DM Nex's Dead Suns (Inactive)

Game Master NeoEvaX

Maps

Game Website

Rules for Wilderness Travel:

In a given day the group can travel 12 miles.

12 hours each day you will need some protection from the heat.

Armor has 24 hours per level of protection you can divvy up per hour.

Every day:
DC 18 Survival to avoid getting lost
or
DC 12 Survival to follow tracks.

Avoiding getting lost is harder, but you can move further. Following tracks you can move 3/4 the days speed, but is easier. Only 1 person can be on point for this, with assists being allowed. If you fail either of these checks you only make 1/2 process.

Because you have Dr. Solstarni’s notes and the files from Ailabiens 21:2 you have a +2 on these Survival checks.

Weather:
You can use suit’s protection, air bubble, or can make a Fortitude save each hour (DC 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Heavy armor gives a -4 penalty on this. You can roll a Survival at the beginning of the day to provide a bonus to this.

If you take heat damage you suffer heatstroke, (Fatigued condition). These penalties go away when you are healed of the damage.

Sunrise Maiden stats:

Speed 10
Maneuverability good (turn 1)
AC: 13, TL: 13
HP: 55, DT: - CT: 11
Shields: Light 60 (forward 15, Port 15, Starboard 15, Aft 15)
Attack (forward) Gyrolaser (1d8) (Range Short 5 hexes, Board Arc Can fire into adjacent arcs with a -2 penalty)
Attack (Port) Light laser Cannon (2d4) (Range Short 5 hexes)
Attack Starboard) Light laser Cannon (2d4) (Range Short 5 hexes)
Attack (Aft) Flack Thrower (3d4) (Range Short 5 hexes, Point (+8)
Attack (Turret) Light Partical Bean (3d6) (Range Medium 10 hexes)

Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting

Power Core: Pulse Green (150 PCU); Drift Engine: Signal Basic; Systems: Basic mid-range sensors, crew quarters (good), extra light weapon mount (aft) mk 3 armor, mk3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); Expansion Bays: cargo hold(2), escape pods, recreation suite (HAC/Gym)

Complement 1-6

Crew Stations:
Captain: Zam
Engineer: Yon
Gunner 1: Tylur
Gunner 2: Clara (temporary)
Pilot: Sybil
Science Officer: DeeV8

-2 penalty for each range increment after the first. All weapons can be fired up to 10 range increments away.

Weapon Point attribute: A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starships can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.


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female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

TV show captain is a good idea i think. :D


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

BTW, I just double checked:
It's only 24 hours of protection (spent in 1 hour increments) from a level one armor like Lefty's. If no one wants to buy a tent with him, he'll just get the basic 2-man tent for himself...
Which reminds me. 1 more bulk would put lefty at 8/16.
I double checked and that's okay apparently :3
But I won't be able to help haul lewt very well ;p


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

I'm not that familiar with starfinder equipment yet, have to check.
A big tent is a good idea though. Maybe there are any transportation aids?


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand
DeeV8 wrote:
... Dee giving Lefty a sly wink.

WELP. let the Lefty/DV8 shipping commence! xD


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

we might want umbrellas in addition to a tent or 3....


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

I'll be traveling with limited access for a couple of days.
Have to check equipment again, what would be best.
Environmental clothing? Or armor with a modification?


Armor protection will help. But its only 24 hours of protection. You might be there for longer.

There is also the spell "Life Bubble" which Sybil has. Though she might not be able to get everyone. Depends on how much casting she needs.

You can also buy a spell ampoule for Life Bubble. Which is 300 gold for a 3rd level (self only) casting of the spell. So it would last 3 days.

There might be more options, I don't have all the items memorized though. But those would be the ones you would know, as a group.


