All over a bit of Drift Rock (Inactive)

Game Master Azih

Current Track:

A farwell, an ending, a beginning

Map:
Empire of Bones Maps

Picture:
The Group all pictures including final


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Any input Prospero?

I'm getting super worried about Cueta honestly. Do you guys want to continue as is or pick up another player? We can always make it a 5 person group when s/he gets back.


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

Hmm. Hmmm. Hmmmm. Yeah. I really hope they're just under the weather or decided to re-prioritize their free time or something, but I worry that it's something bad.

We'd probably want to be 4 for the adventure to run smoothly. But it feels weird to give up on Cueta - for whatever that means. Hmm.

Question - will this book also start with a space battle? If so we might be able to start that one on three at least.

But otherwise we should probably start thinking about adding another soul to the party. And we can surely be 5 : )


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

I certainly don't want to think about replacing Cueta...
But if GM thinks he can adjust the game for 5 characters (if needed), start of a new book would a good spot to introduce a new character.

I don't mind having 5 players. So on my behalf we can start recruiting, and then continue with 5 if/when Cueta hopefully gets back.

If we add a new player, should we ask our network, or do open recruitment?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

We can grab a 5th and await Cueta's triumphant return!


Let's reach out in network then, if you guys know someone reliable that wants to play a frontliner/part time pilot starting book 4 of Dead suns then tell them to msg me. I'll open up recruitment if no one is found.


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

I found one player, who might be interested in joining us.
I'll tell him to PM you.


Ok, sent them a message. Sorry for pausing again guys, but really makes sense for the new player to jump in now rather than later as you're going to be going to parts inaccessible.


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

Aye that's reasonable : )

Truth to be told, these last few days have been way too hot over here so I'm kinda glad to not process any new things just yet.


Male NG Vesk Soldier 1 / Solarian 12 | Stamina 130/130 HP 95/95 | EAC 28 KAC 31 | CMB +19, CMD 39 | F: +11, R: +8, W: +8 (+2 vs fear, +2 vs spells, SLA) | Init: +7 | Perc: +16, SM: +4 (+1d6), Low-Light Vision | Speed 30ft | Unattuned 0/3 | Resolve 12/12 | Force Field: HP 20/20 Charges 20/20 | Haste 10/10 | Active conditions: None

Hello! This is Propero-4's friend checking in. I'm still working on a character to fill in temporarily while Cueta is away, but I'm not as familiar with the Starfinder system and am slower at this. I'm hoping to have a build solidified by the end of the weekend, but in the meantime I'd love to hear your thoughts on how you think a melee-oriented Vesk Soldier-1/Solarian-X (solar weapon) would fit in with the group.


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

Hello! Nice to meet you : )

No thoughts so far!


Solarion isn't a class that any of us have experience with so it'll be a joint learning experience!


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Hey there! Vesk soldier/space paladin sounds good to me!


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

Welcome! :)

I know little about solarians, except that they are very much melee types - and since that was what we’re needing it sounds very good.

I was just wondering if you actually need that soldier dip for anything, or would you be better off as full solarian?


Male NG Vesk Soldier 1 / Solarian 12 | Stamina 130/130 HP 95/95 | EAC 28 KAC 31 | CMB +19, CMD 39 | F: +11, R: +8, W: +8 (+2 vs fear, +2 vs spells, SLA) | Init: +7 | Perc: +16, SM: +4 (+1d6), Low-Light Vision | Speed 30ft | Unattuned 0/3 | Resolve 12/12 | Force Field: HP 20/20 Charges 20/20 | Haste 10/10 | Active conditions: None

From what I've been reading, the soldier dip is beneficial for several reasons:
- Strength for Resolve instead of Charisma
- Free armor and weapon proficiencies (Heavy Armor being the most important)
- Blitz Soldier specialization gives a bonus to both Initiative and speed

I've got the basics of the build in my profile if someone wants to take a look, but what I'm really feeling overwhelmed with right now is equipment. While I've picked out a pair of personal upgrades and have some baseline guidances on how much of 23,000 credits to spend on armor and weapons, I have very little idea what would be useful things for a lvl 7 character to have. Does anyone have recommendations? "Starter Kit" and other Really Useful Items (tm)?


Might be best to leave the useful items to the skill monkeys and focus on your weapons and armor! Rough guide is items around your own level are best. The starfinder levelled item setup is kind of nice for that.

Armour upgrades are quite critical though.


