Alledisil's Starfinder Quest - Into the Unknown

Game Master Alledisil

Defeat the pirate vessel Lawblight!
Day Tripper Stat Block
Current Map


Players & Current Status
===========================
SP 5/5 HP 9/9 RP 4/4

Sefel Lamunesh:

272301-702
LN Damaya Lashunta Technomancer 1
Scholar
Dataphiles
Initiative: +2
Perception: +1

Defense
-------
KAC/EAC: 14/13

SP: 5/5
HP: 9/9
RP: 4/4

Fort: +0
Ref: +2
Will: +2
Defensive Abilities:

Offense
-------
Speed 30 ft.

BAB +0
MLE +0
RNG +2

Melee Weapons: Tactical baton +2 (1d4B)

Ranged Weapons: Azimuth Laser Pistol +2 (1d4F, 20/20 charges)

Technomancer spells:
1st (2/3)-identify, supercharge weapon
0th (unlimited)-detect magic, mending, transfer charge, token spell

Spell-like abilities:
-daze (at will)
-psychokinetic hand (at all)
-detect thoughts (1/day)

Statistics
----------
Str 10 (+0)
Dex 14 (+2)
Con 10 (+0)
Int 16 (+3)
Wis 11 (+0)
Cha 12 (+1)

Feats: Skill Synergy (computers, engineering)
Skills: acrobatics +2, athletics +0, bluff +1, computers +11, diplomacy +1, disguise +1, engineering +11, intimidate +1, life science +7, mysticism +4, perception +1, physical science +8, piloting +6, sense motive +0, stealth +2, survival +0
Languages: Castrovelian, Common, Shirren, Vercite, Ysoki
Credits: 259
Combat Gear: azimuth lazer pistol, tactical baton, second skin
Other Gear: personal comm unit, engineering kit, flashlight, starstone compass, consumer backpack, professional clothing, travel clothing, field rations [28], hygiene kit

Abilities
---------
Lashunta Magic
Limited Telepathy
Spell Cache (1/day)
Student (computers/engineering)
Theme Knowledge (Physical Science/astronomy): -5 DC

SP 0/9 HP 11/12 RP 3/3

Kultha Cleft-Tail:

4669-702
LN Vesk Exocortex Mechanic 1
Theme: Spacefarer
Faction: Wayfinders
Initiative: +1
Perception: +5
Senses: Low Light Vision

Defense
-------
KAC/EAC: 12/13

SP: 9/9
HP: 12/12
RP: 3/3

Fort: +4
Ref: +3
Will: +0

Defensive Abilities: Fearless

Offense
-------
Speed 30 ft.

BAB +0
MLE +1
RNG +1

Melee Weapons: Club +1 (1d6+1B); Unarmed Attack +1 (1d3+1B); Survival Knife +1 (1d4+1S)

Ranged Weapons: Flame Rifle +1 (1d6F) 20/20 Petrol

Special Attacks:

Statistics
----------
Str 13 (+1)
Dex 12 (+1)
Con 14 (+2)
Int 14 (+2)
Wis 10 (+0)
Cha 10 (+0)

Feats: Skill Focus (Engineering) & Toughness

Skills: Athletics +5; Computers +3; Engineering +7; Medicine +6; Perception +5; Physical Science +7; Profession (Dock Worker) +5
Languages: Common, Vesk, Shirren, Drow
Credits: 30

Combat Gear: Flame Rifle (20); Club; Survival Knife (Folding); Stationwear – Flight Suit;

Other Gear: Custom Rig (Handheld); Professional Clothing (Dock Worker); Gear Clamp; Industrial Backpack; Flashlight; Fire Extinguisher (10); 50ft of Titanium Cable; Standard Petrol Tank (20); Hygiene Kit; Field Rations (7).

Abilities
---------
Armour Savant
Fearless (+2 saves vs fear)
Natural Weapons (not considered archaic, can be lethal)
Theme Knowledge: -5 DC Physical Science checks (alien worlds/space)
Bypass
Custom Rig
Exocortex – Combat Tracking (Mechanic Level as BAB vs one foe)
Exocortex – Memory Module (1/day failed skill reroll)

SP 0/7 HP 8/11 RP 4/4

Aazanar Kroi:

68401-701
Korasha Lashunta Solarion 1
Icon
Second Seekers - Luwazi
Initiative: +0
Perception: +7

Defense
-------
KAC/EAC: 12/11

Attuned: GGG (0) PPP
SP: 7/7
HP: 11/11
RP: 4/4

Fort: +2
Ref: +0
Will: +1

Defensive Abilities:

Offense
-------
Speed 30 ft.

