
EH-RK |

Welcome back Wraith! Although with Olmheya leaving and Wraith coming back that leaves us with + Operatives and -Spellcasting...
(I rerolled EHRK into a Ghost Operative)

Manteca Imani, MD |

Damage also scales directly with level, though, so that level two Pike gets static plusses as you level up without pitching a credit in.
My party would usually do a shopping spree at the end of each book with whatever credits they'd found, but the survivability of three heavy-armor folks and the damage output of a melee, two switch-hitters, and a blaster meant that most of the fights were trivial.
Also, that feat that gives DR equal to your level.

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Welcome back Wraith! Although with Olmheya leaving and Wraith coming back that leaves us with + Operatives and -Spellcasting...
(I rerolled EHRK into a Ghost Operative)
Whoa. Okay, I didn't know that my loss was felt so hard it knocked you into a whole other class. ;)
Yeah, a single Operative is needed, like having a sand wedge, but two isn't really so...like having two sand wedges.
Whatever the group prefers is fine, but I could lay out some options.
1) Imagine-- mindbreaker mystic. That would take care of your lack of magic, at least. She's so spunky she makes Wraith look like a putican schoolmarm with a taste for both silence and good manners.
2) Gorn Steelbreaker--Armor Storm soldier. I'm fascinated by the "weaponless warrior" playstyle, and he seems to make it work. He has wide and varied tastes, enjoying both combat and violence.
What do you think?

Manteca Imani, MD |

I trust your playstyle implicitly and support whatever decision you feel comfortable with.
Re: Weaponless Warriors - my Starfinder Society main is a vesk "melee-chanic" - went exocortex for heavy armor and longarms, and primarily use my claws for melee combat. He just hit level 6 and has been a real blast to play so far - vesk weapon specialization is really starting to pay some devastating dividends. I've also been running for an armor storm soldier, and can confirm that they also land some heavy hits.

Manteca Imani, MD |

If I purchase an advanced Medkit at the end of this adventure, I'm up to nearly a 90% chance to heal hit points when we need them (right now, I'm only at a measly ~60%) and I have inspiring boost for stamina. It's not a ton, but it's better than, well... not having that healing? And with how stamina works, most parties don't need as much healing as us old RPG hands always think we need.

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Mystics seem to be a much more catch-all spellcaster than just a Wizard or Cleric. Balls, I could see that most of my casting will be Mystic Cure or Mind Thrust. After those two everything else is (probably?) gravy.
All Mystics get Healing Touch, so the actual Healer might be gold on gilt, as it were.
That said...Imagine is my -favorite- character to play. But if any of you have met her in the past... Well, you've been warned. *grin*
But, yes, Imani, Panzer Sturm! Armor Storm is all manner of fun.

EH-RK |
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Yeah, at another SF table I'm playing an Empath melee focused Mystic.
A Jedi, I'm basically playing a Jedi.
I vote the Mindbreaker honestly. I like Psychic themed characters.
How could we get her into the game?

Foxy Quickpaw |

After the next fight is the end of the book. You get out of this planet and therefore you could naturally get a replacement from the starfinders.
Or if we're talking big style crazy here, she could enter as a fangirl of that Tahomen (BBEG) and change sides when he is slain.
I'm open to suggestions. Just not the standing at tree - "Oh, she looks trustworthy." stuff.

Manteca Imani, MD |

Well, I mean... Manteca is exactly the "Well, she looks trustworthy!" type. So I'll keep his opinion out of it.
Starfinder replacement sounds good to me - Elven runes and ruins specialist? Someone else independently working on deciphering the Drift Rock language?

GM Niles |

What if...
She were a Cult of the Devourer member sent to infiltrate and eventually kill all of us for trying to stop whatever it is they are trying to do...
and then cinematically she switches sides (again?) and helps us against the Cult in a moment when they are gloating over their eventual victory.

Foxy Quickpaw |

Foxy Quickpaw |

GM. I edited the map to mostly reflect what I pictured in my head from what you described. I used tokens we've been using on the map to reflect Tahomen, 2 cultists and Imagine (i copy pasted her avatar from here). I recycled that Solarion thing for Tahomen and the cultist tokens for the mooks.
Thanks.
I moved all inside and also moved Imagine for the surprise round action. And removed one cultist, as Imagine is one of the two, no additional one. Normal round now.

Foxy Quickpaw |

I have to say, Combat with that BBEG was a bit...lacking. Even the little sub boss with the minigun put up more of a fight (barely). I think maybe we might be too powerful?
Well. Attack Bonus/Damage -> Chance To Hit for Statistical Average
of the characters:+4/4.5 Manteca -> 35% for 1,575
+7/4.5 EH-RK -> 50% for 2.25
+11/16.5 Boreal -> 70% for 11.55
You see the discrepancy?
Also
8 Grenade
20 Boreal
- EH-RK
12 Magic Missile
4 EH-RK
5 Manteca
19 Boreal
23 Imagine (may be halved)
That is 68 Dmg after Boreal in only two rounds. If you now compare the actual rolls to the statistics you notice that all but EH-RK who missed once did about double their average damage.
This could have gone way worse. Some s%+#ty attack rolls from Boreal and you would fight him far into the next week.