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:
Vek Starsoul wrote:

- Strength for Resolve instead of Charisma

Ah, right! This might be the biggest thing. IIRC Solarian doesn't have much other (class mechanics) use for Charisma.

I trust your main weapon will be solarian weapon? So a crystal for that and a nice piece of armor should be where most of you credits should go. Maybe a backup weapon for some different damage type? A ranged weapon?

Other items - I don't quite know... For armor upgrades jump jets / jetpack and force field might be most useful. Medpack/-patch (have we ever used them?). Backpack. Flashlight if you don't have darkvision.


Rings of Resistance are good for shoring up your weak saves.


If you want, you can put up your shopping so far and we can all look over it and give suggestions.


Male NG Vesk Soldier 1 / Solarian 12 | Stamina 130/130 HP 95/95 | EAC 28 KAC 31 | CMB +19, CMD 39 | F: +11, R: +8, W: +8 (+2 vs fear, +2 vs spells, SLA) | Init: +7 | Perc: +16, SM: +4 (+1d6), Low-Light Vision | Speed 30ft | Unattuned 0/3 | Resolve 12/12 | Force Field: HP 20/20 Charges 20/20 | Haste 10/10 | Active conditions: None

Alright, here's what I have so far:

- Golemforged Plate Mk III (5500 credits)
- Purple Force Field (4550 credits)
- Ring of Resistance Mk II (4200 credits)
- Minor Electron Solar Crystal (3850 credits)
- Zero Pistol (Frostbite-class) (3060 credits)
- Personal Upgrade (+2 Strength) (1400 credits)
- Industrial Backpack (25 credits)
- Flashlight (1 credit)
Leftover credits: 414

Given everyone else's abilities, is a ranged weapon needed? I would just hate to not be able to help against a distant opponent and the combination of an armor with 3 upgrade slots and a jetpack is expensive - but downgrading the ring and losing the pistol would be enough. It would look like this:

- Lashunta Ringwear Mk III (8420 credits)
- Purple Force Field (4550 credits)
- Jetpack (3100 credits)
- Ring of Resistance Mk I (735 credits)
- Minor Electron Solar Crystal (3850 credits)
- Personal Upgrade (+2 Strength) (1400 credits)
- Industrial Backpack (25 credits)
- Flashlight (1 credit)
Leftover credits: 919

Thoughts?


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

I think we can spare some backup ranged weapon for you, so in that sense you can spend the 3k credits to someting else. I think the latter set looks pretty good.


Prospero's got more than enough honestly so the second set should be fine!

Other than that. I think the way you get introduced to the group is that you're a member of the Starfinder Society in one form or another and are open for an assignment so they assign you to this group as it's heading out into the Vast! Maybe you're a veteran of such expeditions and so well suited to it?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Or we could just pick him up at a space truck stop!


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

Yeah I think we have something in our pile of guns that you could borrow. The resell value of those in starfinder is pretty bad so we've pretty much built a hoard ^^


Male NG Vesk Soldier 1 / Solarian 12 | Stamina 130/130 HP 95/95 | EAC 28 KAC 31 | CMB +19, CMD 39 | F: +11, R: +8, W: +8 (+2 vs fear, +2 vs spells, SLA) | Init: +7 | Perc: +16, SM: +4 (+1d6), Low-Light Vision | Speed 30ft | Unattuned 0/3 | Resolve 12/12 | Force Field: HP 20/20 Charges 20/20 | Haste 10/10 | Active conditions: None

Good to hear! GM, Vek's profile is ready for final review. Once I hear back that everything looks alright, I'll introduce myself in the Gameplay thread.


Ok, well that was tough to do. Really hope Cueta comes back soon.

Vek. You look good to go from my end.


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

:/ :( :/ :/ :( :/

I hope so too. Or at least bounce by to say that everything is fine on their end at least - even if they don't want/can't hang around here.


Loving the music suggestions and we have the first track of vol 4:

Into The Vast


Alright, look at that, throwing Vek right into the most complicated and sporadic aspect of Starfinder: Starship Combat!

So how we've got it working is first I assume roles that the PCs are filling as that can be changed every round. ONE house rule I have is that there is an extra action between the four of you so all five 'roles' in starship combat can be filled.

Here are my assumptions:

Captain: Astrianna
Pilot: Vek
Science: Leila
Engineering: Prospero
Gunnery: ??

Not Multiple people can fill any role other than Captain or Pilot.

