
Alledisil |

OOC Discussion
Note: Character knowledge recalls will be PM'd to you instead of shared directly on the gameplay tab, so you'll have to communicate it to the other players in your own words, and during combat you'll have to wait your turn to shout out anything important you've figured out.
Telepathic communications and the like will be public.

Black Dow |

Have added link to my Vesk Exo's avatar for mapping etc: Kulth Cleft-Tail
Working on his build and sheet at the moment (between pesky work stuff).

Alledisil |

Feel free to begin role-playing on the gameplay tab while we wait.
Venture Captain Arvin of the Starfinder Society has sent you an urgent infosphere message pleading with you to come to the Lorespire Complex for an urgent mission. The pay promises to be substantial, but he wishes to discuss the details of your mission in person. When you arrive at the reception area indicated in his message, he has not yet arrived.

Alledisil |

For those of you who care about this sort of thing (like me!) I'm treating this scenario as a "flashback" of sorts, just as the rest of the SFS is preparing for the Scoured Stars expedition. This quest is how you all were introduced originally to the Starfinder Society and originally offered to join. #1-01: The Commencement takes place a few months after this quest.
@Aazanar, I know you've already completed your Commencement, so this takes place in the past for you. Don't worry about your gear though.

Black Dow |

Unrelated to the game(play) per say - but given the gender composition of the group I'm mulling changing Kulth to Kultha and making my vesk a female.
Thoughts?
Figured if I'm making the change might as well do it early?

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FYI, I'm away on a camping trip this weekend, 3/3 & 3/4 US/Pacific time.
I know we just started, but hopefully this isn't too disruptive. I'll expand on his bot-me section better. Hopefully by Friday you'll have *some* idea of the character anyway :)

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Hi, thanks for letting me know! Yeah as long as your bot-me section is clear I think we'll keep things moving just fine.
Hope you have a good trip, I can't wait until the weather here improves and I can go camping. Just got a new tent this year and want to try it out.
Well, it's camping in snow in the mountains, so this is deliberate not good weather :P
I'll try to get the bot section completed tonight, should be ready in the morning but hoping it doesn't have to be used *too* much :)

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If I'm lucky maybe we can get through round two tonight before I leave for this thing :)

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I'd like to buy two serums of healing before we head out into space. Can't really think of anything else though.

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FYI, I will be away on a camping trip starting Friday late afternoon, through Sunday afternoon (US/Pacific time). I will very likely have limited or no coverage to post. I'll be able to catch up late Sunday. Feel free to bot me from late Friday to early Sunday.

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Something just occurred to me about this adventure...
Undead don't need to breathe, so they don't need air on their ships to survive.
But how do they talk? AFAIK they are not telepathic so they would still need an atmosphere to carry the sound of their voices.
Thoughts?

Alledisil |

That's an interesting question. On a similar note, I'm unaware if Pathfinder ever delved into how skeletons or other undead without vocal chords could vocalize.
We know that even on Eox, which has thin-to-no atmosphere over most of the planet, that undead of all types can "live" and thrive. So obviously they don't need air to communicate. Perhaps all undead have some sort of passive project voice magical ability?

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I mean...
How do ghosts talk? They are incorporeal, so they can't interact with physical air. Is there some sort of incorporeal "air" they communicate through? Then how can corporeal things hear them?
I'm willing to say that undead communicate on more of a spiritual level, meaning they don't really talk through physical means.

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Yeah had always figured the same - bereft of vocal cords they still manage to talk/communicate (and in damn eerie voices to boot)
Command Undead spell in Pathfinder allows undead to follow instruction regardless of language, so a spiritual level comms system makes sense...