BAB +1
MLE +4
RNG +1

Melee Weapons: Solar Weapon +4 (1d6+3B)
Ember Flame Doshko +4 (1d8+3F)
Returning Tactical Spear +4 (1d6+3P)

Ranged Weapons: Returning Tactical Spear +4 (1d6+3P, 20ft Range)

Statistics
----------
Str 16 (+0)
Dex 10 (+0)
Con 10 (+0)
Int 13 (+0)
Wis 8 (+0)
Cha 16 (+0)

Feats: Skill Synergy (Perception, Athletics)
Skills: Athletics +9; Diplomacy +7; Intimidate +9; Perception +7; Profession +12
Languages: Common, Lashunta (Castrovelian), Elvish
Credits: 524
Combat Gear: Second Skin, Ember Flame Doshko, Returning Tactical Spear
Other Gear: Professional Clothing, Professional Tool Kit, Environmental clothing (radiation, Zero G), Industrial Backpack, Fire Extinguisher, Binders, Star Sugar Heartlove!!! Album, Infrared Sensors Armor Upgrade, Serum of Healing mk1 x2

Abilities
---------
Spell-like abilities:
* At will: daze, psychokinetic hand
* 1/day: detect thoughts

Limited Telepathy (30 feet)
Supernova (Fully Photon Attuned) (2d6F within 10’ Reflex 13 for ½ damage)
Photon Attuned (+1 damage)
Graviton Attuned (+1 Reflex)
Black Hole (Fully Graviton Attuned) (Pull any number of targets within 20ft 10ft closer, Fort 13 negates)

SP 0/7 HP 12/12 RP 5/5

Hokhucx:

277313-701
LG Male Shirren Mystic 1
Xenoseeker
Wayfinders
Homeworld: Verces
Initiative: +6
Perception: +8
Senses: Blindsense 30ft.

Defense
---------
KAC/EAC: 14/13

SP: 7/7
HP: 12/12
RP: 5/5

Fort: +1
Ref: +2
Will: +6

Offense
---------
Speed 30 ft.

BAB +0
MLE +0
RNG +2

Melee Weapons: Survival Knife +0 (1d4S)

Ranged Weapons: Azimuth Laser Pistol +2 (1d4F, Range 80ft., 20 Charges, 1/shot)

Statistics
----------
Str 10 (+0)
Dex 14 (+2)
Con 12 (+1)
Int 10 (+0)
Wis 18 (+4)
Cha 9 (-1)

Feats: Improved Initiative
Skills: (6/level) Bluff +3, Diplomacy +5, Mysticism +8, Perception +8, Sense Motive +8, Survival +8
Languages: Common, Shirren
Credits: 58
Combat Gear: Survival Knife, Azimuth Laser Pistol
Other Gear: Battery(2), Second Skin, Basic Medkit, Travel Outfit, Hygiene Kit, Consumer Backpack, Personal Comm, Mass-Produced Tent, Starstone Compass
Total Bulk: 4

Spells
---------
0th: Detect Magic, Token Spell, Ghost Sound
1st (3/3): Detect Thoughts, Mystic Cure, Command

Abilities
---------
Theme Knowledge (DC-5 Astrobiology)
Blindsense (Vibration)
Communalism: (1/day, if ally within 10ft roll single attack roll or skill check twice and take higher)
Cultural Fascination
Limited Telepathy (30ft)

Connection: Empath

Connection Powers:
Empathy: As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute.

Healing Touch: Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Appearance and Personality
---------
Hokhuckx is yellow-skinned with short antenna, that quiver as he thinks. He usually wears a green jacket with plenty of pockets, as well as a few multicolored bracelets. His telepathy tends to be “louder” than most, leading to some annoyance to his bottomless excitement. Hokhuckx is talkative and friendly, cherishing not only his own individuality but everyone else’s.