There are also computer bonuses to assign which I assume as follows by default:
Piloting Initiative
Piloting movement
Gunnery
Engineering

then there are two phases.

1. Initiative and Movement

Both pilots do a piloting skill roll off and the loser moves first. This simulates the winner of initiative outmaneuvering the loser as facing matters a lot. I roll these to make things faster. If the NPCs lose then I will move the enemies right away and the PC pilot can move at their leisure and it can bleed over to the second phase below. Otherwise I will wait for the PC to move and then move the enemy. Piloting stunts happen here.

2. Other actions.

Once you guys know what the facing and positioning is like from step 1 then that's where Captain, engineer, science, and gunnery checks happen. To streamline matters I've ruled that the captain can't encourage pilot initiative checks as that's a critical part of setting up the next round and I don't want back and forth on that.

Then I resolve the shooting results as it happens simultaneously and we start the whole thing again!

Round 1 Initiative Roll off:

Enemy Piloting Check: 2d10 + 16 ⇒ (5, 3) + 16 = 24
Vek Piloting check: 2d10 + 12 ⇒ (2, 1) + 12 = 15

And that means Vek goes first. I've put up a link to a powerpoint online doc up in the header that you can use to move your ship around (the orange one), to turn one hex facing you have to move one space so steering the ship is a bit like a boat. After that I'll move the enemy ship and then we'll do the rest of it!

Round One:

What's already happened:
Pilot initiatives done,

What is next from players:

Choose Roles and computer bonuses or go with Default

Move Ship

Then what is next from GM:
Move enemy Ship

Finally:
Take all Actions including Gunnery.


Here is a Starship Combat Reference including Errata:

Starship combat reference:

Errata:

When actions taken in starship combat call for a skill check, any class feature that grants bonuses to or allows rerolls with the relevant skill applies when using that skill as part of starship combat. This is an exception to the rule.

Captain:

As a captain, you can take any of the following actions, depending on your character level, during any phase of combat.

Demand (Any Phase)

You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1.5 × your Starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.

Encourage (Any Phase)

You can encourage another member of the crew to give her a bonus to her action. This works like aid another, granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a Diplomacy check (DC = 15). You can’t encourage yourself.

Taunt (Any Phase, Push)

You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (Engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1.5 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.

Orders (Any Phase, Push)

At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an Engineer, a gunnery check for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 15 + 1.5 × your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders.

Moving Speech (Any Phase)

At 12th level, you can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful Diplomacy check (DC = 20 + 1.5 × your starship’s tier). For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions.

Pilot:

Fly (Helm Phase)

You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.

Maneuver (Helm Phase)

You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 1.5 × your starship’s tier) to reduce your starship’s distance between turns by 1 (to a minimum of 0).

Stunt (Helm Phase, Push)

You can attempt any one of the stunts described. The DCs of the Piloting checks required and the results of success and failure are described in each stunt’s description.

Full Power (Helm Phase, Push)

If you have at least 6 ranks in Piloting, you can spend 1 Resolve Point to move your starship up to 1-1/2 times its speed. You can make turns during this movement, but you add 2 to your starship’s distance between turns.

Audacious Gambit (Helm Phase)

If you have at least 12 ranks in Piloting, you can spend 1 Resolve Point and attempt a Piloting check (DC = 20 + 1.5 × your starship’s tier) to pull off complex maneuvers. You can move your starship up to its speed, treating its distance between turns as if it were 2 lower (minimum 0). You can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship’s movement, you can rotate your starship to face in any direction. If you fail the check, you instead move as if you had taken the fly action (but still lose the Resolve Point).

STUNTS
Instead of ordinary movement, pilots can attempt stunts with their starships (see Stunt), pushing them beyond their design specifications to enact daring moves. Several stunts affect your starship’s Armor Class (AC) and Target Lock (TL).

Back Off

The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1.5 × your starship’s tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.

Barrel Roll

The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt, your starship must be Large or smaller and you must succeed at a Piloting check (DC = 10 + 1.5 × your starship’s tier). On a failed check, the starship moves half its speed but doesn’t roll. If you fail by 5 or more, your starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round.

Evade

The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1.5 × your Starship’s tier). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.

Flip and Burn

The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1.5 × your ship’s tier). If you fail this check, your starship moves forward half its speed but doesn’t rotate.

Flyby

The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other starships). During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1.5 × your ship's tier). If you fail this check, your starship still moves as described above, but you follow the normal rules for attacking (based on your starship’s final position and distance), and the movement provokes a free attack from that starship as normal.