Manteca Imani, MD |

Yeah, I had a similar experience when I ran this - except the party rolled s*##ty but then so did he. When I was running him his Destructo Disc missed everyone, which disappointed me to no end.

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The ways of the wise GM are deep and subtle....
Mind you, it's also cool it you can do it in real life. This one time, I was running a game of Last Night On Earth. It was back and forth the whole time, and it all came down to one roll. The human _had_ to roll a 6, or they'd all be eaten. But if they rolled a 6, they won.
They rolled a 6.
And everyone was happy.
I'm not saying I directly engineered that. But I'm not saying I didn't either. ^_^

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Just in case anything there is untrue... but operating under the assumption that it all is.
*Hee* Dr. Imani gets the sense that Atlas2112 has used the alias so long, previous campaigns are now becoming part of her backstory. =3

Foxy Quickpaw |

In game I would ask EH-RK, but you're all free to answer: How much credits are you missing to be up to your WBL of 6k?
EH-RK hacked the firewall and can now access Tahomen's bank account. I'm asking, as this is an easy situation to fix lack of wealth. So a suggestion anyone?

EH-RK |

Eric is at about 3-3.5k depending on how you value all the grenades he's taken.
Edit: He's about 3k short.

Boreal Typhon |

Boreal is at:
240 doshko, tactical
2970 lashunta ringwear ii
25 backpack (industrial)
250 reaction cannon, light
1400 personal upgrade mk 1
390 shock grenade i (3)
425 artillery laser, azimuth
750 arc emitter, tactical
750 incendiary grenade i (2)
Total:
240+2970+25+250+1400+390+425+750+750
7200

Manteca Imani, MD |

I'm over 6000 before I had factored in my armor, the navigator's kit, or the 6 weeks of trail rations, so Manteca is loaded.
Like, holy s+!$, all of that sprayflesh takes up a lot of moolah.

Foxy Quickpaw |

You're in the middle of nowhere and despite the great technical stuff you can't call an Uber. But all of you have devices that allow for planet wide communication. And you even have the parts of a communication device that allows for sending messages to all of the known universe.
Question is now, what are you making of this. You're also sitting in a no-fly zone. Which limits your options somewhat.
As this is an adventure and not a guided tour through some overrun tourist spot, I hoped someone would contact one of the authorities you worked with already, and organize some hike back by using the newly found information and some diplomacy.
Which would also clarify, where you plan to go to. As you have options and no exactly determined target to go for to save the world.

EH-RK |

As soon as you decided where to go I'll send you some quick way to get there. No use in taking the long hike back.
I assumed when you wrote this you had some plan for handwaving the trip back.

Foxy Quickpaw |

Sorry if that came over as a rant.
I have that idea, but with Dr. Solstarni not coming along, an illegal hike out would have some drawbacks.
But even without that, it still leaves open the point where you want to go. And as the game has been mostly fight after fight, I thought it would be a nice option for some more role play and social skill usage.
I still can simply handle all that stuff myself in a summary post, if you tell me where to go with that. Can be as far as out of the rift to your next destination from the next book.

Foxy Quickpaw |

Tahomen:
d-suit I (mk 1 thermal capacitor), liquidator disintegrator
pistol (see page 52) with 3 batteries (20 charges each),
survival knife, psychic booster, detonator, personal comm
unit, field rations (2 weeks), R2Es (5)
Cultist:
lashunta ringwear I, defiant longsword, shock
grenades I (2), utility scattergun with 25 scattergun
shells, field rations (2 weeks), credstick (150 credits)

EH-RK |

That D Suit is a definite upgrade for Eric. Manteca wears light armor too though.
D-Suit, I
Level 5; Price 2,980; Category Light
EAC Bonus +5; KAC Bonus +6; Max. Dex Bonus +5
Armor Check Penalty —; Speed Adjustment —
Upgrade Slots 1 (Thermal Capacitor); Bulk L
This upgrade regulates heat, protecting you from extreme temperatures. You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. In addition, the armor grants cold resistance and fire resistance. The amount depends on the capacitor’s type, as listed below.
Mk 1: Resistance 5
The pistol is also nice.
Disintegrator Pistol, Liquidator
Level 6; Price 4,500
Damage 1d10 A; Range 15 ft.; Critical —
Capacity 20 charges; Usage 2
Bulk L; Special —
Manteca you may want
Psychic Booster
Source Starfinder Core Rulebook pg. 226
Level 4; Price 2,000; Bulk L
Description
This circlet, originally designed by lashuntas, fits over the wearer’s brow and wraps around the wearer’s antennae (if any). A psychic booster augments the power of your inherent psychic abilities. If you have telepathy, the range of your telepathy doubles. (For instance, if you have limited telepathy out to a range of 30 feet, the range increases from 30 feet to 60 feet.)
Eric is taking the detonator and grenades. Ya'll have no idea one day what he's gonna do with them =)

Manteca Imani, MD |

With my stats as soft as they are I generally feel I should wait on combat gear until the damager-types take their picks as you're bigger tactical targets - the armor and the pistol is more important on you. I'll take the paychic booster for sure though - and definitely buying an advanced medkit
Also, happy 2000 game posts guys!

