DM Nations Dead Suns

Game Master SalaciousCrumb

Roll20 Maps

Starship Combat cheat sheet

Hippocampus

Tracking:

XP: 4350/6000 Currently Level 3

Blacklock: SP7/7 HP10/10 RP1/1
Creds: 314
Ammo: 18/20

Breaker: SP4/7 HP9/9 RP4/4
Creds: 467
Ammo: 60/60

Buzzsaw: SP7/7 HP12/12 RP3/3
Creds: 357
Ammo:

Digdig: HP10/10
Creds:
Ammo:

Gryggax SP 12/12 HP 14/14 RP 5/5 l Spells 3/3 l
Creds: 381
Ammo 20/20

Kasha: SP5/5 HP10/10 RP4/4
Creds: 422
Ammo: 20/20

Xond:SP0/8 HP9/9 RP4/4
Creds: 376
Ammo: 30/30


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My starship related checks with operative's edge included:

Pilot +11
Computers +10
Engineering +10
Guns +6


I’m glad that you are discussing these roles outside of character. It does make it easier to predefine roles. I can tell you that from a GM perspective, space flying and combat was tricky for me in Starfinder since there really wasn’t an exact comparison in Pathfinder. Plus, it should be easy with this group to RP how roles are decided. If you need, I can provide an npc or two to round out the crew. I feel like you four could handle it.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

I think we should be fine with just four players doing space combat. I kind of like the idea that we might be switching roles at times.

@Blacklock: I see you weren't adding your Operative edge into your skill calculations. That would make you our best pilot. I wouldn't worry about never having done it yet. Really, the main stunt you need to do is the defensive one. Most of the other stunts are pretty niche.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

After careful study of the core book and Gryggax's character sheet, I have determined that he may fit the Gunner role the best. He has been secretly trained to pilot as well, but he cannot remember any of this.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Another thing that I was wondering; DM, is it okay if I spoiler my stat line? I find it a bit distracting.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

@Breaker: I saw that you bought a quick release upgrade. Do you just want to have the one that we found? I'm expecting to be taking about 100% of the heavy armors and advanced melee weapons we're going to find, so I think maybe you deserve to take this upgrade.

@Grygax:You're definitely a good gunner, but I wouldn't discount the bonus you can give people as captain. Its a nice option to have, especially because everyone in the group can gun, but you're really the only one who can reliably captain.

If no one wants that other incendiary grenade, I could definitely use it.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

I bought the quick release upgrade specifically because you were taking the one for yourself. We can both have one, and this way I can have "surprise gun!" and you can have "surprise starknife!" We are all about that surprise, am I right?

Besides, this way I can flavor it as purchasing the upgrade and having it implanted in my chassis. It may not be the most optimal use of my credits, but I don't have a problem with it.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Sure, no problem. I just don't want to get greedy with the loot.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100
Boris "Buzzsaw" Mulligan wrote:


@Grygax:You're definitely a good gunner, but I wouldn't discount the bonus you can give people as captain. Its a nice option to have, especially because everyone in the group can gun, but you're really the only one who can reliably captain.

I will have to study how space flight and combat work to gain a better understanding. I was thinking that with no computer or engineering skills, I may not be the best captain. If it is a buff role, then I might be alright.


Gryggax wrote:
Another thing that I was wondering; DM, is it okay if I spoiler my stat line? I find it a bit distracting.

Absolutely, sorry that I missed this. I can still access if you do it that way, so I am ok with it.


BTW, I will be offline from Friday night through Sunday evening. Hopefully we can keep this going. :)


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Who would it be best to Greater Mindlink with? I'm thinking Blacklock. As I read it I believe it to indicate that I can only link up with one person.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

I imagine that would depend on what you are going to use Mindlink to convey.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Am I reading it incorrectly? My understanding is that I can only link with one character. DM?


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

No, I think you're reading it correctly. I might be thinking of the wrong thing. I know you're talking about the Mystic class ability, but I thought that just gave the ability to use the mindlink spell at will.

Is there a different ability in another book?


Whichever is the case, Blacklock would be willing if that's what you want to do. :)


Gryggax wrote:
Who would it be best to Greater Mindlink with? I'm thinking Blacklock. As I read it I believe it to indicate that I can only link up with one person.

Yes. One character. At level 11, you can use telepathic bond to connect with up to six characters.


Don’t forget, tomorrow night I will be off grid until Sunday night. See you then!


I’m looking for your groups to RP a bit and see what each group has to say.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

I'm going to be out of town starting tomorrow until Wednesday afternoon. I'll try to post, but my post's will probably be a bit more perfunctory. Please bot me as needed!


Boris "Buzzsaw" Mulligan wrote:
I'm going to be out of town starting tomorrow until Wednesday afternoon. I'll try to post, but my post's will probably be a bit more perfunctory. Please bot me as needed!