Slide

The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1.5 × your ship’s tier). If you fail this check, the ship moves forward up to half its speed and can’t make any turns.

Turn in Place

The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check.

Gunner:

GUNNERY CHECK
Attempt a gunnery check for each weapon fired against a target.

Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty

Fire at Will (Gunnery Phase, Push)

You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.

Shoot (Gunnery Phase)

You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc.

Broadside (Gunnery Phase, Push)

At 6th level, you can expend 1 Resolve Point to fire all of the starship weapons mounted in one arc (including turret-mounted weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty.

Precise Targeting (Gunnery Phase)

At 12th level, you can perform a very precise strike by spending 1 Resolve Point and firing one starship weapon at a single target. If the attack hits and the enemy ship’s shields on that quadrant are depleted before your attack, you deal critical damage to a random system. If the attack would normally cause critical damage, the normal critical damage applies as well (meaning your attack could potentially deal critical damage multiple times; determine which system is damaged as normal each time).

Engineer Actions:

As an Engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the Engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many Engineers are on a starship.

Divert (Engineering Phase)

You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1.5 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the Starship’s power core, up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).

Hold It Together (Engineering Phase)

You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1.5 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.

Patch (Engineering Phase)

You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table. Multiple Engineers can pool their actions in a single round to effect repairs more quickly, but each Engineer must succeed at her Engineering check to contribute her action to the patch.

The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core.

Critical Damage Condition Actions To Patch DC
Glitching 1 10 + 1.5 × your starship’s tier
Malfunctioning 2 15 + 1.5 × your starship’s tier
Wrecked 3 20 + 1.5 × your starship’s tier

Overpower (Engineering Phase, Push)

If you have at least 6 ranks in Engineering, you can spend 1 Resolve Point and attempt an Engineering check (DC = 15 + 1.5 × your starship’s tier) to squeeze more out of your ship’s systems. If you’re successful, this functions as the divert action, but you can send extra power to any three systems listed in that action. This action and the divert action can’t be taken in the same round.

Quick Fix (Engineering Phase)

If you have at least 12 ranks in Engineering, you can try to repair a system quickly by spending 1 Resolve Point and attempting an Engineering check (DC = 10 + 1.5 × you starship’s tier). If successful, you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage), after which time it must be repaired as normal.

Science Actions:

Balance (Helm Phase)

You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 10 + 1.5 × your starship’s tier), you can shift Shield Points (Sp) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.

Scan (Helm Phase)

You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1.5 X the tier of the starship being scanned + its bonus from defensive countermeasures. If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.

1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.

2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.

3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.

4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.

5. Other: Any remaining ship statistics.

Target System (Helm Phase, Push)

You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC equals 5 + 1.5 X the tier of the enemy starship + its bonus from defensive countermeasures. If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.

Lock On (Helm Phase, Push)

If you have at least 6 ranks in Computers, you can lock your starship’s targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check. The DC equals 5 + 1.5 X the tier of the target starship + its bonus from defensive countermeasures. If you succeed, your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round.

Improve Countermeasures (Helm Phase)

If you have at least 12 ranks in Computers, you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1.5 × the tier of the target starship + its bonus from defensive countermeasures. If you’re successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).

Minor Crew Actions:

Minor crew actions are computer-aided actions that allow a starship limited functionality if it doesn’t have the necessary crew to fill all the roles (for instance, the lone crew member aboard a Tiny starship might always be the pilot but may need to fire one of the vessel’s weapons in an emergency). You can take a minor crew action regardless of your current role, but only if no other action was performed this round for the role associated with that minor crew action. A minor crew action can be performed only once per round and doesn’t count as your action.

Glide (Helm Phase, Minor)

You move the starship at half its normal speed. The starship can take turns during this movement, but the starship’s distance between turns increases by 2. You can add your ranks in the Piloting skill to the starship’s AC and TL for this round. You can only take this action if no other pilot actions have been taken during the helm phase (including glide).

Snap Shot (Gunnery Phase, Minor)

You can fire one of your starship’s weapons with a –2 penalty to the gunnery check. You can take this action only if no other gunner actions have been taken during the gunnery phase (including snapshot).

