GM Mawgrim's Dead Suns campaign (group A)

Game Master Mawgrim

Combat maps: Google Slides Link :: Loot list: Google sheets link
Current ship: Hippocampus, tier 1


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Discussion thread for group A.

Initial cast members:
Cree Absalom, Ysoki Mechanic
Darshe, Human Soldier
Herald Navus, Lashunta Solarian
Krevlor, Kasatha Mystic
Valorous K'thars, Shirren Technomancer

Please feel free to make any last minute adjustments to your characters :)


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

Checking In!

The only change I made was the procurement of a melee weapon, a survival knife.

My character should be a good pilot and useful in that starship role, alongside being a somewhat tanky ranged fighter.


Thank you again for the invite, GM. :)

I'll have a proper alias made up soon, I just need to make my mind up on what avatar to use.

Not sure if I'll need to make any changes to Darshe himself, though. I suppose I do have one important question. Do grenades count as ranged attacks for the purpose of Opening Volley?


KAC 15; EAC 14 ; stamina 4/7; hp 8/8; resolve 4/4; Fort +3, Ref +5, Will +0; Combat Tracking Target: Bouncer | Status: Prone | "The Business": 3/6 Rds

Thanks, and welcome, everyone!


@Mahorfeus: Given that the feat doesn't stipulate what type of ranged attack, and grenades are a ranged attack, I will tentatively say yes at this point while I look into what greater minds than mine have to say :)


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

I'm debating between swapping out my Skill Synergy with Iron Will. But Perception as a Class Skill is pretty good.

I would've taken Skill Focus (Computer) if it wasn't for the fact that it's an Insight bonus which Bypass is something that Technomancers get and it too is an insight bonus. So by the time I erach level 9, it becomes a pointless skill.

Either way, on the Starship my character would probably best fit Science Officer. As far as adventuring party, I'm more of a knowledge guy than a fighter, though I do have an offensive spell and a buffing spell for helping boost weapons...for one time use, but yeah.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Krevlor is pretty healing focused. Long term I hope to make him a pretty balance support combatant between melee and ranged.

For starship combat I've got nothing nailed down for him. I was considering picking up skill synergy at level three. He'd be a good science officer thematically... but mechanically science officer doesn't care about your science skills at all just your computer skills.


As advised to the other group, I wasn't really concerned with the space combat side of things as a major factor in putting the groups and characters together, given that spaceship combat is a relatively small portion of the whole Starfinder experience. I also didn't want to have to knock back potentially interesting characters just because their level 1 versions didn't have the optimal smattering of skills :)

Its good to start thinking about it now, but there'll definitely be plenty of time to work out who's a good fit for which position organically within game as well.

I'll be going over the characters in much greater detail over the next couple of days once you guys have made any changes or tweaks that you wish to do to your characters, and when everyone is ready to go I'll get the launch sequence started on the gameplay thread :)


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

Okay! I wasn't trying to cause trouble; I just thought it would be good for us to work it out OOC before we got to the IC moment of two people arguing over who gets to be captain or something. :)


Oh, please don't take that as a 'don't work it out beforehand'! I was just more explaining my rationale in case people began to fret about not being able to expertly fit into a role of some sort right off the bat :)


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

Oh all right! I think we'll get it to fit.

I've been doing a 3pp module of Starfinder, and I'm sure that everyone can do something in starships. My experience actually was that the Solarian didn't have many skills that let them contribute. So that's partly why I chose to be an ace pilot!


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Alias made!

Having read through the starship combat rules again, it looks like we have most of the bases covered. Well, except for captain - statistically speaking, Navus looks like our best candidate, but he's already our pilot.


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

A player can only take on one roll on a given turn, but Captain can be at least partially functional with any character.


KAC 15; EAC 14 ; stamina 4/7; hp 8/8; resolve 4/4; Fort +3, Ref +5, Will +0; Combat Tracking Target: Bouncer | Status: Prone | "The Business": 3/6 Rds

Cree is a smart, snarky Ysoki Mechanic with a mechanical left arm that serves as his custom rig. He's your go-to guy for engineering problems, and he's also a crack shot with a rifle.


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

So I ended up not changing my feat, but I did change a spell. As much as Overheat is an offensive spell, I think I'm gonna go more utility style spell instead with Grease. I already have supercharge weapon which deals more damage and I can use it on allies who are more likely to hit their targets than I am.


I can't see anything overly incorrect with any of the character sheets at this stage, but i'll take a look see at them with something more of a fine tooth comb tomorrow when I get home from work :) in the mean time, i'll be looking to get the gameplay thread going tomorrow as well, just to be able to kick off the beginning sort of roleplay for you all :)


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Weather is getting bad here. If I haven't responded for a while just bot me.


No worries at all - hopefully the weather isn't too wild for you, and that you make it through the other side of it relatively unscathed :)


KAC 15; EAC 14 ; stamina 4/7; hp 8/8; resolve 4/4; Fort +3, Ref +5, Will +0; Combat Tracking Target: Bouncer | Status: Prone | "The Business": 3/6 Rds

Cree is from Absalom Station. Is it possible for him to meet the rest there, or is there stuff happening on the shuttle that matters? I could've been called away for something, and be headed home, if that's the case.


The reason to get everyone on the shuttle is to make sure everyone can take part in any RP right from the get go, rather than being stuck with less to do at the start. So while it's less to do with the shuttle, it's more to do with getting everyone together at the start :)


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

You could be on the shuttle heading back after doing some business on Castrovel?


