor I (android sized)

Backup generator armor upgrade

Battery (18 charges)

-------------------

If you want it just say! Otherwise Astri has it stuffed in her bag.

I figured Prospero would want to reload his rifle but if he doesn't we can keep the battery (18) as a spare.

Fi, Leila, either of you interested in the sniper rifle? It's pretty badass, wish Astri could use it.


No one is proficient with sniper weapons :) Long arms don't cover it sadly.

That's one vote for south I think?


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

I thought operatives are proficient in sniper rifles?

Yes one vote for south


Whoops, my bad. You are right. Mystics and Technomancers are the only classes that don't get something fun to play with weapon wise.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Yep yep we get proficiency though not Trick Attack.

And I admit it is a really fancy thing. Leila would gladly take it unless someone else also wants to lay claim on it : )


You know, if that thing had rolled better on Perception....

Anyways this is what Leia sees:

Drift Dead

And this was the assassin:

Assassin

I know I'm pushing ahead a bit but feel free to retcon rp guys.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

That's what the jetpack boosts are for. You know running faster then a bear and all that ... :P


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Clara-247 looks cool! Too bad she's dead...

I do NOT want to tangle with that Drift Dead.

We can put the Holy Fusion Seal on either Propero's Autotarget Rifle or Leila's sniper rifle, they're both level 2. Who wants it?

Technically the Flame Pistol and Arc Emitter can also accept it, but we don't have extra ammo for those


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

The sniper is really awkward to use really since it only has one shot. And I don't think that will be enough!


I'm counting one for south and one to engage east!

So Leila tie breaks? I'm pretty sure she doesn't want to engage and Prospero gets the seal.


Also anyone with the mysticism skill knows the following about incorporeal creatures.

Incorporeal
An incorporeal creature doesn’t have a physical body. It is
immune to all nonmagical kinetic attacks. All energy attacks
and magical kinetic attacks deal half damage (50%) to it. An
incorporeal creature takes full damage from other incorporeal
creatures and effects, as well as from all force effects. Corporeal
spells and effects that do not cause damage have only a 50%
chance of affecting an incorporeal creature. An incorporeal
creature is immune to critical hits.
Incorporeal creatures’ attacks always target their enemies’
Energy Armor Class. Incorporeal creatures cannot take any
physical actions that would move or manipulate an opponent
or its equipment, including combat maneuvers, nor are they
subject to any such actions.
An incorporeal creature can enter or pass through solid
objects but must remain adjacent to such an object’s exterior,
and so it cannot pass through the center of an object whose
space is larger than its own. It can sense the presence of
creatures or objects within squares adjacent to its current
location (see page 260), but enemies have total concealment
(50% miss chance; see Concealment on page 253) from an
incorporeal creature that is inside an object. An incorporeal
creature inside an object has total cover, but when it attacks
a creature outside the object it has only cover (see Cover
starting on page 253). An incorporeal creature cannot pass
through a force effect. Incorporeal creatures pass through and
operate in vacuum, water, and zero gravity as easily as they do
in air. Incorporeal creatures cannot fall or take falling damage.
They have no weight and do not set off traps that are triggered
only by weight.
Incorporeal creatures move silently and cannot be heard with
Perception checks unless they wish to be. Any sense (including
blindsense or blindsight) based on scent, sound, or touch is
ineffective at perceiving incorporeal creatures. These creatures
have an innate sense of direction and can move at full speed
even when they cannot see.


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

Yup. Prospero, you get a Holy Fusion Seal (5th level) on your Autotarget rifle and are officially on undead killing duty!

Holy Level 2

A weapon with the holy fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The holy fusion cannot be added to weapons that have the unholy fusion.


If nothing else then I'll move on south tomorrow.


N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

But does the holy seal make attack magical? If not, the driftdead cannot be harmed with autotarget rifle.

And even if it makes it magical, the gun deals 1d6/2 damage, since the holy seal doesn't do anything special vs. incorporeal. So I'm better off firing overcharged shots with the laser rifle for (1d8+1d6)/2.

Does trick attack do the bonus damage versus incorporeals?