SP 0/6 HP 4/10 RP 3/3

Laeshin the Scarlet Starlet:

242753-701
Male Human Icon Envoy 1
CG Medium Humanoid (Human)
Home World: Apostae
Faction: Wayfinders
Initiative: +2
Perception: +4
Senses: Normal.

DEFENSE
-------
KAC/EAC: 13/12

SP: 6/6
HP: 10/10
RP: 3/3

Fort: +0
Ref: +4
Will: +2

Defensive Abilities:

OFFENSE
-------
Speed: 30 ft.
BAB: +0
MLE: +2
RNG: +2
Melee Weapons: Longsword +2 (1d8+2 Analog) or Unarmed Strike +2 (1d3+2; Archaic, Nonlethal)
Ranged Weapons: Tactical Semi-Auto Pistol +2 (1d6; Analog; 9/9 rounds)
Special Attacks:

STATISTICS
----------
Str 14 (+2)
Dex 14 (+2)
Con 10 (+0)
Int 11 (+0)
Wis 10 (+0)
Cha 14 (+2)

Feats: Advanced Melee Weapon Proficiency, Opening Volley.
Skills: Acrobatics* +6, Athletics* +6, Bluff +2, Culture +5, Diplomacy +6, Disguise +2, Intimidate +2, Medicine +4, Perception +4, Piloting +6, Profession (Courtesan; Cha) +6 or +10 (with equipment), Sense Motive +4, Stealth* +2, Survival +0. *(Armor Check Penalty Applies)
Languages: Common, Drow, Orc.
Weapons & Armor: Longsword (375c; 1), Tactical Semi-Auto Pistol (260c; L), Small Arm Rounds (30/30 rounds) (40c; L), Frag Grenade I (35c; L). Flight Suit Stationwear (95c; L), Everyday Clothing (1c; L). Bulk: 1.5 units.

Combat Equipment: Personal Comm Unit (7c; L), Basic Medkit (100c; 1), Flashlight (1c; L), Lantern (1c; L), Binders (2) (5c; --), Starstone Compass (3c; L), R2E (1c; L). Bulk: 1.5 units.
Stowed Equipment: Consumer Backpack (3c; 1) containing: [Professional Toolkit (Courtesan) (20c; L), Everyday Clothing (1c; L), Professional Clothing (Courtesan) (5c; L), Mass Produced Tent (2c; 1), Hygiene Kit (3c; 1), Minor Intoxicant (4) (1c; L), Field Ration (1c; 1), R2E (2) (1c; L)]. Bulk: 4.9 units.
Total Bulk: 7.9 units (or 3 units without Stowed Equipment).
Wealth: 30 credits.

ABILITIES
---------
Special Abilities: Expertise (Gain +1d6 Insight Bonus to Diplomacy or Sense Motive with 1 Resolve remaining), Inspiring Boost (Cause an Ally within 60 ft. to regain 4 Stamina as a Standard Action).
Racial Features: Extra Feat, Skilled.
Theme Features: Theme Knowledge (+1 to Culture, Courtesan).
Class Features: Proficiency with Light Armor, Basic Melee Weapons, Grenades, and Small Arms. Envoy Improvisation (Inspiring Boost), Expertise (1d6), Skill Expertise (Diplomacy).

-~-~-~-~-~-~-~-~-~-~-~

Mission
=======
- Locate the Unbounded Wayfarer on Ulmarid and retrieve the mission data.

Loot:

Starfinder Insignias x7
Assault Hammer
Azimuth Laser Pistol x2
Plant Bulbs (Tier 1 Antitoxin) x6
Flight Suit Stationwear
Datapad
======

Combat:

GM will roll all party Initiative and reactionary Perception/Will/Fort/Reflex checks.
You can still roll your own Perception checks anytime you want.

In combat, to keep things moving, all players will be able to post their action for each round at any point. GM will work out timing issues afterwards and write up the round results. If something happens mid-way through a round that would potentially completely change your intended action, then we'll work that out and continue the round.

Please post both your attack roll and damage roll together:
[dice=(Weapon Name)]#d# + #[/dice]
[dice=Damage]#d# + #[/dice]

If any player has not made their round move within ~25 hours of the round start, GM will move for them, and I'll do my best to keep flavor and mechanics in mind. I'm not always trying to kill you.