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

GM, for some god-awful reason my wayfinder app messed up and tried posting as another character to your forum. Can you please remove Calvin Shoals from the players list?


Done and done, I hope :)


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

Ayup! Resolved! Thank you!


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

And crap, I made the mistake of using a real-life card game instead of one of the Starfinder ones. Whoops.


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Don't worry about it too much. In real life there are so many obscure card games that I'm sure we could get away with making up a few, in addition to the strictly canon ones.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.
Valorus K'thars wrote:
And crap, I made the mistake of using a real-life card game instead of one of the Starfinder ones. Whoops.

I made up super space solitaire and added bridge as an aside. Surprised no one mentioned that star wars one!


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

Pazaak? Yeah. That's a fun one!


:) real life references are a lot less jarring in a sci-fi/sci-fantasy setting, I feel. At least it's not so bad that it breaks the suspension of disbelief like it can in the more stereotypical fantasy settings.

Also, I will be getting the Roll20 table ready for the maps of any combats you guys get into, and will post the link up on here when it is ready :) if anyone has issues with using roll20, please feel free to suggest alternatives if you know of any.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

I'm starting to get the hang of google slides if thats an option. A lot less annoyance having to log in etc. Less tools to use for it admittedly but most of them go unused on roll20 in my experience.


Haven't used Google Slides for anything at all - will take a look-see at it :)


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

We couldn't even get past page 1 without a Blade Runner reference. ;P


2 people marked this as a favorite.
Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

It's a really good speech.

I once saw someone give their character the first name Jim for a Rogue Trader game that ran for two years... finally in like the fifth last session a character turned around and said the words he was waiting so long for.

"He's dead Jim."


Funnily enough, I actually don't know much in the way of sci-fi references. Up until very recently, I wasn't the biggest fan of actual sci-fi - the mix of technology and magic in settings like Eberron, dragonstar, and game systems like shadowrun were as close as I got. Starfinder is about as close as I've ever wandered to sci-fi, and even this is more space opera/science fantasy :) so any sci fi references from me are probably going to be bleedingly obvious, lol

Also, I am happy to keep your role playing going for a bit longer, and when you guys want me to move on, just let me know and I'll fast forward the time a bit to bring you into port :)


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

I'm ready whenever you are.

-Posted with Wayfinder


Male Human Level 3 Investigator

Same here.


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

I'm ready as well.


KAC 15; EAC 14 ; stamina 4/7; hp 8/8; resolve 4/4; Fort +3, Ref +5, Will +0; Combat Tracking Target: Bouncer | Status: Prone | "The Business": 3/6 Rds

Ready!


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Likewise!

Don't hesitate to push things along in the future if you think any roleplay has been going on for too long, though. :)


Roll20 link is in the campaign description, folks - if I can get you all to join the game so I can start assigning tokens to people, that would be awesome :)


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

I WASTED MY 20!!!!!!!!!!!!!!

....I can't believe I managed to roll it on a roll that I'm not even sure I was allowed to make.

Also since I already made my Perception check on the previous post, I went on ahead and editted the d6 in there as well.


Nice 20 :D And yes you were allowed to make it :)


Just waiting on Cree, Darshe, and Krevlor to join into the game on Roll20, and for Cree to post into the gameplay thread :)


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

I hopped into Roll20 there, sorry couldn't get in on my mobile earlier.


No problem at all :)


I've adjusted the tokens (located at the bottom of the map) for the 4 players who have joined the game in roll20. Can you guys go ahead and place them into the blueish zone on the map for me. The zone is the ramp heading down into the docking bay itself.


KAC 16 (17); EAC 14 (15); stamina 0/7; hp 11/11; resolve 4/4; Fort +2, Ref +3, Will +1; Attunement: [ ] [ ] [ ] Type: ( Unattuned)

Excellent.


Hey all - am going to give Cree another half day or so to get a post in before I move the game along and I'll bot his rolls for him until his return :)


KAC 15; EAC 14 ; stamina 4/7; hp 8/8; resolve 4/4; Fort +3, Ref +5, Will +0; Combat Tracking Target: Bouncer | Status: Prone | "The Business": 3/6 Rds

I'm here! I posted! Work was busier than usual, and I got all wrapped up in other nonsense.


Now as for combat (which has now just started), the last time I dealt with PbP combat it was handled in loose groupings. PCs and enemies will all be rolled by me within their grouping, with all the monsters acting in the middle of the round in their initiative order. PCs whose initiative is higher than the highest initiative within the enemies' values will go in a loose grouping before the monsters, while everyone else will go after the enemies have had their turn.

So: [High initiative PCs] -> [Enemies] -> [Low initiative PCs]

I will resolve actions within each PC grouping in posting order so that people don't have to wait for their turn, as such.

If you choose to delay your action, you will effectively move your initiative into the next available PC grouping (so a high-initiative PC who delays gets to go after the enemies, while a low-initiative PC who delays will go into the next round's pre-enemy grouping). Readying an action is as per the standard rules, and will not modify your initiative grouping.

This has worked in the past to alleviate as much of the waiting around for everyone's turn while still allowing for feats like Improved Initiative and soldier fighting styles such as the Blitz style to be useful to the PCs who take them.

As always, open to suggestions for future combat interactions to make things run as smoothly as possible :)

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