Alledisil |
2 people marked this as a favorite. |
New Players or Play-by-Posters Welcome!!
Before I attempt to run Dead Suns, I wanted to see if anyone would like to join in the Starfinder intro quests. They're a great way to introduce all the systems in the game, and before I commit to running an AP, I wanted to make sure the GM stuff I've set up works out in an actual game.
If you're interested, please make sure your character sheet is updated and reply with their race/class. Only level 1 characters are allowed. Please keep it SFS legal, so only core races (unless you have the appropriate racial boon). We'll be adhering pretty close to RAW (with the FAQ/errata taken into account). I don't really like to get heavy into homebrew until I've played with the systems as presented to know what really works and what doesn't, and getting the SFS credit will be a nice bonus!
I will make every effort to post at least twice a day, more frequent on US evenings. I expect players to post at least once a day, and to alert me prior to an extended absence, but I understand emergencies happen. Please provide botting instructions in case you are absent and we need to move the game along. If you do not, I will take what I see as the most appropriate actions for your character at that moment, minimizing the use of non-rechargable consumables where possible so as not to waste your hard-earned credits.
Maps will be on Google Drive, and I plan to only allow players viewer access, as I've had trouble with vandalism in the past on Drive. If it turns out that isn't working great, we can revisit.
Planning to start play Friday 2/23, 9pm EST if we have at least 4 players.
Black Dow |
@Alledisil: Hi there - am also very interested. Couple of quick questions - would you be looking to take the Intro Quest group through to the AP (or would that be an open recruitment?). I'm currently running a homebrewed version of the AP on the boards here, but am keen to get my Starfinder playing hat on also so this ticks a bunch of boxes :)
Are you looking for players on a similar timezone to yourself? I'm in the UK, so would likely post out of sync with you.
I've not touched on SFS as yet from a player/GM pov so would need to an alias up and running.
Have a hankering to generate a Vesk Exocortex Mechanic... (yeah I like the old "square peg round hole" type characters) lol.
Cheers
BD
Alledisil |
1 person marked this as a favorite. |
@PaleDim: Happy to have you. Any idea what class you'd like to run?
@Black Dow: I'm more than willing to run out-of-timezone, that's one of the best things about PBP, i think! Vesk Exo sounds... unique, haha! Any quest players stick around after the quest and run through the AP will get an automatic slot, if they want.
@mishima: Sounds good!
I'll get a standard character template on the info tab shortly for you to fill out.
PaleDim |
1 person marked this as a favorite. |
@PaleDim: Happy to have you. Any idea what class you'd like to run?
I'd like to try a technomancer who was a research scientist for a corporation, but ended up on the outs over creative differences on a brilliant project. He needs a new job, but has found himself blacklisted from regaining a similar position with other companies. Wherever this adventure takes him he's likely looking for answers so an alternative outlet to his old professional life.
Alledisil |
I can try to have it ready in a couple of days?
No problem. It looks like we have more than enough people interested, so I plan to start play on Friday, you've got a few days left to build.
Aazanar Kroi has two chronicles under his belt and I'd like to get him through Into the Unknown before he is second level. Happy to join in if you think he would be a good fit.
He's not a Solarion but he plays one on TV. :)
I main Solarian in meatspace SFS. Come on in! Note that you can't use any previously-obtained boons in the quest. Please dot/delete on the gameplay thread to add your player.
Looks like we have Mechanic, Technomancer, Solarian, Mystic so far.
@Peet, any idea which class you'd like to run?
Aazanar Kroi |
I main Solarian in meatspace SFS. Come on in! Note that you can't use any previously-obtained boons in the quest. Please dot/delete on the gameplay thread to add your player.
Does that include the "Welcome to Starfinder" boon you get for your 701 character when it is created?
I have done "Claim to Salvation" but the boons for that are not applicable anyway. I have also done "The Commencement" which gives the subdermal graft augmentation. But I think that just counts as an item now, doesn't it?
@Peet, any idea which class you'd like to run?
Peet is my default alias. I just put that there so I could find the thread again easily.
PaleDim |
Character details in the requested format...
Sefel Lamunesh (Org. Play No. 272301-702)
LN Damaya Lashunta Technomancer 1
Scholar
Dataphiles
Initiative: +2
Perception: +1
Senses: Limited Telepathy 30’; Sense Motive +0
Defense
-------
KAC/EAC: 14/13
HP: 9/9
SP: 5/5
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 (1d4 B, analog, operative)
Ranged Weapons: Azimuth Laser Pistol +2 (1d4 F, 20/20 charges)
Technomancer spells:
1st (3/3)-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, Vesk, Ysoki
Credits: 290
Combat Gear: azimuth lazer pistol, tactical baton, second skin
Other Gear: engineering kit
Abilities
---------
Lashunta Magic
Limited Telepathy
Spell Cache
Student (computers/engineering)
Theme Knowledge (Physical Science/astronomy): -5 DC
I'll finalize equipment purchases and create the character alias today (Thursday)
Alledisil |
@Cantriped Welcome, we'd be happy to have you! Envoys start a little underwhelming in combat at lvl1 but get super interesting later. They're the only class that can heal stamina damage in combat, so they're really useful. Both classes are really malleable though, and you can build pretty much any kind of character with either one.
PaleDim As far as equipment, the "cheap stuff" is more important than it might seem. Hygiene kit, starstone compass, consumer backpack, stationwear, are all good stuff to carry with you. The languages you have listed are a good start. As you take more culture you can branch out to more... esoteric stuff.