Guardians of the Galaxy or Firefly-style one-liners are highly encouraged.

========

Starship Combat:

We'll try this the same as regular combat. One round about every 24 hours, GM will bot if you haven't acted in ~36 hours.

Due to the nature of PbP, I'll allow the Captain to Intimidate or Encourage after the check has already been made.

Pilots please spell out your specific moves (1 Forward, Turn L, 2 Forward, Turn R) so we can reset if needed. Turn order can be more important in starship combat than regular combat.

Pilots are really the only ones who have to move in turn order. Everyone else can act at will and we'll figure it out.

Loreseeker Stats


Captain actions:

Demand (Any Phase) - Intimidate DC 15 + 1.5x Starship Tier. Add +4 to one specific check.
Encourage (Any Phase) - Same Skill as "aid another" DC 10 OR Diplomacy DC 15. Add +2 to one specific check.
Taunt (Any Phase, Push) - Bluff or Intimidate DC 15 + 1.5x Enemy Starship Tier. You can only attempt to taunt once per battle. -2 penalty to all checks for 1d4 rounds. If enemy is taking a push action, penalty increases to -4.

Engineer actions:

Divert (Engineering Phase) - Engineering DC 10 + 1.5x Starship Tier. Choose one system to increase power.
Engines - increase speed by 2 this round.
Science - Science Officers receive +2 to all crew actions
Weapons - Damage die natural 1's are instead treated as 2's.
Shields - Restore up to 7 shield points, distributed equally among all 4 quadrants.
Hold It Together (Engineering Phase) - Engineering DC 15 + 1.5x Starship Tier. Choose one system, its damage is treated as if it was 2 steps less severe for this round only.
Patch - Engineering DC 10 + Starship Tier x 1.5 to repair glitching, Engineering DC 15 + Starship Tier x 1.5 to repair Malfunctioning, Engineering DC 20 + Starship Tier to repair Wrecked. To move more than 1 step, increase the DC by 5. The damage level is unchanged, but is treated as 1 level less severe for the rest of combat.

Gunner Actions:

Firing a weapon functions as a ranged attack (1d20 + Gunner's base attack bonus OR ranks in Piloting+ DEX modifier + Bonuses from computer systems + Bonuses from captain and SO + Range penalty) against the AC or TL (depending on weapon type).
Fire at Will (Gunnery Phase, Push)You fire any two starship weapons, regardless of their arc. Each attack takes a -4 penalty.
Shoot (Gunnery Phase) Fire one of your starship's weapons.

Pilot Actions:

Fly (Helm Phase) You move your starship up to its speed and can make turns as allowed by its maneuverability. This requires no skill check.
Maneuver (Helm Phase) Piloting DC 15 + 1.5x Starship Tier. Reduce your starship's distance between turns by 1.
Stunt (Helm Phase, Push) DC depends on stunt. See page 318/319 in the CRB. Note that the DC to successfully stunt is not X + 2x Starship tier as in the book, but X + 1.5x Starship Tier according to the official FAQ.

Science Officer Actions:

Balance (Helm Phase) Computers DC 10 + 1.5x Starship Tier. Redistribute Shield Points (SP) from one quadrant to another quadrant. Every quadrant must have at least 10% of total SP. You may also add all current SP together and evenly distribute them to all four quadrants, putting the remainder in the forward quadrant.
Scan (Helm Phase) Computers DC 5 + 1.5x Starship Tier being scanned + Bonus from defensive countermeasures. Reveal information about the enemy ship, in the order below. For every 5 by which you exceed the DC, learn an additional piece of information:
1. Basic Information - Living crew complement and ship classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hit Points, total and current SP in each quadrant, and core PCU value.
3: Weapon: Information about one weapon including its firing arc, the damage it deals. Repeat this level until all weapons are revealed.
4. Load: Information about how the expansion bays are allocated and what cargo the ship might be carrying.
5. Other: Any remaining statistics.
Target System (Helm Phase, Push) Computers DC 5 + 1.5x Tier of enemy starship + bonus from defensive countermeasures. Target a specific system (core, engines, life support, sensors, or weapons). The next attack made by your starship scores a critical hit on a natural 19 or 20. If the attack deals critical damage, it affects the chosen system.