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

I don't understand the 24-hour protection limitation. In this advanced far-future of magic and technology, everyone gets stymied by a simple high temperature, humid environment? How do foot-soldiers cope with being in the field for more than a single day at a time if their high-tech armor can't properly hold up to simple environmental conditions? Seems like ground wars wouldn't last very long...in fact, even less than tromping through the jungles of 1960's Vietnam, African Congo, or Central America. :)


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

Hehe. Those guys got plenty of fatigued conditions, I'm sure ;p

It's 24-hours per level of the armor, usuable in 1-hour increments, and rechargeable for free at any battery recharging station (or spaceship)

Depending on the environment, you might only need 2~3 hours per day of environmental protection :3
I think we'll need to rely on Sybil for Life bubble quite a bit tho D:
It's 3 days and 3 creatures @ CL 3 so.... one spell slot per day ish :3
I vote we use our armor for a day or two while she starts prepping that spell and alternating on which 3 of us she targets xD

edit: Mystics are apparently not prepared casters :D


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

According to the armor rules environmental protection last 1 day per level of the armor. A thermal regulator upgrade quadruples that.
Are there any house rules at work? Or did I get something wrong?

Link


It breaks into a few peices.. The 24 hour limit is not a hard limit.. The suits can provide full environmental protection, but only for a limited time. After which you have to pass Fort Saves. You can also become accustomed to it with longer time.

For reference, in summer, the average temp in Vietnam is about 37 degrees (or 99 F). the soldiers likely had to get used to it, and where likely very fatigued. In very humid environments that temp is actually not safe for humans.

Ukalam is going to reach 90 degrees F by morning, going even hotter. For people who are not used to that, it would be pretty rough. Going full speed will be hard.

I would also assume "ground wars" have ways of recharging suits, which will likely not be something you have access to. You can also buy higher level armor, or put in Thermal Regulators, or both. Or life Bubble. You can also do survival checks to help with the Fort saves. There are plenty of ways around the issue, its likely a ground war would fit into that as well.

Another fun reference, a hot tub is often run at 100-108 degrees. If you could not get out of it, your body would fail eventually.

Hopefully that all helps explain it a bit better.. If you all buy level 2 armor with upgrade slot and put in a regulator in it.. That is 192 hours of protection. I am just letting you know there are options..

Also is a game mechanic in a sci-fi game. I am sure all the rules for vampires in Carrion Crown are TOTALLY logical /sarcasticHumor


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

just a reminder about life bubble: One spell for 3 PCs for 3 days' protection. Even casting every day to be extra safe, that's 1 of Sybil's spell slots every day max.
It's a little expensive daily-resource wise to ignore the environmental rules, but our favorite halfling can totally take care of it :3

Sybil? :D


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Well... it would help 3 as you mentioned but there are 5 of us that need the protection.

She also has a survival of +9


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

Ok, I wasn't clear, so please let me spell it out:

Day 1: Sybil casts on the girls
Day 2: Sybil casts on the boys (girls have 2 more days)
Day 3: Sybil casts on the girls again (boys have 2 more days)
etc.

optional: Sybil casts twice on the first day so we can save our armor's environmental protections even more :3

re: survival
Lefty can Aid Another with his +5 :3


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Makes sense... Sounds good.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

we'll save our survival checks for not getting lost I think. Freaking DC 15+ fort checks aren't going to work out for us even with a +2 from survival xD
oooh, and predicting the weather :D


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

Tylur's got Survival +5, as well. So, that should help a little bit more. Also, as a Starfinder Forerunner, he has the following class ability from that archetype:

Trained for Trouble:

Spoiler:
Tylur gains Culture and Survival as class skills. Once per day he can choose to roll a Survival check twice and take the best result. He can attempt Engineering, Life Science, and Mysticism skill checks to identify creatures even if untrained in those skills. He can attempt Survival skill checks to endure severe weather while moving at his full overland speed and receive the bonus he would normally receive for moving at half his overland speed. He can also attempt Survival checks to live off the land while moving at his full overland speed.


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Can we buy a Tent Mobile Hotelier for when we rest in the evenings?