Out of combat:

Restoring Shields and Repairing Damage

When a starship combat encounter is over, the crew members can repair damage done to their starship, provided it hasn’t been destroyed and they haven’t been captured! Shields regenerate Shield Points at a set rate (depending on the type of shield) as long as the starship’s power core isn’t wrecked. You can double this recharge rate for 10 minutes by taking 1 minute and succeeding at an Engineering check (DC = 15 + 1.5 × the starship’s tier). Any penalties from critical damage conditions apply to this check.

You can remove the critical damage condition from a system by taking 10 minutes and succeeding at an Engineering check. The DC depends on the severity of the condition (DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked). The system is no longer critically damaged (it has no critical damage conditions) and can function as normal.

Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usually at a safe location (for instance, a world with a nonhostile atmosphere or a dock on a space station), and the repairing character or characters must have access to the outside of the hull. On most worlds, the crew can pay mechanics to repair the starship; the cost and time needed are up to the GM. If the crew is on its own in uncharted territory, it can still repair the starship’s hull. Doing so costs 10 UPBs per point of damage to be repaired and requires 5 hours of work regardless of the number of points repaired. A character who succeeds at an Engineering check (DC = 15 + 1.5 × the starship’s tier) can cut either the cost or the time in half. For every 10 points by which she exceeds the DC, she can reduce one of these factors by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use the aid another action to assist with this Engineering check. Failing the check to reduce the time or cost instead increases the cost by 5 UPBs per point of damage.


I don't expect this to go quickly as Vek is new to the system :) Take your time and ask any questions you want Vek. One thing we've found to help in movement is to draw a line on how the ship is moving so you can track the maneuvering.

(The odd shapes are the cloud like formations by the way)

Here is the Sunrise Maiden's stats:

Sunrise Maiden (Tier 7) wrote:
Medium explorer

Speed 10; Maneuverability good (turn 1); Drift 2

AC 14; TL 17

HP 65; DT n/a; CT 13

Shields Heavy 360 (forward 90, port 90, starboard 90, aft 90)

Attack (Forward) flak thrower (3d4)

Attack (Turret) persistent particle beam (10d6)

Power Core(s) Pulse Orange (250 PCU); Drift Engine Signal Booster; Systems advanced medium-range sensors, crew quarters (good), mk 4 armor, mk 7 defences, mk 2 tetranode computer (tier 3); Expansion Bays tech workshop, arcane laboratory, escape pods, recreation suite (hac)

Modifiers +2 any four checks per round, +4 Computers, +1 Piloting


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

@Vek: No need to stress for the first turn. Our main gun can shoot in all directions, and we have full shields - so maneuvering to right position isn't that important. On following turns you'll want to try to keep any damaged side away from the enemy.

Oh, and should the enemy have missiles, we might want to keep them in our forward quadrant where we have a flak thrower.


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

Do the cloud formations block shooting? If they do, no shooting happens...


Cloud formations do not block shooting, from observation of Azlanti vessel it seems like they do make it easier for a ship within it to evade incoming fire, but there is electrical discharge within that would take skilled piloting to avoid.

Ok, Round One has finished, with neither ship landing a hit but the Azlanti taking damage regardless. Rolled Initiative for Round two and Vek barely lost out. Meaning the crew goes again, this time armed with a lot of knowledge.

Round Two:

What's already happened:
Pilot initiatives done,

What is next from players:

Choose Roles and computer bonuses or go with Default

Move Ship

Then what is next from GM:
Move enemy Ship

Finally:
Take all Actions including Gunnery. You could take actions that don't require facing before I move the enemy ship! (such as turret gunnery etc.)


Round Three:

What's already happened:
Pilot initiatives done. Vek got the same result as the Azlanti again but the Azlanti's higher bonus means Vek has to move first again.

What is next from players:

Choose Roles and computer bonuses or go with Default

Move Ship

Then what is next from GM:
Move enemy Ship

Finally:
Take all Actions including Gunnery. You could take actions that don't require facing before I move the enemy ship! (such as turret gunnery etc.)


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

I'll get my post up tomorrow!

But before I go to sleep; we have a small discord channel Vek (that we basically never actually use. But you should have an invite anyhow!). I'll PM you a link


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

Midsummer is approaching, so I might not be posting until Monday. Please feel free to bot P-4, it should be quite straight-forward during space combat (divert&shoot, most likely)


Don't think Leila's science actions would make much of a difference at this point as you guys have sent the ship running so I assumed she'd target the Engines again to push on.

Hope your first startship experience was a fun one Vek! Though if you guys want to pursue then we can continue with it!


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

Should have checked here first ...