No worries. Have a safe trip!


BTW, I thought Solo was pretty good. A pleasant surprise.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

I had low expectations going in from some of the reviews I'd read and the news about the directors changing mid filming. It definitely exceeded my expectations. I think critics judge any movie coming out of the whole Disney magic machine harsher than they would if it was from a different studio.


@ Boris, why does Second Seekers (Luwazi Elsbo) pop up next to your name?

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

I used a SFS slot to make this character and they make you pick a faction. At the time I didn't realize there might be another way.


Boris "Buzzsaw" Mulligan wrote:
I used a SFS slot to make this character and they make you pick a faction. At the time I didn't realize there might be another way.

Oh. Ok. Is it something that I could incorporate into the story?


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Sorry for the delay, I was traveling for the holiday weekend.


Alpha-83 "Breaker" wrote:
Sorry for the delay, I was traveling for the holiday weekend.

No worries. Welcome back!


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Do we need a captain or should Gryggax go gunner?


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax will take captain unless consensus deems that there is no need for it, then he will take a gun position.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

My opinion is that we will want to cycle the Gunner role. So I'll start running right away, but if our shields go down, I'll need to get them back up. If things go really south and we start having a malfunctioning system, then I'll pretty much be a full time engineer doing patching actions. When that happens, you could take over as a gunner.
Breaker is our best shooter, so he might want to also start shooting once he's done scanning. If we our shields go down, then he might want to rebalance. So I would say start off as captain, but if we start needing engineering, then you should gun.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Wait, I am? How'd that work out?


@Gryggax, I forgot to mention that your successful Diplomacy or Intimidate skill rolls add bonuses to the rest of the crew. You may want to roll them after giving orders.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

@Breaker: Ranks in Piloting count as your BAB if its higher and you have a 16 Dex. Actually, it looks like everyone here has a gunnery bonus of +6; Boris has a lowly +5. Technically, we're all good gunners.

But I agree; the bonus from the Captain is a lot more useful than the Engineers ability to divert power to the guns or the science officer's ability to target systems. Gryggax I think you should do captain so that you can provide that encouragement bonus; UNLESS both me and Breaker are busy boosting/re-balancing shields.


I agree with everything Boris just said but I do think it would be helpful if Breaker did a preliminary scan as SO before hopping on a gun. HP, SP, and maneuverability of enemy would be nice to know and it just takes a low DC Computers check.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Since I haven't hopped on a gun yet, I will do a premlinary scan before I do.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

The good thing is that the gunnery phase after helm and piloting, so we can kind of anticipate for who should be our shooter. And yeah, I agree with you Blacklock, getting a good scan right away is super useful.


Pardon the delay. Phone posting now because of work. We will begin the encounter this evening after I am finished with all of my obligations for the day.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

No problem! Its going to be our first starship battle! Woot!


I don’t think that you are giving yourselves enough bonuses on your gunnery checks. See below.

GUNNERY CHECK
Attempt a gunnery check for each weapon fired against a target (except for linked weapons, which are resolved using one action and a single gunnery check; see the sidebar).

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


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

GM, could we have the ship stats posted at the top of the campaign with the Roll 20 link? It would make it easier to reference so we get the right stats.


Alpha-83 "Breaker" wrote:
GM, could we have the ship stats posted at the top of the campaign with the Roll 20 link? It would make it easier to reference so we get the right stats.

Great idea! Sorry that I didn't think of it sooner.


Forgive me. I was out of town for the day. I will add Hippocampus stats in the morning and look at the map before continuing.


@ Gryggax, I haven't seen you here since Saturday, I hope everything is ok.


Hey All! Check up top under Roll 20 maps on Gameplay thread. I have linked the stats for the Hippocampus.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100
DM Nation wrote:
@ Gryggax, I haven't seen you here since Saturday, I hope everything is ok.

Apologies everyone, I have been completely swamped at work.


I've done a poor job of tracking rounds. Does Blacklock contest piloting check of 23, or does Necro get a turn first? I cannot figure it out from reading and will label in the future.

nevermind, it is the Necros turn.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

DM, is it possible to use detect thoughts on the other pilot if we get within 60 feet?

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

It's the GM's call, but the book basically says no. It basically says that most spells and effects won't have a significant effect during space combat.

Think about it like this. The best real life analog to what we're doing would be a dog fight between two fighter jets. A modern fighter jet can fly up to 1500 mph, which ends up being around 2,000 feet per second.

Even if we were moving only half that speed, then Blacklock would have to maintain a bumber to bumber following distance for at least 12 whole seconds as detect thoughts only reveals the presence of thought on the first round. 18 seconds if you actually wanted to pick up surface thoughts. That would be some pretty intense flying.


I have uploaded the new map in roll 20, but I have to update the pc stats. will do tonight and post a landing post.

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