Tent mobile hotelier:
Tent, Mobile Hotelier
Source Starfinder Core Rulebook pg. 231
Category Personal Items (Tent)
Level 1;Price 50; Bulk 1
Description
Tents known as mobile hoteliers are advanced and include systems that provide their occupants the same environmental protections as armor (see page 196) while active. A mobile hotelier requires a 20-charge battery to provide this protection, uses 1 charge every 8 hours, and is considered a technological item for effects and abilities that target or disable technology. Even if this protection is removed, the tent can still be used as a mass-produced tent.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

that's what lefty was going to get xD
we can also get a normal tent since Sybil has the spells...
If the girls don't mind sharing, then we could get a 6 person tent for triple the price and probably 1 bulk (the description said to double or triple the price for larger tents, but didn't mention bulk)

edit: for anyone familiar with Castrovel (read: Lefty and Ahri... also GM Nex ;p)
https://www.aonsrd.com/Systems.aspx?ItemName=Castrovel


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

I actually read the Pact Worlds book entry about Castrovel^^
But i'm slow with pumping out facts there, since i'm still developing the character a bit.
Unfortunately i didn't find the time to look up the items during traveling. Of course we were stuck in a train for several hours with no internet at all....


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

BTW, no need to just buy Lefty what he wants without thinking about it xD
Should we do some shopping OOC and then poke DM Nex until he finds time to advance us through the portal? :3
Or did you guys want to go shopping IC? xD


I fall into this all the time. I wait for you guys to give me a go ahead, and then I wait too long.

I can throw you guys into it. I assume with this long of a break people have purchased what they wanted.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

So, last call to finalize shopping:
2500
-330 for one battery for Lefty
-100 for that super tent with room for 4
-50 for a second tent so that the girls don't share with the boys :3
(who wants to hold the 2 person tent?)

that still leaves
2020 CR for other stuff. I suggest buying ammo and/or being miserly :3
Also, how many R2E rations should we buy? They're L bulk each :3


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

-330 for one Battery

-I think I can carry the tent. 1 bulk?

-I'd like to purchase clear spindle ion stone for 245 credits.

Clear Spindle: this aeon stone sustains you by negating the need for food or water.

Do we need like anti-venom? or anti-disease serums? Just thinking of a jungle setting I can't imagine the natives are too friendly.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Anti - x might be a good idea.
Do we have other medical supplies?
I updated my equipment section, but i think sind more batteries etc. Would be good.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

By the way, I'll be camping IRL until after labor day, please bot as needed!


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

Also, Lefty is exactly at the point where he'd be encumbered with even L more bulk, but if we don't mind moving 20'/round instead of 25'/round, then Lefty can carry 8 more bulk of stuff...

@DM Nex: does 3 weeks of rations mean 3 (weeks) x 7 (days) x 5 (people) = 105 R2E? :3
'cause that's just over 10 bulk right there. We might need Lefty to be encumbered for at least a few days xD


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Ahri can carry 3 more bulk before anything hairballs.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

ah, I just found out that field rations are a food-stuff xD
So I'm guessing 3 weeks of field rations means 3 bulk and 21 person-days of food.
@DM Nex: is that correct? :3

edit to avoid double post, the stuff we were given after stepping through the portal:
Tylur:
Lashutna ringwear II
a carbon steal curved blade

Ahri:
a sitcky grenade II
1 dose of tier 1 antitoxin
1 dose of sprayflesh

Lefty and Sybil: I like having 2 each actually, but we were given 4. Should we buy one of each with the Muhali money? I like that plan
3 doses of tier 1 antitoxin
3 doses of sprayflesh

for Ahri to lug around?:
3 weeks worth of field rations

undecided: (anyone need to recharge a battery or reload a gun? buy extra ammo?)
100 credits worth of ammo

from Muhali:
Lefty has:
that super tent (double sized for double price with room for 4)
one more high capacity battery

DV8 has?
a second tent so that the girls don't share with the boys :3
a clear spindle stone so she doesn't need to drink or eat any more

2020-245 = 1775 CR for other stuff. I'm guessing no one else feels the need to buy anything, but I was thinking of either field rations or the lighter (and tastier, and 7x as expensive) R2Es :3


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Everyone got what they wanted, Sybil got a battery and sword cane upgrade. so the reaming credits of the 2500 is now 865 cr


Yes that is enough food for 3 weeks of food. But its only 1 bulk per week per person. So each person would have to carry 3 bulk worth of food for 3 weeks.