EH-RK |

Boreal any thoughts on the Weapon and Armor?
I propose that Manteca gets the Psychic Booster and Mk1 Ability Crystal, Eric gets the weapon and armor and Boreal gets a bigger cut of the credits.
Say we split the credits 50/25/25??

EH-RK |

Eric does not have an Ability Crystal. Boreal?

Boreal Typhon |

So, Manteca...
We end up having these psychological discussions quite regularly. I want to make sure that you are enjoying them? I enjoy trying to figure out how Boreal would think about a lot of the stuff, especially considering it is both similar and very different to my own mindset.
Interestingly on the scarring conversation...
When I was a toddler I was an idiot and pulled a mug of boiling water over myself in the middle of winter. Woolen clothes are great for absorbing boiling water and keeping it next to your skin.
I'm not sure what percentage of my body it was off hand but my entire left arm and the front of my torso had to have multiple skin grafts and the like.
The ones on my arm have stretched somewhat as I have grown but the one on my chest has stayed the same size (so gotten smaller to me in proportion).
Not sure why I am telling you all this. >_<
Anyyywho....

EH-RK |

Eric's moving up to 5th
HP gained 6
SP gained 7
NEW HP total 33
New SP total 35
BAB and saves stay the same
Specialization Exploit: Cloaking Field.
Trick attack damage to +3d8.... It's dangerous now.
Feat:
Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.
LVL 5 Feat: Iron Will: You gain a +2 bonus to Will saving throws.
Skills 8+INT=10X5=50
(RANKS+CLASS+STAT+BONUS+OPERATIVES EDGE)
*Acrobatics (Dex) 5+3+5+3+2=+18
Athletics (Str) 4+3+0+2=+8
Bluff (Cha) 2+3-1+1+2 =+7
Computers (Int) 5+3+2+2=+12
Culture (Int) 5+3+2+2=+12
Engineering (Int) 4+3+2+2=+11
Medicine (Int) 2+3+2+2=+9
Perception (Wis) 5+3+0+2=+10
Piloting (Dex) 5+3+5+2=+15
Sleight of Hand (Dex) 4+3+5+2=+14
*Stealth (Dex) 5+3+5+3+2=+18
Survival (Wis) 4+3+0+2=+9

Boreal Typhon |

Boreal to 5
Level 5 Bonuses
+2 Cha
+2 Con
+2 Dex
+2 Int
Saves Stay The Same
HP:+7
SP:+9
Total HP:41
Total SP:50
BAB +1
Primary Style Technique
Charge Attack (Ex) 5th Level
As a standard action, you can make a charge without the charge penalties, and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a –4 penalty.
Skills:
Survival +1
Prof Bounty Hunter +2
Athletics +1
Intimidate +1
Medicine +1
Acrobatics +2
Feat
Iron Will (unless someone suggests something more fun. I was thinking Barricade could be pretty fun)

EH-RK |

GM,
I have questions for how you would rule this.
Level 1; Price 150
Capacity 5; Usage 1/use
Hands 1; Bulk L
Description
This conical device primes and detonates explosives (including grenades) with a push of a button. Programming a detonator to a specific package of explosives takes 1 minute, after which the detonator can be triggered in one of several ways. The detonator can be set to ignite its payload with the simple press of a button (no action), a four-digit command code (a move action), or a complex input method, such as scanning your retina or thumbprint (a full action). You choose the triggering method when setting the detonator. A detonator detonates its payload only if it is within 500 feet, but some detonators can make use of signal-boosting technologies at the risk of becoming vulnerable to countermeasures like signal jammers and other effects. Explosives have the same price, effect, and weight as grenades (see page 183). If you successfully set an explosive on a stationary object with a detonator using the Engineering skill, the explosive’s damage ignores half of the object’s hardness.
The item has a capacity of 5...which I'm assuming means it can prime 5 explosive items. I don't plan on using them as a thrown weapon but what I'd like to do is create some explosive packages for door breaching or nasty traps...etc.
What I'm asking is, Can I wire 5 grenades to a detonator to make breaching charges and traps?
DOH! I forgot about ability increases.
Strength 10
Dexterity 20
Constitution 12+2
Intelligence 14+2
Wisdom 11+2
Charisma 8+2
This'll mean more skills.
Skills 8+INT=11X5=55
(RANKS+CLASS+STAT+BONUS+OPERATIVES EDGE)
*Acrobatics (Dex) 5+3+5+3+2=+18
Athletics (Str) 5+3+0+2=+10
Bluff (Cha) 4+3+0+1+2 =+10
Computers (Int) 5+3+3+2=+13
Culture (Int) 5+3+3+2=+13
Engineering (Int) 5+3+3+2=+13
Medicine (Int) 2+3+3+2=+10
Perception (Wis) 5+3+1+2=+11
Piloting (Dex) 5+3+5+2=+15
Sleight of Hand (Dex) 4+3+5+2=+14
*Stealth (Dex) 5+3+5+3+2=+18
Survival (Wis) 5+3+1+2=+11
And more SP, Saves