Galactic Master Black Dow |
Wee heads up gang - me and the missus are heading off to Dubai for our annual festive break with my brother-in-law and family from tomorrow.
I'm not back until the PM of 30th of Dec, and while I hope to post if/when I can, we may be pretty busy so presume it'll be sporadic at best.
I'll get some posting done throughout today, but likely tomorrow will be too busy and wanted to give everyone the heads up now.
I'll try and get the spending clarified before I sign off. Likely we'll kick things off when I'm back heading off-station and into the void :)
Meantime have a superb festive holiday when it comes everyone - looking forward to continuing our intergalactic misadventures into the new year!
Kris-7 |
Safe travels GM, looking forward to the holidays and the new year.
Galactic Master Black Dow |
Cheers CharlesJ - you too mate.
@All: Regards current credit - you each have (by my reckoning) 250CR (upfront for the Acreon investigation) + split of 270 (54 each from the dead exec's cred-stik).
= 304CR
+ 1000CR each presuming that Paeon would be happy to split the cash from the "product". I know there was some moral back and forth on this at the time, but remember you're happy to strip the Downside Kings of their wealth (and the majority of that credit was blood-money or illicitly earned).
For ease of tracking it makes sense to each take a cut. Those that are morally opposed can donate the credits to a station charity of their choice...
So you don't lose out the Church of Sarenrae recognises your benevolent act and imbues a weapon of your choice with the Merciful Weapon Fusion...
... Or you can take the drug money! :)
Ed Shirren |
I think Paeon was our face/best captain candidate though I'm not sure if he's still in the game. Ed and Restiji at least have avg Cha. Restiji is the best gunner, I think. Ed has nothing else to offer other than decent piloting and minimal social skills. I guess he could be captain.
If Krisseven is pilot, can Noahtoo toggle between engineer and science?
Paeon Tel'domah |
I'm still here Ed, just haven't been a good poster. Life has just been busy. I still haven't had time to even level my character and rework him to pilot. I will have myself some time over the next few days. If i can't get myself updated etc within the week I think i might withdraw as it isn't fair to everyone playing.
My sincerest apologies. Will do my best to catch everything up.
Kris-7 |
GM I am reading this right the Hippocampus is a 1/4 tier ship or .25
Kris-7 |
I ask because the tier affects the piloting checks I need to make
Kris-7 |
Ok just trying to determine how their math is working here, so input greatly appreciated.
Since the PCs’ starship is tier 1, the DC of the Engineering check to perform this action is 17. Rose-5 rolls a d20 and adds her modifier of +7 to the result, getting a total of 20. A success! If any of the Amethyst’s weapons hit this round, any 1s that come up on the damage dice will be treated as 2s.
this is similar to what Noah just did, but it's not adding up for me, maybe I'm old school and shouldn't be applying PEMDAS here but I did and the numbers don't add up.
Divert (Engineering Phase) You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 2 × your starship’s tier), and the results depend on where you decide to send this extra power.
if I apply PEMDAS the DC=10 + 2 * 1 = 12 not 17
if I just add together straight across the DC=10 + 2 * 1 = 12 still not 17
what am I missing here?
Galactic Master Black Dow |
1 person marked this as a favorite. |
Hippocampus is a Tier 1 ship - its profile is on the campaign page.
See Starfinder Ship Role Errata below, we'll use these where applicable:
Use the following DC calculations instead of the calculations presented in the Starfinder Core Rulebook. If an action isn't listed, the stated DC remains the same.
Stunts
- For the back off stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
- For the barrel roll stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
- For the evade stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
- For the flip and burn stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
- For the flyby stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
- For the slide stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
Restoring Shields and Repairing Damage
- The DC of the Engineering check to double the recharge rate for your shields equals 15 + 1-1/2 times your starship's tier.
- The DC of the Engineering check to halve the cost or time for repairing damage your starship's hill equals 15 + 1-1/2 times your starship's tier.
Captain Actions
- For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier.
- For the encourage action, the DC of the Diplomacy check is 15; the DC for checks using other skills remains 10.
- For the taunt action, the DC of the Bluff or Intimidate check equals 15 + 1-1/2 times the enemy starship's tier.
- For the orders action, the DC of the check equals 15 + 1-1/2 times your starship's tier.
- For the moving speech action, the DC of the Diplomacy check equals 20 + 1-1/2 times your starship's tier.
Engineer Actions
- For the divert action, the DC of the Engineering check equals 10 + 1-1/2 times your starship's tier.
- For the hold it together action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
- For the patch action, the DCs of the Engineering check equal 10 + 1-1/2 times your starship's tier to patch the glitching critical damage condition, 15 + 1-1/2 times your starship's tier to patch the malfunctioning critical damage condition, and 20 + 1-1/2 times your starship's tier to patch the wrecked critical damage condition.
- For the overpower action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
- For the quick fix action, the DC of the Engineering check equals 20 + 1-1/2 times your starship's tier.
Pilot Actions
- For the maneuver action, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
- For the audacious gambit action, the DC of the Piloting check equals 20 + 1-1/2 times your starship's tier.
Science Officer Actions
- For the balance action, the DC of the Computers check equals 10 + 1-1/2 times your starship's tier.
- For the scan action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures.
- For the target system action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.
- For the lock on action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
- For the improve countermeasures action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
Reading the above base DC is 10 rather than 15.
Kris-7 |
1 person marked this as a favorite. |
Thanks GM, see the tier listed on the spoiler link now, used the imbedded list from your post before and didn't see a tier listed on that page. Creating a bit of a spreadsheet to help me keep all the math square at least while I learn it.