Cantriped |

Skeletons talk without vocal cords the same way they see without eyes and move without muscles: Whatever spell/phenomenon creates them also creates magical analogs of any organs they need but physically lack (or given the setting, technological analogs).
I'm sure there are articles on the "science of undeath" in a D&D-like cosmology from the golden age... but I doubt anyone had ever considered how they worked in space.
If the entire ship is indeed exposed to vaccum, and we assume that Undead can't speak without an atmosphere; since that is a fairly powerful ability that should have been spelled out if Undead possessed it in a spacefaring game. Than it would also be reasonable to assume they can still use their comm units to communicate by employing their armor's life support as necessary to speak, since they don't need to breathe.
It is also reasonable that some chambers (such as the bridge) might feature a thin, non-breathable atmosphere vented from engine exhaust or created a small generator just to facilitate verbal communication. The extra creep factor of thin wisps of white fog floating about is just a plus. Not a Life Support system so much as a Quality of Unlife feature.

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Actually having a gas that is toxic to other races as an atmosphere would be a smart thing for them to do on their ships.
If an undead creature speaks by magically creating sound with a "magical" set of vocal chords, then air would still be necessary to transmit that sound. If they communicate through means that function like telepathy then they ought to possess that ability. Anacites have the "Shortwave" ability which functions like telepathy.
Mind you, sign language would be a simple system that might work well. Video transmissions would allow them to "see" other undead and thus sign to each other.

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BTW guys, if your character doesn't have darkvision, infrared sensors are an armor upgrade that gives you darkvision and they cost only 200 credits. A real steal. Most of the armor upgrades available at level 1 are pretty pointless, but this one is great.

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Yeah... that escalated quickly.

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Did I do my math wrong? I thought you had 1 HP left.
Yeah, Sefel: you took 13 total damage from the two skeletons. Did you have unhealed damage from before?
I think we have been travelling for several days so you should have healed up to full.

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I had 1 point of stamina damage unhealed, so I had 4SP + 9HP left, 13 brings me to zero.
If i missed that we travelled that long, then yes, I should be at 1, and take back those resolve points to stabilize :)

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Congratulations!

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Congrats both! I... do not miss the early lack of sleep. My youngest (and definitely last) is getting near 6. But the early years are still fun in their own right. :D

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Heads up folks - am heading down to Glasgow for a gig this afternoon, so will likely be offline until early afternoon tomorrow (GMT).
Please bot Kultha if necessary.
In non combat encounters Kultha will attempt checks she is proficient with (as required) and will also support others with Aid Another skill checks where possible.
During combat will attempt to maximise her flame pistol's line quality. Against dangerous foes she'll engage her Combat Tracking for a +1 BAB. In melee she can use either claws or her club.
Hopefully won't miss too much :)

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FYI All - am heading off for the weekend (pit crewing for a bike racing mate of mine). Will be gone from this evening until Sunday evening w/ minimal chance to post.
Please bot me as required. Normal service'll resume late Sun/early Mon.
Cheers
BD

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Have fun, Kultha!
BTW, GM, I realize now I was doing something incorrectly last space battle. The Demand action can only be used once on any given crew member per battle. I was using it over and over. Encourage can be used over and over, but not Demand.
Everyone: We are close to the end and I am hoping to get this one finished soon to get this character into another game, so let's keep this one moving. Space fights can drag if you let them.
Computer Bonus: We also have three +1s to give out. One should always go to the Pilot's initiative check, and the other two can go to the weaker gunners.

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Guys:
The Day Tripper has four weapons that can point forward, a heavy laser and a missile launcher that do 4d8, and two coilguns that do 4d4.
Which means that we really ought to try and keep firing as many weapons as possible.
Sefel: The chance to do an extra 10 or 18 or so damage is better than making the hit do a specific type of crit if it crits. Crits just give a -2 penalty to checks which isn't that devastating. Since we already have the scan of the Lawblight we don't really need science actions.
Kultha: Diverting power to guns probably only gets us +1 or +2 damage. Much better to actually take a shot if you can. Do engineering if we need repairs or power to shields, but fire a weapon otherwise.
Believe it or not, Hokhuckx and Sefel are our best gunners with +2. They should use the main guns (the heavy laser and the missile launcher) and use the +1s from the computer that are left after Laeshin makes his initiative roll. Aazanar will fire one of the coilguns and Kultha can fire the other one.