I'm not sure if we want to be enemies of that empire. On the other hand they rudely shot first. And, you know, there might be some loot in their ship :D


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

As an ardent worshipper of Calistria (and whatever over gods are convenient at the moment), Astrianna does not take slights lightly without some form of compensation. She's also trying to establish a reputation as someone "not to f$&% with".

Therefore- let's toast these fools and see what we can scavenge.

In the long run pissing off the Azlantis is probably a bad idea, but it's not like Astri thinks that far ahead.


Male NG Vesk Soldier 1 / Solarian 12 | Stamina 130/130 HP 95/95 | EAC 28 KAC 31 | CMB +19, CMD 39 | F: +11, R: +8, W: +8 (+2 vs fear, +2 vs spells, SLA) | Init: +7 | Perc: +16, SM: +4 (+1d6), Low-Light Vision | Speed 30ft | Unattuned 0/3 | Resolve 12/12 | Force Field: HP 20/20 Charges 20/20 | Haste 10/10 | Active conditions: None

Roger that. Awaiting initiative rolls before moving the ship.


Vek lost the initiative. If you guys lose initiative 2 more times, they'll have given you the slip

Go ahead Vek.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I'll be in training all week, I'll only be posting in the evenings for a while.


End of combat!

And new theme music. Vek's theme!

Star Pilot, Star Warrior

Thoughts on starship combat Vek?


Male NG Vesk Soldier 1 / Solarian 12 | Stamina 130/130 HP 95/95 | EAC 28 KAC 31 | CMB +19, CMD 39 | F: +11, R: +8, W: +8 (+2 vs fear, +2 vs spells, SLA) | Init: +7 | Perc: +16, SM: +4 (+1d6), Low-Light Vision | Speed 30ft | Unattuned 0/3 | Resolve 12/12 | Force Field: HP 20/20 Charges 20/20 | Haste 10/10 | Active conditions: None

It actually works rather nicely with PbP since I have time to read through all the different options. And I'm sure that as folks get more familiar with their "roles" in starship combat, they don't have to reference the rules quite as much. Glad this wasn't my first starship combat though, or it might have been a bit much to jump in with so many options.

Biggest downside is folks having to wait until one person posts to do their actions. We seemed to minimize that though with a long-range turret and scans not really requiring certain positions. If we had short-range gunners, it might be a different story.

Now I just need a way to boost my Piloting skill so we don't lose initiative every round. ;-P


The fight was meant to be harder than it ended up being. The issue I realize is that Leila made some very obvious optimizations to the Sunrise Maiden build that the rest of universe seems to have no idea of which makes it peerless.

Basically instead of sticking small guns on every facing like every other starship that apparently exists, the Maiden uses the build points on one big gun on the turret and enhanced defenses instead. I'll have to rejigger other starships in future combats to make them challenging.

Vek, your Dex is the real hindrance I think :). I kinda don't mind it though as it means Cueta will be a clearly better pilot when she comes back even though Vek is more than competent as a temporary pilot for the group.


N Android Mechanic 11 | HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt. | Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

I guess it's a bit hard to be a front-liner and a pilot at the same time :)

I realized as well that Sunrise maiden is build up quite differently from "default". As a result starship combat will be less tactical, but easier for PBP. Actually, having a a big gun in a turret makes a lot more sense for a crew of four, since there will be only one gunner.

Our AC is laughable, but shields are insane. Good job, Leila!


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Yeah, great job on the ship Leila. I love the concept of a ship with one big gun and super thick shields.


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

Yeah it was built to cater to laziness and big guns. Plus a turret felt more falcon-y so that's a plus :P

The spaceship combat in starfinder seems like a cool idea but they haven't thought very much about balance. (The price of multiple small weak guns vs one big turret for example!) Feels like it wants the spaceships to behave like ships-in-space a la say battlefleet gothic but forgot that turrets are cheap and there's only a handful of crew members anyhow so making a tank made the most sense.


Canada Day! Post tomorrow!


Status:
Monster ID Modifiers:
Culture +32, Engineering +33, Life Science +32, Mysticism +29, Physical Science +33. Include Alien Archive bonus! +2 vs Items
| Sp 117/117 Hp 80/80 | Rp 10/11 | EAC 26 KAC 27 | Fort +10; Ref +16; Will +12; +4 vs Fear, +2 vs Emotion | Evasion, Uncanny Agility | Init +8 | Per +23; Trap Spotter |

Happy Canada to you all then :D

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