Kris-7 |
beyond the point I can edit in game post - just remembered that I did roll a natural 1 <sigh>
Paeon Tel'domah |
1 person marked this as a favorite. |
I am back, ready to post and caught up. Ready to follow your lead and hard work over my absence. I am levelled up and below are the changes i've made.. I think i've done it right.
Paeon Level Up and Rework;
Change from Scholar to Ace Pilot Theme:
Gain: 1 Dex, Lose 1 Int. (No real affect)
Gain: Pilot as a Skill
HP: +7 Solarion
SP: +7 Solarion
RP: +0
Skills +4 Solarion:
+1 to Bluff Diplomacy Intimidate Pilot
I haven't done any shopping but am happy the credits were split so therefore
Paeon Credits: 1304 ... Will shop at next available interlude.
Ed Shirren |
I gotta say I'm not crazy about Starfinder's ship roles. Not sure why anyone couldn't aid another. It would also be nice to give magic wielding characters something to do in space combat as well. The lack of ship effecting spells is lame.
Retsiji |
ISTM that ship-to-ship combat works much better on a tabletop. Trying to run it PbP is a major time suck, and that's time that mystics in particular aren't going to have a lot to do. Technomancers at least have a shot at Science Officer checks.
ETA: the lack of rules for board and storm is also problematic for a game based on space opera.
Kris-7 |
Unfortunately, captain and pilot are the two slots that can't be passed around at the beginning of the round
Changing Roles You can switch between roles (or assume a role if you don’t already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions).
As this is the 1st space combat I've been in I'm not complaining much, but I second Retsijii in it doesn't feel like the fastest this to do during PbP
Galactic Master Black Dow |
1 person marked this as a favorite. |
Yeah I'm in agreement with everyone's take. As it is our first dive into space combat I felt that running it canon would be the best idea... however I have my doubts.
Swapping roles each round regardless of if the role is vacant or not would makes sense; "Mr Sulu - you have the command chair" type thing.
Happy to haus rule it if necessary :) - tis your game after all gang!
Paeon Tel'domah |
Captains can act in any phase/ every phase it seems?
"As a captain, you can take any of the following actions,
depending on your character level, during any phase of combat."
Seems like thematically they wanted captains to just be bellowing orders to boost crew rolls and yelling at the enemies on comms to try and mess them up?
Galactic Master Black Dow |
Here's the Phases broken down as per the Core Rulebook:
Like combat between characters, starship combat occurs over a number of rounds until one side flees, surrenders, or is otherwise defeated. Unlike rounds in combat between characters, a round of starship combat doesn’t correlate to a specific amount of time. Each round of starship combat is divided up into three phases, resolved in order. Each character aboard a starship typically acts in only one of these phases, depending on her role on the starship.
1. Engineering
The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.
2. Helm
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
3. Gunnery
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.
Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase.
Retsiji |
Here's the relevant section on the EMP weapon property (emphasis mine):
A weapon with this special property emits a beam of electromagnetic energy that does not deal damage to ships or shields, but plays havoc with a ship’s electronic systems. On a hit, an EMP weapon scrambles one of the target starship’s systems, determined randomly. This causes that system to act as if it had the glitching condition for 1d4 rounds. A system glitching in this way can be patched as normal, but if it takes critical damage, its glitching condition becomes constant until the system is patched or repaired (or takes further critical damage). Functioning shields are unaffected by EMP weapons and completely block an EMP weapon’s effects.
Kris-7 |
Have fun
Galactic Master Black Dow |
@All: Just a heads up that I'm under the hammer at work with a bunch of ongoing offshore operations (I'm in O&G here in Scotland) - couple that with the additional headache of an internal audit this week means my posting may be intermittent/on the fly/limited.
In short things might be a little slow(er) until normal service resumes towards the end of the week :)
Galactic Master Black Dow |
You'd think...
If a ship is reduced to 0 or fewer Hull Points, it is disabled and it floats in its current direction of travel at a rate of half its speed until it is repaired, rescued, or destroyed. Crew members aboard such ships are not in immediate danger unless their life-support system is wrecked, but they might eventually die from starvation and thirst if they have no way to repair the ship.
If a ship ever takes damage that exceeds twice its Hull Points, it is destroyed and can’t be repaired. All systems stop functioning, and the hull is compromised. The crew might initially survive, but without protection, they won’t live very long.
Based on above the Necroglider can take up to -30 hull damage... (as a passel of system failures as she goes).
Retsiji |
It's a USian reference--assuming that there's more than one ship of the name in existence, we're going "To An Acreon in Heaven." As it were.
Retsiji |
Definitely enjoying this. One minor comment, though: since the ship is still under vacuum, the fight should be really quiet. (Besides akata not generally communicating by sound...several years ago, I put them into a game I was running, and played up their silence and use of bioluminescence to communicate.)
Galactic Master Black Dow |
@Ed: Dim light is indeed in effect :)
Definitely enjoying this. One minor comment, though: since the ship is still under vacuum, the fight should be really quiet. (Besides akata not generally communicating by sound...several years ago, I put them into a game I was running, and played up their silence and use of bioluminescence to communicate.)
Good call. Shows how much I know about space (hence I'm infinity qualified to run a space set game lol). Bioluminescence to communicate is very cool - will run with that.
Glad everyone's enjoying it - agree ship combat was slow - not sure if we were taking it softy-softly or it is just a grind of game mechanics? Based on some of the threads concern it would seem the latter. Am going to try and harvest some suggestions and possible house rules to speed things up (should you have any future space combats... Ahem)
In other news I'm now truly mulling cracking on with the AP rather than ending at Book 1. Have some ideas for tweaks to Books 2 & 3 that tie into some plot threads we've already - 'course it'll all depend on if you guys want to continue lol.