All over a bit of Drift Rock

Game Master Azih

Current Track:

Mad intrusion

Map:

Sunrise Maiden Interior Battle!

Picture:
Grey skinned outsider/invader


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Oh yeah Nor reaction to Astrianna: 1d100 ⇒ 3

Hah. Not that Astrianna would be able to tell. This guy's social skills are overwhelming.


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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

Oh, well that's OK then - he may be a creepy undead horror with unfathomable purposes, but at least he's a creepy undead horror with unfathomable purposes and manners...

I feel so much better.

EDIT: yes to grabbing the quick release sheath, btw.


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 |

@Item list - Don't forget that holo-thingy!

But for the moment I think Leila has the stuff she needs. Maybe she'll grab that epoxy and clamp just to have something to idle with :P


Oh yeah forgot:

Eoxian Embassy Track


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:

Ha! I'm honestly surprised you didn't make the percentage of people that can't stand Astri higher. I had a feeling Nor could out bluff Loki himself with the way you were describing him.

Prospero: Astri already took two of the grenades, so please take the other two along with the autotarget rifle. It's really nice they gave Envoys grenade proficiency, gives them something to do besides yelling and shooting poorly.

Leila: Astri has the holo-thingy on her person, considering she's the only one with ranks in Disguise anyway. Yeah, you better take the epoxy so Astri doesn't start gluing more crap to her grenades.

Updated Group Loot with forwarded cash for our next mission!

4,076 credits

500 UPBs

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

Duravor Kreel's identification documents
1 engineering tool kit
1 medpatch
1 gear clamps

If you want to buy something pre-mission, now's the time. We should probably stock up on healing serums at least.


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:

Looking through the equipment, this wouldn't be a bad time to buy some armor upgrades.

Jump Jets (move-action flying) are only 1,000 credits, and probably at least one of us should have them. Especially if we're out in space or any other no-gravity environment.

I'm going to purchase Infrared Sensors for Astri's second skin (60ft darkvision) unless no one else wants to volunteer for Jump Jets, then she'll get them.

We should also buy 5 serums of healing MK1 for group consumption, which is 250 credits.


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 |

@Holo-thing - good I just wanted to hastily make sure it wasn't missed again : )

@Healing Serum - Yeah sounds reasonable. I agree.

@Jump jets - Soaring trough space you say ...? That sounds fun! Very fun. Though getting them on Leila is probably not a priority, since she is small.

And possibly I might have stuffed upgrades into my armour already. I have to double check. I'll take a look at the starfinder srd and see if there is anything else that looks useful.


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 |

Leila would like:

1x Trapsmith's Toolkit - 20c
5x Titanium Alloy Cable (50' total length) - 25c
1x Starstone Compass - 3c

Additionally do everyone have a personal comm or something? Might be handy if we are to wander around on a ghostship : )

Flashlights too!


@Astiranna: It's just an initial reaction. And Nor isn't quite God Level. Maybe by the end of Book 6 you'll be a match for his social skills?

Personal comms come with flashlights. They're not great flashlights though. You can certainly get better ones.


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 |

Mm that was my suggestion. Leila already has a separate flashlight and a spare flashlight as well : )


Ship Stats:

Hippocampus
Ringworks Wanderer, Small shuttle
Speed 6; Maneuverability perfect (turn 0); Drift –
AC 14; TL 14 (excluding Piloting ranks)
HP 35; DT –; CT 7
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Forward) (short – 5 hexes) light laser cannon (2d4)
Attack (Turret) (long – 20 hexes) coilgun (4d4)
Power Core Micron Ultra (80 PCU); Drift Engine none
Systems basic mid-range sensors, extra light weapon mount (turret), mk 3 armor, mk 3 defenses, mk 1 trinode computer
Expansion Bays cargo hold, guest quarters (common), life boats
Modifiers +1 any three checks per round, +2 Computers, +3 Piloting; Complement 1–4


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:

Purchases:

Infrared Sensors (200 cd)
Jump Jets (1000 cd)
5 serums of healing mk 1 (250 cd)

48 cds from Leila's purchases as well.