You can always bring less and hope to find food on the way...

They also will provide backpacks if you want. Consumer level for free, or if you want to pay they can give you the Industrial Backpack.

Consumer treats your strength as 1 more for calculating bulk.
Industrial treats your strength as 2 more for calculating bulk.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

@Sybil: standard battery and tactical sword cane? a standard battery could come out of the 100cr of ammo from the stash :D
Though if you had bought the battery already before we knew about the stash, Lefty could use another spare...

and then the extra antitox and sprayflesh so Sybil and Lefty can have 2 each:
440(sprayflesh)+150(antitox)+250(cane)
=
840
1775-840 = 935cr unless someone bought something that I'm not aware of :3
(not to mention the remaining 40cr of ammo which just so happens to be exactly enough for a free magazine of 30 small arm rounds...)

Also, I think Lefty would've grabbed some extra R2E, but we didn't finalize that so maybe Lefty would just buy 1 bulk worth of R2E per person for 5 bulk @ 50cr xD
Any objections? Anyone notice bad math on my part? :3

@DM Nex: just to be annoyingly clear: were we given 3 bulk of field rations for the team? or 3 bulk of field rations per person (15 for the team)? :3


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You where given access to 15 Bulk of food.. 1 bulk/week for 1 person.. so 3 weeks = 3 bulk.. 5 people 15 bulk.

You can bring what you want, or try to forage out there. You know while the food can be dangerous, it is compatible with your biology. Just make sure to not grab poison. Carry what you can! And maybe get some backpacks to help carry.


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

She got a high capacity one...

For the survival roll. I see two options:

1) Tylur has +5+2= +7 but can roll twice
2) Sybil has a +9+2= +11

What does everyone think? I am leaning towards the roll twice... but with a few successful aids 18 is not too hard to reach. On the other side if she is tracking, 12 DC is an auto reach for Sybil


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

With two successful Aid-Anothers, that's +4 on top of the usual bonus.
+15 will only fail DC 18 on a 1 or 2
+11 needs a 7 but has two chances.
9% chance of failure is lower than 10% xD
If Tylur doesn't spend resources to roll twice, then we should probably aid him for the 91% chance of not-get-lost :3
er... that 9% chance of get-lost only means losing a day or something, right? 'cause moving 9% slower (on average) is better than moving 25% slower :D


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

can you use the clear spindle ion stone? Just wondering if we could cut our food bulk in half because everyone uses one of these? They aren't that expensive to buy. Can I get a GM confirmation?


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Apologies for not being as active at the moment, i'm still traveling.

I guess some more batteries for Ahri would be good, for ammunition and powering her suit to protect from the heat. I doubt it's possible to carry that many batteries though. Or i did get something wrong.

Stayed away from Ioun Stones so far because the ones i looked at say they are from this AP.


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

A reminder that Sybil will be casting Life Bubble on Herself, Dee and Ahri first... so we will have protections from the heat.

Tylur and Zahaeuss will have to hydrate and that sort of thing very well the first day.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand
Sybil Surefoot wrote:
She got a high capacity one...

Didn't notice this the first time somehow ^^;

welp, that's 935-330=605cr then :3

@DeeV8: I'll count that as an objection and we can just carry the 15 bulk of free food. Tylur and Lefty would only lose another 5' of movement per round from it :3
(and take higher armor check penalties; our heavy armors already restrict us to +2 dex to armor)

@Ahri: maybe you can take the standard battery from the free ammo? :3
Also, except for the highest capacity one, this website lists batteries as negligible bulk :3


I would say Ioun Stones are pretty rare still. There are some old Golarion relics, but the Azlanti are so isolationist. You might get some as drops, but it would be a bit tricky to buy..