Black Dow |
@PaleDim: Regards languages have a think about your characters backstory - which markets/races/worlds etc his Corp was involved with. My Vesk is an ex-dock worker in the Imperium Navy whose harboured dreams of being a starship engineer. He speaks Common, Vesk, Shirren and Drow. Latter two are flavour hooks - Figured Shirren may be the shared language of the Swarm and Drow and arms dealers so translating their shipment paperwork might have been something Kulth would have been exposed to.
On the equipment - just echoing Alledisil - incidental equipment can be just as useful and flavoursome. Kulth uses a Flame Rifle, so he also carries a fire extinguisher (for mitigating errant shots and saving foes who surrender :) Stuff like that will prove both handy and colour for your character.
Cantriped |
Okay, so here is an outline for what I think I want to play. Please let me know if there are any errors.
CG Male Human Icon Envoy 1
Home World: Apostae
Ability Scores: 14 Str, 14 Dex, 10 Con, 10 Int, 10 Wis, 15 Cha
Racial Features: Extra Feat, Skilled.
Theme Features: Theme Knowledge (Courtesan).
Class Features: Proficiency with Light Armor, Basic Melee Weapons, Grenades, and Small Arms. Envoy Improvisation (Inspiring Boost), Expertise (1d6), Skill Expertise (Diplomacy).
Skills: Acrobatics, Athletics, Culture, Diplomacy, Medicine, Perception, Piloting, Profession (Courtesan; Cha), Sense Motive.
Languages: Common, Drow, Orc
Feats: Advanced Melee Weapon Proficiency, Opening Volley.
Weapons: Longsword (375c; 1), Tactical Semi-Auto Pistol (260c; L), Small Arm Rounds (40c; L), Frag Grenade I (35c; L).
Armor: Flight Suit Stationwear (95c; L)
Equipment: Personal Comm Unit (7c; L), Basic Medkit (100c; 1), Flashlight (1c; L), Lantern (1c; L), Binders (2) (5c; --), Professional Toolkit (Courtesan) (20c; L), Starstone Compass (3c; L), Consumer Backpack (3c; 1), Everyday Clothing (2) (1c; L), Professional Clothing (Courtesan) (5c; L), Mass Produced Tent (2c; 1), Hygiene Kit (3c; 1), Minor Intoxicant (4) (1c; L), Field Ration (6) (1c; 1), R2E (3) (1c; L). Wealth: 25 credits.
SFS ID: #242753-701
PixelsAreGod |
Managed to finish up, here's Hokhucx!
Hokhucx (Org. Play No. 277313-701)
LG Male Shirren Mystic 1
Xenoseeker
Wayfinders
Homeworld: Verces
Initiative: +6
Perception: +8
Senses: Blindsense 30ft.
Defense
---------
KAC/EAC: 14/13
HP: 12/12
SP: 7/7
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/day): Detect Thoughts, Mystic Cure, Command
Abilities
---------
Theme Knowledge: You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Blindsense:Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.
Communalism: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Cultural Fascination: Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
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.
Alledisil |
Sefel Lamunesh
Kulth Cleft-Tail
Aazanar Kroi
Hokhucx
Your character profiles are now on the campaign tab. Please double check me to make sure I got it all right. Couple questions I had:
@Kulth Which faction would you like to represent? It doesn't matter for this scenario, but when you get your campaign sheet you'll have to have one picked out. Read up on them here.
@Aazanar Which faction are you taking? Also, which languages do you know?
Alledisil |
Okay, so here is an outline for what I think I want to play. Please let me know if there are any errors.
** spoiler omitted **
Looks good so far, a human from Apostae is intriguing. Please fill out the character template found on the Campaign tab. Let me know if you have any questions.
Black Dow |
There is some pics of Kasatha and think one of a Lashunta (bearded) - but they are from Pathfinder APs and scenarios...
The actual Starfinder icon pics have been long time coming :S
@Alledisal: Sorry sold you a bum-steer on the profile info as mine was work in progress (still has some copied content from my Kasatha Operative character that I built when SF came out).
Here's correct/updated info:
Kulth Cleft-Tail (Org. Play No. 4669-702)
LN Vesk Exocortex Mechanic 1
Theme: Starfarer
Faction: Dataphiles
Initiative: +1
Perception: +5
Senses: Low Light Vision
Defense
-------
KAC/EAC: 12/13
HP: 12/12
SP: 9/9
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: 105
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 (1 week).
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)
Also not sure where your drawing my SFS number from?
My Org Play ID Card and SFS list me as # 4669-702? Again this is my first foray into organised play so what do I know :)
Alledisil |
@Sefel, @Aazanar: I've updated the character sheets, looks like we're ready to go tonight!
@Kulth, did you already have a SFS character? If this is your first character it should show you as -701, and you'll get an extra boon (very useful in later scenarios). Might be worth it to rename your -701 OP character to Kulth and use that number instead.
@Cantriped @Terrinam: Only about 12 hours left to get your character sheet completed. There's plenty of room, and with a party of 6 we can run encounters at full strength!
Cantriped |
My Character is now tentatively complete (see here). I've also sent you a PM with what few questions I've got left.
Black Dow |
@Alledisil: Never had a SFS character, just a PFS one (which I've never actually used). Kinda bizarre... (I've pretty clueless when it comes to the "Society" side of Piazo's games as I'm in home-brew or APs here on the boards.
Will give the old re-naming a shot and see how it flies :)
EDIT: Ok further investigation is leading me to believe that I deleted my old PFS alias (as I'd never used it) - never planned to play PFS but that might have bitten me down the line.
Kulth is sub-optimal anyway so missing out on the extra-boon just rams that home lol.