Updated Group Loot

2578 credits

500 UPBs

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

Duravor Kreel's identification documents
1 engineering tool kit
1 medpatch
1 gear clamps
5 serums of healing mk 1
1 Jump Jets

Installing the infrared sensors into Astri's Second Skin. Buying and taking the jump jets along just in case, unless someone wants to install them. It takes 10 minutes to swap out armor upgrades I believe.

If no one is feeling the jump jets we could just get a Grappler instead?


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:

What gear is available for purchase? Level +1?
I was thinking some heavy armor for P-4


Let me know what you guys want to do.


Yup. Level+1 for gear is easily available.

And you guys have a 5% discount if you do your shopping on Level 21 :o


Heading towards the Rock


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 |

Leila wouldn't mind the Jets - I'm just thinking we might not get good lift for our cash if we get them sized for a small person.

That is if Leila has Leila sized jets they probably can't lift anyone else. But if we have human sized jets they could. Not to mention that they could probably lift one of you that could lift her.

Also! I'm just guessing but I think our resident dare-devil wouldn't mind them, even if she is a bit busy and not have the time to say so right now!

Also2! Given the choice between jet pack and grappler we are getting the jet pack. Definitely.


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

Can't fit jump jets into my armour, sadly... I've taken the quick release sheath instead.


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 don't see anything in the rules that armor upgrades have to be different for small or large characters, so I think we're good that we can swap it around Leila. If this was reality you'd be entirely right, but there's magic and s&*! so it'll be fine!


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 good thing we have all that epoxy then ... :P

But Leila will gladly take it and soar around. Let me just double-check my armour.

Edit: Yes! She should have a slot free! To the skies!


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:

Can we fork 1,610cr (1530 with level21 discount) for Golemforged plating II?

Prospero-4 will probably be taking jump jets (or jetpack, when available) at some point, but there's no hurry.

I think we should buy at least 10 healing serums. I played a SFS scenario this week, and a stash of 10 went down really quick :)


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:

Sure on all accounts. Money doesn't do us any good if we're dead!

Doesn't matter who has the jump jets to me, I just think at least one of us need them. We can get Leila some Infrared Sensors too if Prospero wants the jump jets.

Total purchases, now with 5% discount (yay level 21!) applied: 3190

Group Loot:

886 credits

500 UPBs

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

Duravor Kreel's identification documents
1 engineering tool kit
1 medpatch
1 gear clamp
10 serums of healing mk1


Alright.

Here are the Roles: Who's filling what? As the last time I will allow someone to fill two roles

Captain:
Pilot:
Science:
Engineering:
Gunner 1:
Gunner 2:


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 |

@Roles - Leila will grab Science again!

Unless Mr 4 really really wants it.

@Jump Jets - Since there was no hurry Leila will hold on to them for now. Just because there's some flying halfling shenanigans that need to be explored :P


So there's been errata which makes flying a starship easier. starfindersrd.com as well as the CRB are not reliable any longer. I've copied the rules including the errata into the Campaign tab under Starship Combat Reference.

Okay.

1. This ship has a trinode computer so you get a +1 to three skill checks. Let me know what skills you want to apply them to do by default. You can change it up between rounds of course.

2. The Captain should decide in the top of their round what they wish to do. They can choose to hold their decision until after all the ships have moved and the tactical situation for the gunnery phase has become clear but if so then they can't use buffs for helm or engineer or science actions (cause they'll all be done for the round by that point).

Top of Round.

Pilot Roll Initiative.
Engineer and Science Decide what they wish to do (if anything) and roll
Captain Decide whether they wish to buff one of the rolls or hold action for something else.


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

I'll happily take a +1 to piloting from the computer!


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 |

@Errata - Does that mean that the ship computer doesn't provide a default bonus on Computer rolls anymore?

I'll take a look in the campaign info tab.

@Bonuses - I vote that we slap at least one of the bonuses on the pilot roll. They seem the most important.


Top of round one, editable map link. The PowerPoint app on phones is pretty great if you want to edit from there.

Above the Rock

@Liela: The ship inherently has +2 to computers and +3 to piloting as in the stat block. The trinode gives it an additional +1 to any three checks.

Ok, also, I made a mistake as to timing. (edited in game post) You guys aren't just past the Armada when you pick up the other ship. You guys are very very close to the Drift Rock. It's been two hours since you left the Station. Apologies!