So how are we proceeding? This section will be semi "boring" with simple rolls. I can do the rolls for you all, if you get me an idea of who will be doing the rolls. Letting you know when you encounter something that requires some more interaction.

It looks like Tylur rolling twice with everyone assisting who has at least 1 rank in it would be the best bet.

There are 3 outcomes
1. DC 18 - Full movement
2. DC 12 - 3/4 movment
3. Fail - 1/2 movement.

We can start with Tylur and move to the auto win 3/4 on days you feel its more important. Let me know if this sounds ok. I will just go into cinamatic mode for a bit to describe your journey, that is until you encounter something.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

Since failure is only half movement, and our odds of success are much better than 50/50, I think we just always go for the DC 18 check :D

@DM Nex: To be clear about the floaty-stone that prevents hunger, are we able to buy the one for DeeV8 at least?
If not then I'll definitely want at least a couple bulk of extra R2E rations after all...

@Ahri: did you get a standard battery from the ammo cache? If you don't want it, Lefty will take it :3
Also I don't think that batteries go into standard armor for environmental protection...


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

@DM Nex: Something just occurred to me:
Can we get +2 from the notes and two assists? 'cause that'd make Sybil succeed at DC 18 on a 1 if both Tylur and Lefty succeed on the Aid Another acitons :3


I think you guys should have one of those stones from earlier in the game.. maybe.. it was on the android assassin, but you may have given it back to her.

I am going to say no, at this point there is no place to buy it, and till you got here you where not 100% sure what you would need. You would need to go back through the gate.. which I don't think you would.

R2Es are different than general food rations too..

Yup. If the assists get 10 on their rolls.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

R2Es seem like some sort of nice version of what you'd get on an airplane to me :3
Aaaaand they sound like the sort of thing that Lefty would buy xD
flavorful in so many ways...

605+245=850cr 'cause we can't get the spindle after all apparently
And maybe an extra 2 bulk of R2Es for 20 credits to round out our equipment at last? :3

850-20=830cr
...
I kind of want to have exactly 800cr left, oh well xD


True. Field Rations are 1 bulk for 7 days worth, which somehow makes them heavier I guess. Since R2Es are L bulk per day. so a week is only 0.7 bulk for a week.

Odd, I assumed it would be the other way around with weight. But such are the rules I guess.

Ultimatlly I trust you to take care of it. :)


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Nice. That means 3 weeks of r2e are only 2 bulk. Gina go with that.


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

Also we keep forgetting the actaully great thing about R2Es:
They're tasty :3


Male Lashunta (Korasha) cyberborn Mechanic 4 | Stamina 24/24 | HP 28/28 | Resolve 4/4 | KAC 16, EAC 14 | Fort 4, Ref 6, Will 0 | +5/6 attack | Init: +2, Perception: +7, SM: -1 | Condition: Life Bubble, Sluggish (until the morning of Day 6)
Ammo/Abilities:
laser 12(4):hb1, cannon 20(2):b1; 20:b2, 20:b3, 20:b4, 40:hb2 | 1/1 Detect Thoughts; Daze; Psychokinetic Hand

BTW, there isn't a penalty for failing an Aid-Another check, right?
Why doesn't everyone with better than -2 survival roll aid-another? :D

Edit: I found the nice loot sheet on the game website and it didn't seem used, so I started another one: lewt
I'm thinking that eventually we can track all equipment on there and not worry about updating our aliases with that stuff all the time :3


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Thanks for that Zhelaeuss!


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

DM Nex: To your question: If you want to make the rolls to speed the boring part along, please feel free.

Sybil has a Survival of 9 + 2 bonus from maps

Life Bubble schedule now is Day 1 sybil/dee/Ahri. Day 2 sybil/Zhel/Tylur. Day 3 none. Repeat Day 1, 2, 3

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