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

That's true, I was still thinking in Pathfinder 'holy' enchantment. This is more just 'weapon is good aligned'. Now in Pathfinder that can sometimes mean they are useful vs ghosts but here in starfinder it seems less so. Unless of course it has DR...

But yeah it might be wise to holy up an energy weapon just in case. That means either the Arc Thrower or the Flame Pistol right?

@Trick attack I think that works so Leila will probably go for her taser


N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

Taser? I wonder if undead are immune to nonlethal damage in Starfinder...

I think the flame pistol is the best choice for the fusion, as everybody can then use it. Although 1d4/2 is quite pathetic damage, but we can boost it with trick attack and/or overcharge.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

That's a good question but I don't think so since it only matters on KO. But I haven't actually checked...

I'm not sure how much ammo we actually had for the flame pistol but yeah, if no laser is high leveled enough, that's probably our best bet.

Or find a blowtorch or shock maul or something that isn't as ammo limited.


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

I was wondering the same thing, Prospero, and your logic is sound. I would still suggest putting it on the autotarget rifle for now because we might run into something else that has DR/good. Plus, if that Drift dead is has DR/good of 5, (1d6/2) will still do more damage than ((1d8/2) - 5).

That and the flame pistol only has 3 shots left and we have no more fuel.


N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

I read the fusion rules again, and yes, the fusion makes the ammo fired to count as magical.

So the auto target rifle is a possibility, even if not a very good one. And true, with the limited fuel on the flame pistol, that’s not a good option either.

So let’s put the seal on AT rifle for now.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

It does? Then yeah that sounds like a plan! And let's hope we don't have to use it :P


Map updated, apologies for being AWOL yesterday.


By the way a fusion does make a weapon count as magical so any one will make a kinetic weapon not completely useless against incorporeal creatures.


So that's one vote for left and one vote for right (from a looking at the map from top down persepctive!).
Fi and Prospero to vote!


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Oooh I totally missed the mysterious symbols!

This might also be the perfect excuse to get Leila to study up a bit on languages during the next downtime :-)


I'll pause until I have someone else chime in. C'mon guys we're almost at the end of book one here!


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

If Astri could just agree with Leila on something we wouldn't have this problem!

Hope Fi's player is hanging in there, haven't heard from her in some time.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

If Mr4 or Fi doesn't weight in soon I'm okay with Leila swapping her vote on this one. If she is the only one worried about ghosts she'll just swallow her fear so she can be a real space adventurer :-P


N Android Mechanic 9 | HP:58/58 SP: 72/72 +tmp 10/10 | RP: 8/8 | EAC 21, KAC 23 EAC 21, KAC 24 | F: +8, R: +13, W: +6 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +16, darkvision 12 mt. | Speed 30ft | Memory module: 1/1 | Current battery plasma: 28/40, street: 30/40 Active conditions:

Sorry, bit hectic day today. I'll try to get some post done, but no promises.

In general, I suggest the game moves on when there are two votes given to the same course of action.


Deeper in it is.

Same sentiments here for Fianh.


ROBOT


CN Female Half-elf Iconic Envoy 9| Sp: 63/63 | Hp 54/54 | Rp: 10/10 | EAC: 20 , KAC: 20 | Fort +7, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +14, 12 Metron darkvision | Condition:

The design is really cool on that robot, but... And while I'm no engineer.. Wouldn't its legs snap off by putting all that weight on those v joints? I guess magic or something compensates.


Status:
Monster ID Modifiers:
Culture +22, Engineering +23, Life Science +22, Mysticism +18, Physical Science +23. Include Alien Archive bonus! +2 vs Items
| Sp 72/72 Hp 56/56 | Rp 8/8 | EAC 22 KAC 22 | Fort +8; Ref +14; Will +9; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +7 | Per +17; Trap Spotter |

Hmm let's see. There's hacking rules in starfinder - but they really don't apply to robots do they? I better go and look that up just in case!

Edit: Also it really looks like the robot is four legged (3 visible and 1 behind the body).

The joints looks decently thick in comparison to the rest of the robot, plus it isn't too big, so I think it would work. Maybe. Might be worth to try and shoot at them?

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