So on the map, you guys are green, the other ship is orange. The Drift Rock is on the north edge of the map. You guys are on the south edge.

GMing is hard *grumble grumble*

+1 to Piloting confirmed.


@Liela: Also you are right, you do get another +2 from the basic sensors on top of the computers bonus and your own skill.


Stats from what Leila has gleaned:
DEATH'S HEAD NECROGLIDER (TIER 1/2)
Tiny interceptor
Speed 12; Maneuverability perfect (turn 0)
AC 16; TL 16
HP 30; DT n/a; CT 6
Shields Basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) gyrolaser (1d8), light emp cannon (Special)

So you have a tier of the enemy ship to calculate your DCs from (0.5) as well as your own (1). It'd be great if you could tell me what the DC is if the check you're attempting when you make the roll!


Ah nuts. Forgot that I'm rolling initative to 'hurry' things up.

Alright. Will do it here this time.

Enemy Piloting Check: 1d20 + 15 ⇒ (7) + 15 = 22

Fianh Pilot: 1d20 + 13 + 3 + 1 ⇒ (7) + 13 + 3 + 1 = 24

Enemy goes first.

Oh and the AC and TL Leila has determined is assuming an adequate pilot. It might be higher than that.

What's already happened:

Pilot initiative done,

Enemy ship moved

Science office scanned and got results.

what is next from players:

Captain Decide what they wish to do

Engineer decide what they wish to do (if anything) and roll

Pilot decide the movement

Gunner fire


Battle Above the Rock


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

Can't edit the map.


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

Never mind, I was being a klutz. I've now moved us 6 squares forward.


Since the Hippocampus is a tier 1 ship. I think Evade would be 10 + (1 X 1.5) which resolves to a DC of 11 right?

Either way if you're going to succeed (no fails on rolls of 1) you can just state the DC of the check and your bonus and you don't need to roll.


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:

Taking Captain and Gunnery 1 (coilgun), and a +1 to gunning from the computer

Usually I wouldn't do this because Astri can't encourage herself, but I want to shoot things!

Posting now!


Probably not going to be posting until Wednesday so many Happy returns of the season to you all and Merry Christmas if you celebrate!


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 merry christmas and happy holidays to you all : )

And see you on wednesday!


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:

Merry Christmas, all!

I should be back to keyboard tomorrow, or wednesday latest.


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:

OK, Prospero takes engineering and gunnery. I'll be diverting power to the weapons, so I'm not sure if that would retroactively increase the damage from Astrianna's roll(?).


Alright Round Two:

Enemy goes first. Already moved

What's already happened:

Pilot initiative done,

Enemy ship moved

What is next from players:

Captain Decide what they wish to do and roll

Science office action and roll

Engineer decide what they wish to do (if anything) and roll

Pilot decide the movement

Gunner fire.

@Prospero. Yes you can use your exocortex bonus (might be table variation, don't think you can by RAW). And yes since Engineering happens before gunnery it will have happened before Astrianna shot.


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 DC on this action doesn't seem very high at all ... :P

(5 + 1.5*CR)


If you're going to auto succeed. Just say so and you don't need to roll!

I think previously they balanced ship combat for low levels and forgot to see how it would scale up. So now they've balanced it for all levels and the low levels became pretty low DC.


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 |

Mmm but rolling dices feels good : )

And that does sound like a plausible explanation! The action isn't super impactful, so I guess it's nice that it is easy :P


Nice work guys! All depends on where Fianh moves you now.


Did you move the ship on the map Fi? If not maybe you could let me know how you wish to move it? Face on close range like the last time?


Alright moved the ship myself in a similar maneuver to last time. You guys have glitching engines now -2 to all pilot actions. You can patch the system to repair it if you wish. But it won't help the initiative roll!

Round Three

What's already happened:

Pilot initiatives done,

What's next from players:

Pilot decide the movement.

Captain Decide what they wish to do and roll

Science office action and roll

Engineer decide what they wish to do (if anything) and roll

THEN
Enemy ship moves
THEN
Gunner fire.


Happy new Year everyone. I'll see you guys in 2018!


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 |

Happy new year : )


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

According to the rules (as I read them - and I could be wrong), functioning shields completely block an EMP weapon. So if our shields are up, the EMP can't penetrate them.

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